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Author Topic: HALP: making old rulesets work in the new Openxcom  (Read 966 times)

ChairmanPoo

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HALP: making old rulesets work in the new Openxcom
« on: May 27, 2015, 10:54:53 am »

Openxcom is an open source engine for the famed game X-Com: Ufo defense, which involves grand strategy and tactics in an unique format.

As you might or might not know, they rearranged the file system for the game, so that now rulesets are notably absent, and you're supposed to use a mod folder directly

And therein lies the problem: I used to mod some stuff directly at ruleset level (it took only a few copypastes and I don't switch versions that often, so it did not concern me overmuch.

What I did is add the modifications I wanted to an already existing ruleset affecting the parts I wanted to change.

However, for some reason, Openxcom fails to read my custom ruleset as a mod. It also fails to load alternate weapon tech, another one of my fav. mods.

Any input please?
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miauw62

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Re: HALP: making old rulesets work in the new Openxcom
« Reply #1 on: May 27, 2015, 11:14:37 am »

You may have more luck on the OpenXCOM forums.
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