Recent Posts

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1
Modding/Experiments / Re: Aircraft Storage?
« Last post by chaosshade on Today at 09:36:20 pm »
What about making the hangers give you two storage space instead of one, or would that cause glitches?
2
Modding/Experiments / Re: Aircraft Storage?
« Last post by Meridian on Today at 05:37:26 pm »
Is there no way at all, even in OXCE?

As Nord said, you can transform the craft into an item, store it in the stores.... and when needed transform the item back into a craft.
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Modding/Experiments / Re: Aircraft Storage?
« Last post by The Reaver of Darkness on Today at 05:35:21 pm »
No.

Is there no way at all, even in OXCE?
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Garich on Today at 03:29:39 pm »
The mod is awesome.

Confirm

3. I once encountered reaction fire from the inside of the Skymarshal's hull through the walls, from the soldiers facing the big exit, to their forward-left.

Confirm
5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by ohmu on Today at 03:01:06 pm »
The mod is awesome. I already played to the late stages of the game and the only bug I encountered is that some of Skymarshal's tiles are screwd.

1. I have a habit to hide flying units behind the fins.
There are four squares in the tail behind the fins, but due to the incorrect tile properties of Skymarshal, only 2 of them are accessible.
The right fin is OK, see attached fmp-sm-tail-2.png, but the left fin is totally inaccessible, as if it is filled with something solid
(see attached fmp-sm-tail-1.png and fmp-sm-tail-3.png).
2. The property of the slant wing edge is also screwed, though it is not as bad as for the left fin.
The movement on the slant wing edges is possible, but due to the incorrect properties, the movement around the edges requires zigzag movements of 6 TU each,
instead of the straight movements of 4 TU each.
it is shown on attached fmp-sm-wing-*.png
3. I once encountered reaction fire from the inside of the Skymarshal's hull through the walls, from the soldiers facing the big exit, to their forward-left. But It was only once and I have no proof (save game, etc).
But it should not hurt to also check the properties of  hull walls/hull walls+wings.
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Development / Re: Research code bugs summary
« Last post by Stoddard on Today at 02:39:23 pm »
I didn't know you were working on it... why didn't you say so?

I generally don't, unless I have results.

I have a few ideas too, but the commit is already big enough. I would leave it this way for now... with the same (vanilla) ruleset as before, just working correctly.

Yup, better have it paced.

no need to make Sup's life harder than it already is.

So true.
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Kammerer on Today at 02:27:05 pm »
-Minuses:
1. Minor bugs with RUS translation,

I'm really sorry about that. I promise I'll return to the FMP translation very soon since most of the work on polishing the XCF translation is already done.
8
Modding/Experiments / Re: Aircraft Storage?
« Last post by Nord on Today at 01:54:39 pm »
In heavy machinery it is called "conservation" . 8)
9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Garich on Today at 01:26:59 pm »
LOVE LOVE LOVE FMP!!!! :) :) :)

Have finished Cidonia. Usually I passed vanilla XCOM in two days. This mod I have passed in twelve days of hard gaming. Very glad to play.
Thanks to all who had a hand in the project! I love you :)  ;D ;D You make me happy.

There is some review.

+Pluses:

Diversity of:
1. Stuff (especially guns). It makes playing very interesting, cause you need to know optimal guns for squad, you need to try many variants with armor, guns and squad. Very happy to see this abundance of stuff. Scatted laser very pleased. It perfect gun. Very cool that this gun have very quick rate of fire. Be cool to add such quick shots to every gun with autoshots. Rail weapons also brings much pleasure for game process. Also cool idea to drain elerium from clips and bombs. Especialy enjoy of sniper weapons. It's great idea to add this stuff in game.
2. Aliens. Lot types off aliens brings interest in game, so you need to learn and reseach so much variants of weapon using against them. 
3. Crafts. Makes game more interesting to know how works all tipes of crafts.
4. Alien crafts. It's just cool, makes game not so boring in process.
5. Maps. It's very cool!  Very glad to see so much variants of maps!!! It makes the game interesting. But with time I have learned some maps features and already knew that alienfighter mission will brings 3 aliens in craft, who never be outside at start of the mission. It means that this type of mission became predictable and bored, so will be cool if there will be some more variants of starting of the same maps. Also have pleasure to watch so much terror maps variants.
6. Manufacturing things. It's cool to see so many variants.
7. Dificulty. All of the above makes the game challenging and therefore interesting. Don't know who to thank, but the game has a almost perfect balance.
8. Medals. Good idea to bring it in the game. Mayby need to make some bonuses for some medals.

-Minuses:
1. Minor bugs with RUS translation, some bugs with map stuff. For example, sometimes doors not opens, soldiers just pass through it.

Wishes:
1. More quick speed of flight of bullets and speed of autoshots. Perfectly if they will flight and shooting like a scatted laser shots.
2. More quick speed of soldiers. Be cool if they will like a lighting  :D
3. Be great if sometimes aliens will intercept players crafts.

!!!Question. The project has an donation account? Give link if "yes". Create if "no" :)

Thanks to everybody who made this mod.
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Development / Re: Research code bugs summary
« Last post by SupSuper on Today at 01:17:06 pm »
Please note that almost none of these bugs affect vanilla... this is about general correctness, completeness and consistency of the openxcom modding features.
Well that's a load off my mind. ;)

My solution for research would be to tear out the whole thing to make something new that makes sense, which would pretty much break all backwards-compatibility, so I applaud this approach to inject some sanity into the madness. As someone who's seen the hair's nest from the start, all I can say is... good luck, and thanks for all the fish. :)
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