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Messages - Shiroi Bara

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 19, 2023, 02:00:55 pm »
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
P.S.
Dear Nord, you stepping on same rake again. This might OXCE change again. Using latest version. I assume player should not buy cannons just at the beginning of the game:

17
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 15, 2023, 11:36:06 am »
Adding zrbite flare is good and useful idea. Night missions with normal flares were too hard. Obtaining bio flares takes a lot of time. So I only voting up for this good adjustment. Some small miss typo in usopeadia  article about zrbite flares - you are missed letter "e" at the end of the "zrbite" word. Another small suggestions. Since alien shard weapons now could be unlocked by any squad leader (and this is good adjustment too) may be better change phrase "With help of alien Commander" for something else like "with help of ranked alien (or may be officer)"?  And final question - have you changed throwing range on grenades and flares? They require too much strength now. Consider what this mod really hard on any difficulty could you readjust it too? May be something middle between old big values and small now. Throwing flares now on few meters now with average strength is cruel.

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: August 10, 2022, 12:59:05 pm »
Yes, it's latest.

19
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 25, 2022, 11:44:46 pm »
Gena Krokodilov
You could use only Nord's TWoTS without mine adjustments. TWoTS has some minor bugs but winnable even without  QoL. I made my sub-mod to make game a little easier. If you goal pure clean, use pure TWoTS. If you want some little help you may use QoL sub-mod. QoL not change story line, alien attack waves and other important aspects of TWoTS, it's just adds some features to help.

20
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 15, 2022, 10:59:36 pm »
You need at least 7.5.14 to get the fixes that went in in Apr 24.
Oh God I'm really blind, instead of checking list carefully I picked just bottom version from  it. The latest in the middle. No button anymore. Thank you! And my apologizes, Meridian.

21
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 15, 2022, 09:48:10 pm »
Well I tried 7.5.9 from https://lxnt.wtf/oxem/#/Extended, still crashing :(

22
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 15, 2022, 08:50:30 pm »
it has been fixed already
Am I blind or have some wrong Windows version OXCE? Using (v2022-02-07) for Windows, game crashes when I'm going to "Select squad for Moray 3", putting pilot inside in, pressing "preview" and it crashes. It's not crashes only if Moray has no pilot. Same for Linux.

23
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 14, 2022, 11:10:40 pm »
It crashes on latest public release for Windows and for Linux too. Seems this bug still persists. We really need something like STR_NO_PREVIEW: true. But let's wait response from developers.

24
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 14, 2022, 09:15:57 pm »
OXCE crashes when I pressing "preview" button on Moray interceptor. I think it happened because this ship used for interception purposes but not for delivery aquanauts.
Code: [Select]
[14-06-2022_21-00-54] [FATAL] A fatal error has occurred: Segmentation fault.
[14-06-2022_21-00-54] [FATAL] 0x5cbe20 OpenXcom::CrossPlatform::stackTrace(void*)
[14-06-2022_21-00-54] [FATAL] 0x5ccca0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[14-06-2022_21-00-54] [FATAL] 0x41c7f0 signalLogger(int)
[14-06-2022_21-00-54] [FATAL] 0x9f4930 OpenXcom::UfopaediaStartState::think()
[14-06-2022_21-00-54] [FATAL] 0x7fff6e19c6d0 _C_specific_handler
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b1fb0 _chkstk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e161020 RtlRaiseException
[14-06-2022_21-00-54] [FATAL] 0x7fff6e1b0bd0 KiUserExceptionDispatcher
[14-06-2022_21-00-54] [FATAL] 0x522710 OpenXcom::BattlescapeGenerator::run()
[14-06-2022_21-00-54] [FATAL] 0x447960 OpenXcom::CraftSoldiersState::btnPreviewClick(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e8860 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[14-06-2022_21-00-54] [FATAL] 0x6a4380 OpenXcom::State::handle(OpenXcom::Action*)
[14-06-2022_21-00-54] [FATAL] 0x5e3f50 OpenXcom::Game::run()
[14-06-2022_21-00-54] [FATAL] 0x41c950 SDL_main
[14-06-2022_21-00-54] [FATAL] 0x9f6460 console_main
[14-06-2022_21-00-54] [FATAL] 0x9f6580 WinMain
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] ??
[14-06-2022_21-00-54] [FATAL] 0x7fff6c757020 BaseThreadInitThunk
[14-06-2022_21-00-54] [FATAL] 0x7fff6e162630 RtlUserThreadStart
[14-06-2022_21-01-02] [FATAL] OpenXcom has crashed: Segmentation fault.
I'm adding save file too.
Question about OXCE special strings - any STR in ruleset what could be used to prevent crash and remove preview button there when player selecting non-transport ship?

25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 11, 2022, 07:01:02 pm »
Hey Nord, could you please look at this cosmetic bug?

This guy wearing hard suit but game engine draw it as another armor. I don't have great experience yet to investigate myself, only have thoughts what this is something with lookVariant: 41 in save file. Not sure anyway. I'm using some mods include mine, but I think you could disable them in save file or it will loads fine just with warning. Thank you in advance.

26
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 08, 2022, 03:31:15 pm »
GetOneFree could do trick, but it's not finishes two or more "bonus" projects simultaneously. It pick one random or or sequentially from the list.

27
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 08, 2022, 01:00:22 am »
Sorry for asking it here, but my question have possible future request, depends on answers. For example I have two research projects:
Code: [Select]
- name: STR_PROJECT_1
  cost: 10
  points: 50
  needItem: true

- name: STR_PROJECT_2
  cost: 10
  points: 50
  needItem: true
So questions:
1. Is it possible automatically finish STR_PROJECT_2 when STR_PROJECT_1 finished,  make it grey color in tree if it already started or not but it present as possible in lab project list? I tested mechanics with "disables" command, what makes it red, removes from list, removes scientists from it as well, but I'm looking something like "complete" command.
2. If it's not possible could we have it as future request in OXCE?
Thank you all for your answers in advance.

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 05, 2022, 06:07:39 pm »
Ok, new QoL patch (submod) live now.
Changes:
The story line and research order left unchanged but interrogating live medic now could unlock same researches as manual in lab, doing corpses or live aliens. For example: you need molectronics to be unlocked, but have no luck capture live terrorist, you can unlock it if medic tells you info about live terrorist. Same for corpses. Now you need fact of autopsy which could be obtained asking medic as well. To do not break balance I've moved biodrones and triscenes to upgraded (mid and end game) medics only. This will prevent players unlock late game researches early as normal (not enhanced) aquatoid medic's bonus. Don't forget what all medic unlocks are random and to get necessary one (for example live biodrone) you need capture them as much as possible or research rest of aliens manually to reduce amount medic's bonus aliens articles which could be shown as interrogation result.
Bug fixes:
Acid torpedoes dependencies on heavy weapons
Interrogating live paladin shows right ufopaedia article now. 
Feel free to use (not use) it. I've tested it but might missed something. Don't hesitate report about bugs too.
P.S.
Update 8.06.22
Due to multiply bugs in my minimod I temporary removes it until they will be solved. Apologizes for any inconvenience.
P.P.S.
Update 9.06.22:
All mine ideas and small QoL patches I assembled now in small mod which posted on mod portal. If interested all welcomes:
https://openxcom.mod.io/qol-for-twots
 

29
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 03, 2022, 08:26:24 pm »
Do you know about escorting how it works? I hope so. If not it's easy: send Triton somewhere and send your Barracuda to Triton (choose it as target) not to way point. As soon as Barracuda reaches Triton it will follow him and will be attacked by HK first. Check activity graphs time by time. If you find it raise up, send there Barracuda or even Seamaster for chance find base early. Watch you score and maintain it. No need do all missions, especially if they pop up in dangerous zones. After infiltration runs HK usually lands and if you lucky and they close to your base you can approach and do simple fast mission for good score. It's still risky anyway. Or they just gone in few days later. Play not Ironman it's ok, as soon as you learn HK tactics and other tricks you could try Ironman. Beating game with reloading because of HK imo fair, beating it because of stupid deaths in mission and reload it is not.

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 03, 2022, 11:06:16 am »
Sadly I'm suck. So only experienced and veteran yet. But I playing SH time by time. Tricks - escort Triton (Poseidon) with 2 or even 3 barracudas squall missiles coward pilots for slow approach speed. Try lure out HK and sacrifice you barracuda. Approach with Triton to base border but not step on it while you interceptor step on it from opposite site and wait while HK pops out and run from base as far as possible and send Triton to it while HK busy his interceptor hunt. And last but may be not least - crazy one, build you airlock exactly under enemy base - zoom in map for it. You travel to enemy base will be instant, but HK still may pop. And you will need dismantle this mini-attack base later and rebuild again at another base. Be advised what currently confirmed OXCE bug exists what prevent dismantle bases - because airlock can't be dismantled. Bug will be fixed in new releases. About biodrons - if you have transmission resolver wait for lobsterman, tasoth, charcaradon or mixed crew terror mission wave - don't shoot scout ships let them do what they want  and wait for large at end on month which follow terror site mission.
P.S.
I'm testing and developing another QoL patch for this mod where any live medic will have chance unlock same researches what require manually doing corpses or live aliens. I mean if you have aqua plastic present on the base but have no luck with deep one, xarquid or (really? lobsterman) corpse but interrogate live medic, he could random tell you info about necessary corpses and if he tell you right info for example deep one autopsy it will unlock aqua plastics as well. To make game not too easy  and not big break balance I probably move biodrons group to middle game or end game where armored medics appears. It's still in development so don't expect it right now.

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