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1
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« Last post by Juku121 on Today at 04:50:16 am »
Unless the item itself is in the wrong base, no idea. Post a save?
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The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« Last post by Chromeo on Today at 02:09:55 am »
Hello, it's me again. I have UFO Power Source and UFO Navigation items but am not able to research them. The prerequisite says it depends on alien power systems (researched) and 'Std. Lab' which I believe is the science lab building (got it), anyone know what's up?
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XPiratez / Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle
« Last post by Mathel on March 18, 2024, 07:14:57 pm »
1. I don't think so.
2. You just need to have it in the same base, does not need to actually touch.
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OXCE Support / Re: Difficulty installing on Pop!_OS 22.04- but I think I'm close.
« Last post by R1dO on March 18, 2024, 06:07:17 pm »
You've somehow managed to install the GOG version of UFO defense under the "~/.local/share/openxcom/mods" folder.

This is a location where the engine (e.g. openxcom) only expect user mods.
For the actual *required* data files it looks under "~/.local/share/openxcom/UFO" and/or "~/.local/share/openxcom/TFTD" (those are default locations which suffices for the majority of users).

Judging from this discussion the best advice I can give you is to run the following command in a terminal.
Code: [Select]
mv ~/.local/share/openxcom/mods/* ~/.local/share/openxcom/
This will move the contents of your current mod folder, which happens to contain the correct folders, to the main openxcom folder.

Yes ... this will leave you with a lot of (harmless) noise files in the openxcom folder but it should suffice to get a working version.
If necessary you can decide to clean up those noise files at some later time.

As for the remark in the first post (not being able to find the "tmp/.mount_OpenXCJIOwQs" folder).
This is to be expected. Due to the way AppImages work this 'folder' only exist while you're running the AppImage (e.g. play the game).
It is a folder that an user (e.g. someone that is only interested in playing the game) can safely ignore.
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40k / Re: 40k Bug/crashes/problem´s report
« Last post by nicedayright on March 18, 2024, 04:04:13 pm »
Got a crash when I researched Stormtrooper Requisition and try to look at the pedia page. Looks like the Hellpistol version of the armor is missing. Screenshot attached with save file.
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XPiratez / Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle
« Last post by yuriski on March 18, 2024, 02:03:52 pm »
Ok, I'd like to ask two question that I couldn't find a good answer to:

1. Is there anything you can do with JIM (other then paying him to fuck off)?


2. Is it necessary to put a spa next to the red mage's tower for the story line to continue?
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by _Raven_ on March 18, 2024, 12:30:06 pm »
The verticalLevels feature can do exactly that: https://openxcom.org/forum/index.php?topic=5316.0
Thank you for the useful link to an interesting topic, these vertical levels are very interesting information, now I can not only combine large modules into 1 file, but if I wish, I can even create an open location above the underground base.

I still don’t understand why it’s easy to specify a solid large alien base module, just increase the length and width, but to do the same for the xcom base you have to enter additional commands
Spoiler:
Code:
###terrains:
###  - name: UBASE
###    mapBlocks:
###      - name: ALIENBASE
###        width: 20
###        length: 20

Code:
###terrains:
###  - name: XBASE
###    mapBlocks:
###      - name: XBASE_HANGAR_21
###        width: 20
###        length: 20
###facilities:
###  - type: STR_HANGAR
###    verticalLevels:
###    - type: ground
###      size: [2, 2, 2]
###      blocks: 21
###    size: 2
###    sizeX: 2
###    sizeY: 2
###    mapName: XBASE_HANGAR_21

You must specify the command "verticalLevels" otherwise the game still tries to find the files "XBASE_HANGAR_22, XBASE_HANGAR_23, XBASE_HANGAR_24" and there must be 2 numbers at the end of each file, otherwise the game looks for the file "XBASE_HANG00" and inserts numbers instead of the last two letters in the name.

Why not program it like for an alien base? Well, at least it works like that, it’s good.
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XPiratez / Re: Names of used music
« Last post by shinr on March 18, 2024, 08:06:51 am »
Sorry, don't think so.

Searched around the forum, and the best I could find were a few topics with similar questions and little to no answers.
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OXCE Support / Re: Difficulty installing on Pop!_OS 22.04- but I think I'm close.
« Last post by psavola on March 18, 2024, 07:21:09 am »
In my Linux installation, in ~/.local/share/openxcom I have UFO and TFTD subdirectories, which include the original games (with subdirectories).
~/.local/share/openxcom/ also includes 'mods' subdirectory, which includes only subdirectories (one per mod), no other files. You'll need to clean up this junk you have there.
There are also other subdirectories in ~/.local/share/openxcom/ (for saves) but I think the game creates those for you.
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40k / Re: 40k
« Last post by nicedayright on March 18, 2024, 05:53:29 am »
Who would win, an angry khornate berserker juiced up on the bloodlust of a literal god? Or the room full of artillery shells I just lured him into?


So the armor effectiveness of the Commissars "Inspire" ability is 25%, which means it usually works, but starts rolling zeros when I start putting my guys in carapace. Especially my Ogryns. It's like you want to keep me from blitzing the enemy lines with a forty IQ arguably human bulldozer egged on by a commissariat cheer squad.
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