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Messages - B1ackwolf

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1
yeah, im aware you can manually copy and paste it into your save files, i already do it, but i wished to know for possible alternatives, tho.

2
Help / Re: [SOLVED] problems with some Maps generation.
« on: May 07, 2024, 07:13:43 pm »
I forgot to add that i already edited the height to 9 in my alien deployment BUT, thanks to your input, i decided to analize further.......now im noticing some mission types are missing this parameter and i think , its THOSE were creating the CTDs.

Thanks, i can consider this solved.

3
I have a small humbly request regarding inventory loadouts in the game. Currently, loadout profiles are saved in savefiles, but I'm wondering if there's a possibility to move them into a .rul file format.

This feature could greatly simplify the process of managing loadouts for soldiers in different campaigns. Instead of manually copying and pasting loadouts into new savefiles, we could easily access and apply them directly from a .rul file. Additionally, it could allow for the creation and distribution of suggested loadout templates for players to use.

Personally, I would find this feature particularly useful for testing purposes. When I need to test weapons, items, or specific loadouts in the quick mission mode, having pre-defined loadouts readily available would streamline the setup process and save time, especially when running multiple test scenarios on the same map.

I believe implementing this feature would not only benefit me but also other players and modders who seek greater convenience and efficiency in managing loadouts.

Thank you for considering this suggestion, and I look forward to hearing your thoughts on it.

4
Hi ,I'd like to humbly request a small quality-of-life suggestion for a feature that could streamline base management in the game. Is it possible to incorporate small arrows or a CTRL+CLICK functionality that allows users to reorder their bases directly from the base management screen?

Here's how I envision using this feature:

I typically organize my bases in a specific order: MAIN BASE > RESEARCH BASES > (usually two) FABRICATION BASES > any number of interception bases > and finally, detection bases (especially useful in my mod, where I've added buildings capable of providing global coverage).

While this is the order I prefer, it's not always the order in which I construct the bases. Sometimes I need the detection bases before the interception outposts.

Currently, I manually adjust my save files to reorder the bases. However, this process involves closing the game, making the changes, and then reloading, which can be cumbersome. I hope this feature could be implemented perhaps through scripting. However, I'm aware that there may be limitations due to hardcoding or other factors.

I appreciate any insights or considerations on this suggestion. Thank you in advance, and I hope others may find this idea helpful as well.

5
Help / [Help Needed] problems with some Maps generation.
« on: May 07, 2024, 07:28:16 am »

Hi everyone,

I'm encountering some crashes with map generation, and I could use some assistance. Specifically, I'm getting a "A fatal error has occurred: Height of map MAPS/AULTA14.MAP too big for this mission, block is 9, expected: 4" message under certain circumstances. Despite attempting to adjust the map size, the issue persists.

Interestingly, everything works smoothly when I select large UFOs like the battleship, but crashes occur with smaller UFOs such as the small scout. I'm using the CMP, and it appears that the gothic variations of maps, beautifully crafted by bulletdesigner, are causing the problem. As a temporary fix, I've removed them from the available generation pool, but I'd prefer to have them active again.

Any suggestions or insights would be greatly appreciated. Thanks in advance for your help!

6
Help / [Help Needed] Problems with the armor order in some screens.
« on: April 10, 2024, 08:52:33 pm »
Hi there,

I'm currently encountering an issue with the armor order selection in various screens. Despite ensuring that the armor order is correctly configured in files like armor.rul, extrasprites.rul, and extrastrings.rul, the armor still appears shuffled in-game. I've even tried adding the armors to items.rul with the appropriate loadorder command, but to no avail.

Has anyone else experienced a similar problem or know what might be causing this issue? It may seem like a minor detail, but it's been quite frustrating to deal with. Any assistance would be greatly appreciated. Thanks in advance!

7
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 16, 2024, 08:19:43 am »
Good news!, another new Development Update:

In a nutshell, the upcoming patch has grown larger than anticipated. But What started as a routine bug-fixing endeavor in the research tree (thanks Scamps for the report) soon evolved into a series of enhancements, culminating in the decision to embark on a substantial overhaul of certain research pathways. This expansion also includes the introduction of new technologies and aircraft to address pacing issues.

To bridge the gap and diversify options, i want to introduce a new interceptor and transport ship. The interceptor will likely be a variant of the F35 with Xelloy upgrades, while the transport ship is being crafted from scratch. Designed to be slower than the standard Firefly but with an increased troop capacity (number not final, but 24 troopers for now), it won't be capable of lifting any type of tanks. This should provide balance and fairness by having a larger platoon size in exchange of heavy support.

Preliminary tests against a BRUTAL AI have shown promising results. Even increasing troop counts still poses a challenge, rather than simply being capable of outright overwhel the enemy with sheer numbers. Other crafts will undergo tweaks to accommodate these changes, including adjustments to stats and potentially battlescape layouts, time permitting.

Additionally, expect significant alterations to tank and support unit mechanics, along with quality-of-life improvements in manufacturing, such as batch production of ammunition.

 While these changes promise a substantial upgrade, I'm unable to provide an exact release date at this time. Rest assured, progress is steady.

The new transport ship is nearly complete, heavily inspired by the DR4-Viking, a personal favorite. I've tried to capture its essence the better i could.

Stay tuned for further updates as development progresses. Your feedback and support are invaluable.


This is the current WIP of the craft, codenamed SCARAB:


EDIT: the design is finished, its the last four pictures
[DESIRE TO KNOW MORE INTENSIFIES]

8
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 15, 2024, 06:52:08 pm »
Do the new UFOs (they are amazing btw) replace tho vanilla ones or do both types appear?

Hi Hadan, it's great to hear that you're enjoying the new UFO designs! To clarify, YES, these UFOs completely replace the vanilla ones. However, each UFO comes with an average of around four different layouts (with exceptions like the Scout Escort, which has eight, and the largest designs, which currently have two but will have more variants in the future), ensuring that your encounters won't always be the same.

9
Do you mean this:

https://www.ufopaedia.org/index.php?title=UFO_Recovery_Values

Thank you for the suggestion, it's certainly helpful. However, my mod completely overhauls the UFOs, introducing numerous layout variants and significant deviations from vanilla parameters like dozens of extra walls and props. Nevertheless, I appreciate your input.


Yes, but I don't know where to put it.

That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.

OH RIGHT, i totally forgot about TFTD. Yeah, scratch that, well, im glad to know this is the bucket list of stuff that might appear.

I'll keep finding my way with RNGesus for now. Thanks for your answer, really appreciated.

10
(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?

Hi, first off, thank you for your hard work on the game. I'm wondering if it's feasible to introduce a checkbox or slider that allows players to define whether an UFO is intact (simulating a landing assault mission) or damaged (simulating a crash landing site). In my ideal scenario, this slider would function similarly to the light/illumination level meter, located in the space below the map swapping dropdown button. It could range from pristine/intact on the left to almost annihilated/obliterated on the right.

The reason I'm suggesting this is twofold: firstly, it would give players greater control over the type of mission they want to play. Secondly, it's personally beneficial to me as I'm currently trying to compile a spreadsheet detailing the average amount of materials recovered from UFO missions. However, the high degree of randomness involved, combined with the variability in UFO layouts and the need for multiple reloads to ensure only intact UFOs are encountered (even when using debug features), is causing a significant waste of time :( .

Is this feature possible to implement? .

Thanks once again for your efforts, and I'll patiently await your response.

11
Hi,

I like your visual upgrade.
Hangar should be redesigned, large units can't enter/leave without connection from north.


Thanks for your feedback, noted, i'll take a look and see what i can do for the next patch.

12
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 01, 2024, 04:56:26 pm »
A bit of random feedback:
1. OpenXcom has crashed: FileRecord::at(ROUTES/SOL_SILO20.RMP): requested file not found.
2. Impassable fence gate, see screenshot.
3. Muton chieftain research can be granted by medic, unlocks endgame. Chieftain should probably grant a free prerequisite tech.

Hi, thanks for your report, im currently commuting to work, sorry i cant extend that much.

1. Noted, there seems to be still issues with map generation, this has been tackled continously, yet, every report help ironing rough edges, thanks.
2. It seems a map in CMP didn't have the "fence door" correctly defined, i'll try to fix this and pass over the info. For now, i recommend to simply shoot at it (its wood so durability shouldn't be a issue).
3. CRITICALLY NOTED, will be fixed on next patch.

Next update keeps exponentially growing in size and scope , it might end warranting a full digit increase instead of a mere decimal change (prolly will become " 0.98" instead of merely 0.97.7 tbh), cant tell exact date, but im aiming to before 20th this month if everything goes correctly.

13
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 22, 2024, 08:27:03 pm »
Yo Man I got an error

[22-02-2024_11-51-09]   [INFO]   Active mods:
[22-02-2024_11-51-09]   [INFO]   - xcom1 v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Always_Daytime v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Improved_Ground_Tanks v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_Improved_Heavy_Laser v1.0
[22-02-2024_11-51-09]   [INFO]   - XcomUtil_No_Psionics v1.0
[22-02-2024_11-51-09]   [INFO]   - XRVU v6.5
[22-02-2024_11-51-09]   [INFO]   - XOPS v0.97.06.LE

[22-02-2024_11-51-15]   [ERROR]   During linking rulesets of manufacture:
Error processing 'STR_PSI_AMP' in manufacture: Unknown research 'STR_PSI_AMP'

hi, thank for you report, as Meridian said , the problem is caused by the NO PSIONIC MOD, remember that this mod is an overhaul (thus, better to be played standalone), consider also that this mod changes both lasers and tanks behaviour, therefore having those two other mod activated might result in redudancy in the best case....or complete inestability on the worse scenario)


Hello, thanks for your report, as Meridian said, the problem is caused by the 'NO PSIONICS MOD', remember that this mod is an overhaul (therefore it is better to play it independently), also consider that this mod changes the behavior of heavy lasers and tanks. therefore, having those other two mods activated could result in redudation at best... or outright instability at worst.

14
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 15, 2024, 04:35:49 am »
Hi, blackwolf!
If you are not aware, xops armor has usable shoulder slots, but not outlined by boxes. Is it intentional? Other armors might have similar issues.
Also, Kamchatka is gone, and Pacific ocean in general has several 'stitches', visible if you use higher resolution and rotate the globe. Probably you combined different globes?
Both issues are minor. Thank you for your work!


Thanks for bringing this to my attention, Scamps. I wasn't aware of the issue, but rest assured it will be addressed in the next patch. Much appreciated!

Regarding the map tweaks, I've been working on enhancing the overall appearance of the globe. However, I've encountered some challenges with the tools. I may need to revert to previous iterations to resolve the issue, especially when it comes to certain regions like South America.

Thanks again for your patience and understanding

15
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 12, 2024, 09:37:43 pm »
Good news everyone!

I originally aimed to complete the implementation of the first level of paperdoll sprites for the initial armor tier before releasing the next update. However, after receiving valuable feedback from players on the Reddit thread (special thanks to GetFreur and Hadan) regarding stability issues, I decided to prioritize addressing these concerns. Thanks to their reports, I was able to identify certain options that could be adjusted to enhance the overall stability of the mod. Additionally, I took the opportunity to rectify over 200 missing strings and improper references to items and equipment, which in some cases could lead to CTDs.

Most importantly, I have successfully resolved the errors associated with cargo and cruiser line ships. This means no more CTDs at startup, and your planes will now spawn correctly on the designated helipad. This significantly improves the survivability rate of missions involving these ships, which previously posed a significant challenge as you technically couldn't retreat.

Rather than delaying the update to complete the graphical overhaul of the armors, I felt these bug fixes warranted an immediate release. This also allows me to introduce updates to not just one, but TWO tiers of armor. The upcoming XOPS armors will undergo a total visual and gameplay revamp, with more details to follow in a future post.

Overall, discussions surrounding their intended uses have been thorough, and the visual aspects are nearly complete. I'm excited to provide a sneak peek in the attachments below.

Good hunting!

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