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Messages - Solarius Scorch

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8686
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 31, 2015, 05:03:50 pm »
I've reuploaded it a few times, but I can't upload anything downloadable. The site must be broken.

I'll just upload the new files for now, to be installed on 1.6.1.

EDIT: Apparently it works now. Please try again. (Note that it's still called 1.6.1, because magic.)

8687
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 31, 2015, 03:46:00 pm »
I never have the time to manufacture for profit. :P I keep repairing armours and making new clips. :P

EDIT: 1.6.1b is online.

Some fixes. Thanks, Meridian.

8688
Resources / Re: Altoid aliens
« on: July 31, 2015, 01:13:26 pm »
OK, I admit, these are fun. :)

I think they're too reminding on Robin's original Spitter graphics, but they could work in some total conversion mod. Maybe something like Half-Life?

8689
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 09:02:49 pm »
Thanks, I'll post it over to the Terrain Pack thread.

8690
As I already (sort of) reported on the IRC, I had to delete my own missionScripts version to make the second Terror go away. I deleted out vanilla missions before introducing them again in the ruleset, but apparently it was not working.

8691
Tools / Re: Aid for players
« on: July 30, 2015, 04:58:55 pm »
These are fine, thank you!

8692
Tools / Re: Aid for players
« on: July 30, 2015, 04:31:58 pm »
I have done a spreadsheet which can be used as an aid to know whether or not you're going to clip one of your other troops when shooting and several regarding psionics. Be aware though the psionic spreadsheets are for Hardmode v0.90. DO NOT USE if you think this takes the surprise out of playing. In the case of the psionic ones these will indirectly give away the psi strength and psi skill of all the aliens.


...odt? :'(

8693
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 10:31:49 am »
Solarius,

If I update my  FMP install will that wreck my LP save?

1.6 should be fine (I say should be, since I don't know what version you're using etc., but I'm fairly sure it'll be OK).
1.6.1 which is in the making (and hopefully to be released, like, today or something) will require redoing research on nuclear lasers, or doctoring your save, because nuclear laser-related strings are different now (because there was a complication between weapon name and research name).

I'm using FMP 1.5-ish, is there much risk of detonation here?  :P

Very little. :P

EDIT:

1.6.1 is there.

  • Fixed wrong clip being displayed for the Rail Rifle.
  • Fixed a problem with incorrect laser names during research (WARNING: may require you to research them again).
  • Fixed some incorrect Ufopaedia settings (items being shown too early).
  • Split the ruleset by sections.

Note that your lasers research may disappear!

8694
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 10:49:01 pm »
OK, I tried and found the following:
1. both tiers (mib & xcom) of laser weapons are called just "laser" for me... I don't see "nuclear laser" anywhere (using en-GB)... same for ufopedia, same for production, same for inventory

It looks fine to me... I checked. Are you sure you're checking the right type of laser?

2. as I was going through ufopedia, I found more items which are displayed sooner than they should be, this time Stormtrooper Armour... I guess you should check all items, which have been changed recently in the tech tree.... I think you've updated the research tree only and forgot about ufopedia entries (and maybe even production dependencies?).

Possibly, yeah. I'll have to have a good look soon.

Solarius,

one word of advise, split your ruleset up.
It is much easier to implement new stuff, even when working over multiple files.

Each section one file, like the xcom1 ruleset.

I don't really want to, but I guess I'll have to. Yeah.

8695
Is it possible to have the AI only throw them after say turn 2 or 3?

It is, but it would be cheating. :P

8696
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 09:27:57 pm »
Did you forget to upload it? :) On openxcom.com I still see only v1.5.4

...I don't know what happened. :P Fixed now. Sorry!

8697
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 04:55:47 pm »
You forgot to mention the Map fixes for the Excavator Maps :P Or didn't you put them in.

I did, but I was sure it was the previous one; sorry! :( I'll fix it.

8698
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 02:55:58 pm »
I think you're only getting XP for hitting with the 1st pellet. AFAIK Warboy made it so to prevent getting insane XP from shotgun hits (ie for each pellet separately).

Ah okay, makes sense.

Anyway:

Version 1.6 was released.

  • Updated to the newest nightly. (Not really taking advantage of the new options yet, but hopefully won't crash on you.)
  • Additions and fixes by Hellrazor: fixed an error with Fighter, errors with Excavator variants, a better route network for the Labship, Fighter and Sentry, more Labship variants.
  • Some changes to descriptions: MiB lasers are no longer called MiB, X-Com advanced lasers are called nuclear lasers, Raiders are now called Mixed.
  • Fixed a bug with Scatter laser not requiring Elerium.
  • Fixed a bug with advanced lasers being displayed in Ufopaedia too early (thanks, Meridian).
  • Added a dedicated Alloy Cannon image, by Mick the Mage.
  • Added a big mall to the Expanded Urban terrain, by Civilian.

Please test it for me. :)

8699
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 29, 2015, 12:48:57 pm »
The last .exe is matched with the July 22nd nightly, before the big mission code changes. I don't have time to take a look at the moment, but my code doesn't touch missions beyond fetching names.

I guess I'll wait for the integration then, since the mod is already being updated to the latest version. Thanks!

8700
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 12:23:41 pm »
I just started a new game on a new computer with the latest nightly and it seems like shotguns don't give any experience/stat gains from buckshot hits. I've got a guy with two kills and he's still a rookie. Heh.

That's weird. I'll try to investigate, but I don't think I will be able to do much even if I confirm it - it would be a code problem.

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