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Messages - NazarTyagun

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1
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 23, 2024, 04:07:23 pm »
Most likely a result of removal of some armours in 3.2 (underwater versions of most power suits). If a submod still refers to them, it will break things.
Thank you. After your message, I deleted the armor that had errors, 4 units, from the file "armors_UntouchablesXCF" and now it works.

I need resurrected soldiers, hiring new ones added by the mod is not needed

2
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 23, 2024, 03:12:27 pm »
now the mod Untouchable doesn't work for some reason, error about number of corpse and armor size )

3
40k / Re: [ADDON] ROSIGMA
« on: January 22, 2024, 12:35:56 pm »
thanks for the answer! So, I also cannot buy or create weapons of Tzeentch, Nurgle, Khorne and Slaanesh? (and get their armor, except for tier 1?)

4
40k / Re: [ADDON] ROSIGMA
« on: January 22, 2024, 12:13:15 am »
Hello! Great mod. I have several questions:
Can I upgrade hired CHAOS Space Marines and CHAOS Sisters? If yes, then how (to change their armor).
And the second question: is it possible to set the spawn of all types of missions to always be the same, and the level of technology of enemies too? - many simple missions, few difficult ones, many weak enemies, few strong ones, and so from the beginning of the game to the end/ I mean is it possible to disable enemy progression?
and how can i get iron warriors (or alpha legion) armor ( not only tier 1 )
After chaos research i can not recruit loyalists, so i can not turn them into chaos space marines as iron warriors, so I can't even get tier 1 armor now :(

5
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 06, 2023, 10:40:13 am »

thanks for the answer, then it greatly complicates the task)) And I was hoping for the "replace" notepad function

6
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 06, 2023, 10:28:27 am »
I'm sorry, I didn't understand anything. More precisely, I understood, but as it turned out, wrong.
In the ITEMS file, many weapons, if not most, (and even their ammunition CLIP) do not have a RandomType line, while some weapons have this

7
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 01, 2023, 11:49:30 pm »
strange that no one made a mod with a 50-150 damage system, instead of a crazy 0-200 roulette.
As I understand it, to implement this, need to edit the items_XCOMFILES.rul file, but which lines exactly (and whether something else needs to be changed)

8
The X-Com Files / Re: possibility of a revival?
« on: January 17, 2023, 12:03:37 pm »
anyway thanks a lot for your answer, i was inattentive) I just didn’t look for this function initially, but when I saw the name of the mod I described, I thought it can be just wonderful

9
The X-Com Files / Re: possibility of a revival?
« on: January 17, 2023, 11:41:38 am »
thanks! hah i missed your mod on the same page on the new portal. i downloaded "Immortals for X-COM Files for OpenXcom" and there is only one comment and it is just about the error I described, as i see now. Thanks for explaining and for the  mod "Untouchables"

10
The X-Com Files / possibility of a revival?
« on: January 17, 2023, 12:02:47 am »
Hey! the mod objectively has sometimes a bad balance, but still this is one of the best. some things make it not difficult, but very tedious to pass on an iron will. I saw a mod that allows you to revive a dead agent in the "agents" tab, but that mod does not work (only one deceased appeared in the list and no armor is available to him after respawning). is there a mod with this feature? or something similar. Sometimes the loss of a team leads to defeat or at least a VERY boring training in easy fights

11
40k / Re: 40k
« on: February 26, 2018, 06:18:12 pm »
is there information when to wait for an update on this? (fixed error)
I also have another question ( sry, the subjective vision of the universe).
How about making Space Marines much stronger than now, but they are 2 places in transport?
(the version that the soldier begins as a neophyte and becomes a Space Marine is incorrect, impossible by timeframe)

12
40k / Re: 40k
« on: February 25, 2018, 12:18:42 pm »
sorry, there are often errors in the generation of tactical maps of terror.  it happens at someone else? or I did something wrong

13
40k / Re: 40k
« on: February 20, 2018, 07:03:38 pm »
Hello!    it is possible to look a tree of researches? :-\

by the way, if you press the right button in the inventory window on the character's armor, you can choose the visual type of soldier. So, those that are generated when hiring (or starting the game) are completely different, and here you can choose only vanilla skins from x-com. You do not plan to work on this?

14
The X-Com Files / Re: The X-Com Files - 0.8.5 alpha: Metal Machines
« on: February 19, 2018, 02:40:12 pm »
Exactly! but my knowledge is enough only to activate both mods and look at the image of synthetic armor in the equipment window, when there
  there is a "red power armor" ;D

15
The X-Com Files / Re: The X-Com Files - 0.8.5 alpha: Metal Machines
« on: February 19, 2018, 11:57:24 am »
of course I know that there are no specializations), but some fighters get melee weapons (shotguns, maybe knives, grenades), some get sniper rifles, paralyzing weapons, launchers. Then they have a red, blue, yellow or other armor.
it simplifies the management of units on the battlefield
   Also, the soldiers are even more different from each other, because their skin color, hair is visible.
   so, we get "customization"  ::)
     sorry, I just thought that you did not understand what I meant

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