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81
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by Meridian on April 22, 2024, 02:54:30 pm »
I have already implemented this (I used two functions, the spawn of a civilian faction on the xcom base and the spawn command in the ufos and facilities files which allows you to spawn any unit or item at any point in the location), my base is also protected by scientists, engineers and other working personnel, all those who did not have time to evacuate from the base (I created them in the form of a faction of civilians, created spawn points for them, gave them individual weapons to each type of unit in their hands (scientists with one weapon, engineers with others), now there are brave defenders at the base without body armor).

No offense, but I don't see how you could implement it.

My guess is that you just spawned some random units, regardless of how many scientists/engineers there are in the base.

In which case, you completely missed my point.
82
OXCE Wishlists / Re: _Raven_'s wishlist
« Last post by _Raven_ on April 22, 2024, 02:52:33 pm »
I know that you are all busy and that my ideas may be completely ignored, but here is another idea for your consideration.
Spoiler:
The .nam file in this file with names has already been added with the function of indicating which country and region the names belong to, you also need to add the following command “flag: 15” there
Russian.nam
Code:
###country: STR_RUSSIA
###region: STR_SIBERIA
#flag: 15
###globalWeight: 65500
###lookWeights:
###  - 25
###  - 35
###  - 35
###  - 5
###maleFirst:
###  - Дмитрий
This way, for each file with names you can specify your own flag, no more arrangement of flags in the correct order in the "extraSprites" file, you can simply specify any flag under any number, and then indicate this number in the .nam file and all the soldiers who will receive names from this file, they will also receive the flag that is indicated there (you can specify even just one flag in extraSprites, numbered 15, and the soldiers will receive this flag, even if the file with names is numbered 20 in the folder with names).

Add a feature like this, it will be easier for everyone to assign flags, even if the .nam files are located in different folders.
Yes, I know that there is such a function
Code:
###soldiers:
###  - type: STR_PILOT
###    flagOffset: 33
This function does not allow you to select a flag, just ignore flags 0-32 and immediately assign flag 33 to the first .nam file in the folder, and I suggest linking flags to .nam files.

I don’t think it will be difficult to do, the main thing is that you have the time and desire.
83
OXCE Wishlists / Re: _Raven_'s wishlist
« Last post by _Raven_ on April 22, 2024, 02:40:36 pm »
I came up with this psionic SQS function that is similar to regular SQS but works differently.

It would be nice to add a new type of psi-sqs (or better called psiAura or psiShield) only to psionics, so that when a regular soldier shoots at a creature with great psionic power, the psi-sqs will work and the bullets will fly away, but when a psionic soldier in psionic armor , then he ignores psi-sqs and shoots at the target, but when such a soldier is attacked by an ordinary alien, he can deflect the bullets with a psionic shield.

This reminds me of the mod for xcom2012 "Long War" in which Ethereal reflected shots with the help of his powerful psionic aura and I decided to propose adding this function for psionics, so that only psionic creatures could do such tricks with deflecting bullets from the target.

Think about this new mechanic that is similar to SQS but designed for psionics that works at a distance. I think it’s a good idea to add a psionic aura that repels bullets with some probability (the chance of deflecting bullets or penetrating the aura depends on the accuracy and psionic strength of the soldier, as well as on the psionic strength of the enemy). This new mechanic can also be applied as SQS as a separate command to armor (for example - psiAura: true, you can also add an aura power multiplier, which can be used to manually adjust the aura strength).
84
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by _Raven_ on April 22, 2024, 02:23:57 pm »
I will publish everything that comes to my mind in “Topic: _Raven_'s wishlist” because I don’t have any specific big idea for which I need to create a separate topic.
[OXCE] Why was my suggestion rejected?
« on: 08-08-2018, 20:10:13 »
scientists/engineers "don't exist individually", they can't defend the base
I have already implemented this (I used two functions, the spawn of a civilian faction on the xcom base and the spawn command in the ufos and facilities files which allows you to spawn any unit or item at any point in the location), my base is also protected by scientists, engineers and other working personnel, all those who did not have time to evacuate from the base (I created them in the form of a faction of civilians, created spawn points for them, gave them individual weapons to each type of unit in their hands (scientists with one weapon, engineers with others), now there are brave defenders at the base without body armor).
[OXCE] Why was my suggestion rejected?
« on: 08-08-2018, 20:10:13 »
How many of you knew the game actually has a 3D engine below the 2D battlescape?
I knew that this 2D game had 3D because I played the original xcom1 and xcom2 on playstation1 and there in Ufopedia there were 3D models of xcom tanks as well as xcom aviation and UFOs, for some reason there is no 3D in OpenXcom at all, yes it simplifies modding, but It was possible to at least add original tanks, planes and UFOs to UFOpedia in 3D mode (with switching 3D - 2D in the UFOpedia file). It’s good that the “Visual Upgrade” mod brings back the background pictures into the game that were in the PSX version, I don’t know which version of the game you created OpenXcom from, why these pictures appeared already in OXCE and in a separate mod, as well as cutscenes in the style of an animated comic, they are missing in OpenXcom, even the final cutscene is converted into regular slides, it’s good that I found a mod that returns all the standard cutscenes from PSX (“Hardmod expansions” seems to be the name of that mod).
85
OXCE Bugs from OXC / Re: Turn with zero cost by cancelling a move
« Last post by karadoc on April 22, 2024, 11:27:53 am »
No. I think completely removing the cancel move would be bad. But I think making the first step uncancelable would be a good fix.

I haven't checked the code myself, but I'm a bit curious as to why the exploit doesn't work for 2x2 units. There might be another idea for a fix there too.
86
OXCE Bugs from OXC / Re: Turn with zero cost by cancelling a move
« Last post by Meridian on April 22, 2024, 11:17:38 am »
I can fix this by removing the "cancel movement" feature... but I guess you will not like that.

PS: the turning cost is really zero while moving, so I can't change that
87
OXCE Bugs from OXC / Turn with zero cost by cancelling a move
« Last post by karadoc on April 22, 2024, 11:04:44 am »
It is possible to make a unit turn around without paying any TU cost for turning. You can do this by clicking to move in a direction you want to face, but then immediately right-clicking to cancel the move. So that's left-click once to select a movement path anywhere in the direction you want to face, then left-click again to confirm the move followed immediately by right-click to cancel. The left and right click should be almost at the same time, with as little gap as you can manage.

This doesn't work for a single click of rotation (i.e. 45 degrees), because in that case the unit will take a step before the move is cancelled. But it does work for any turn larger that that. You can make the unit turn around on the spot without them taking the first step of the move and without paying any time units. (And if you do want to only turn 1 click, you can just turn to face the other direction, then turn back again.)

It doesn't seem to work for 2x2 units. I've only been able to do it for normal size units.

From what I understand, this is likely to be a OXC bug also - but I don't have OXC currently so I haven't checked to confirm.
88
OXCE Suggestions NEW / Re: [Suggestion] Global UFOPedia search
« Last post by WarStalkeR on April 22, 2024, 09:26:24 am »
I see, too bad if there are technical limitations, but totally understandable.
Since at some point I already was playing around with Tech Tree Viewer code, I will check if it is possible to add Ufopaedia linking into it, such as MMB on topic opens related Ufopaedia article (if exist), for example.
89
Released Mods / Re: X-Chronicles Release, v.1.0
« Last post by EleriumWard on April 22, 2024, 02:36:58 am »
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.

To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.

Good morning. I have confirmed that the issue I mentioned has been resolved. Thanks.
90
Released Mods / Re: X-Chronicles Release, v.1.1
« Last post by Nord on April 22, 2024, 01:07:09 am »
Well, here is your save file.
I must say, though, that this save had no bugs. You just, well.. developing too slow. :)
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