aliens

Author Topic: Kronos 913 mod 2.0  (Read 15726 times)

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #30 on: December 02, 2022, 10:20:37 pm »
Added armor in the form of a flying tank: a hovertank, inside of which a soldier sits. Onboard weapons - heavy laser and psi

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #31 on: December 13, 2022, 07:58:14 pm »
Added ornithopter from Dune 2

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #32 on: December 16, 2022, 10:10:19 pm »
-Fixed a bug with plasma hovertank ammo
-Added acid projectiles for the super rifle. Made from the corpses of some terrorists, or living individuals

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #33 on: December 20, 2022, 09:53:51 pm »
Fixed bases with Bayraktar - now it consumes rockets normally

Offline yergnoor

  • Colonel
  • ****
  • Posts: 120
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #34 on: December 21, 2022, 02:39:45 pm »
Did another check of the correctness of the Russian-language text in this mod. The typos I found are in the attached file.

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #35 on: December 21, 2022, 11:01:15 pm »
Typos fixed

Regarding Bayraktar:

This is a small reference to the real-life Bayraktar TB2 drone.
However, the year in the game is 1999, not 2022. And the graphic template used is very different from the real drone.
Because it is not the same device. But the same company.

The company is called Baykar Makina. And its drones are called Bayraktar - the name of the founder.

Offline yergnoor

  • Colonel
  • ****
  • Posts: 120
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #36 on: December 22, 2022, 06:23:35 am »
Thanks for the clarification. Perhaps I should have searched the Internet for information about it myself, but for some reason I thought it was something fictional.
Although I noticed a lot of references in the texts, but to "fictional" - to various books, games, and movies.

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #37 on: December 22, 2022, 02:50:05 pm »
Fixed bug
In the last archive, I forgot to remove the things that were used for tests from the starter kit. Now corrected

Offline LeChuck_80

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #38 on: January 31, 2023, 10:34:11 am »
Hi!
Thanks for this awesome mod. I'm enjoyninig again this great game, but i have noticed some bugs and crashes:
- Super rifle can't be reloaded with heavy cannon projectiles or grenades so i can't use it.
- When a new 80+ PSI soldier arrives to your base, game crashes.
- When you watch the black armour entrace in the ufopedia or when you watch the ineventrory of a soldier that wearing it, game crashes.

Suggestions:
 it's possible to add a manual counter to the nuember of scientist or engeniers (and the nuember of objects to make) to add to a project, for exaple a field that you can write 100 or 1000 or a button of max cuantity?

Thanks again.

Offline Juku121

  • Commander
  • *****
  • Posts: 1568
  • We're all mad here.
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #39 on: January 31, 2023, 02:02:54 pm »
it's possible to add a manual counter to the nuember of scientist or engeniers (and the nuember of objects to make) to add to a project, for exaple a field that you can write 100 or 1000 or a
That's probably a feature requesst for OXCE, and a large enough UI change it's not likely to be accepted.

Unless the mod regularly requires you to operate with hundreds of staff or items, you can use the mouse wheel to move staff/item values a customisable (in the game options) amount at once. You can also hover over staff numbers in the overall manufacture/research screens and use the mouse wheel. Or CTRL + mouse wheel to change staff by one if more precision is required.

...button of max cuantity?
Right-click.

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #40 on: June 14, 2023, 01:15:16 am »
-Fixed a bug with a stunning hovertank
-Added an improved laser module for the super rifle. It is slightly stronger, but requires a lot more resources and cannot be used on its own from a rifle.

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #41 on: June 21, 2023, 12:34:04 am »
Added a few more super rifle ammo types

I'm thinking about creating some more weapons with 2 types of attacks

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #42 on: June 22, 2023, 12:05:01 am »
Added a rifles with underbarrel module

Offline Dmitry

  • Sergeant
  • **
  • Posts: 21
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #43 on: June 23, 2023, 08:34:02 pm »
Fixed russian language for version: 2.26

Offline Kronos913

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: Kronos 913 mod 2.0
« Reply #44 on: June 25, 2023, 01:35:15 pm »
Fixed russian language for version: 2.26
Можете отметить, что именно вы исправили?