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Messages - Solarius Scorch

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8656
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 13, 2015, 06:25:04 pm »
But he should post the missions here too, so we can have a look and diagnose if it might be that ;) If he just deletes them, we will never know and then someone else might run into the same bug!

Ky3bMu4 attached the save, so I hope I will post it when I know the cause. ;)

8657
The Final Mod Pack contains a more polished version of the "Skyranger" with rear doors, you may want to check it out if you like the general idea.

8658
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 13, 2015, 06:04:05 pm »
Hello,
I got kinda stuck as I spent alien electronics I got early in the game on the stormtrooper armors and now I cannot build Avenger to finish the game. Tried raiding base and landed ufos, but got nothing. I am one year in the game and have pretty much everything but the 1 electronics part to build the avenger.

Like Meridian said, you can "make" Alien Electronics by disassembling certain units. It's not exactly easy, but perfectly doable.

Also please reduce the gain for HWP gauss and rail shells (I pretty much stop there as I made buttload of money and did not need to bother anymore, perhaps there are others imba items). They earn 340 per human hour so it is game breaking (and I cannot resist :)). I believe there are more. Ideally cap for the production should be 50 $/h balance wise.

Sure, I'll fix that. Since I never produced for money, I'm not very good at balancing this.

gold ship 1 whole game?

Can you please rephrase it in English?

If you mean you've only encountered one such ship in your campaign, then it's pretty normal - this is supposed to be rare.

Hello!
Thank you, this is a great mod! But i've encountered an issue. Some event appears at 21 feb 1999 (6:11:30am) that crashes the game:
"Assertion failed!...
File: Ruleset/RuleRegion.cpp
Line: 216
Expression 0 && "Invalid zone number"

Ouch. I can't say what it is straight away, since I won't have the time to check before the weekend, but it's probably something like a terror mission in a region with no cities. To continue, I suggest opening your save in a text editor (I recommend EditPad or Notepad++) and deleting all alien missions, just in case. New missions will be spawned next month.

8659
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 12, 2015, 11:57:24 pm »
Hey, I think there is some contradiction in the Gauss UFOpedia entries regarding overheating and autofire:

STR_GAUSS_WEAPONS_UFOPEDIA: "Gauss weapons feature a powerful coil which propels small projectiles using electromagnetic force. Gauss bullets are much faster than traditional bullets, and therefore much more powerful, but also have a rather short range, since they quickly burn up in the atmosphere. Due to the extreme heat produced by Gauss weapons they are capable of automatic fire."

STR_GAUSS_RIFLE_UFOPEDIA: "An extended and modified version of the Gauss Pistol, the Gauss Rifle is a very accurate and extremely powerful hand weapon.  The bullets' small size allow for a large clip that takes long to deplete.  The weapon's obvious downside is lack of autofire setting, as it would cause instant overheating."

The first one is probably a typo, should probably read like this:

STR_GAUSS_WEAPONS_UFOPEDIA: ...Due to the extreme heat produced by Gauss weapons they are incapable/not capable of automatic fire."

Yes, indeed. A funny one. Thanks.


Also, now that Laser Cannons have an elerium cost, are motion scanners basically the best thing to manufacture for profit?

I dunno, I never cared about such stuff. I just made the prices look okay.

Hello Solarius,

may i interest you in something devious and devilish for the FMP?

If so click here

Devilish, yes. ;) I'll think about something.

8660
Programming / Re: Hovering Avenger
« on: August 12, 2015, 06:06:52 pm »
sorry, but i'm not gonna install the FMP over a debug exe, 10 minute load times aren't conducive to me getting anything done.

Does it take so much longer in debug mode? Ouch.

8661
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 11, 2015, 10:35:40 pm »
Awesome, thanks. I'll take care of this right when it gets cooler. :)

8662
Open Feedback / Re: Any word on openTFTD's progress?
« on: August 11, 2015, 10:30:04 pm »
i 'd like to have  land only restriction in addition to default tftd. i know is not default vanilla game but it makes the whole package complete and is very nice for modding to be able to restrict weapons both ways.


8663
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 11, 2015, 09:46:29 pm »
Hi, it's me again, thank you very much for the assembly, it is amazing.

Thank you, good sir.

Can I add mode to the assembly? it will not break?
I want to put this is https://www.openxcom.com/mod/mass-accelerator-weapons

No, it won't break, and isn't even very unbalancing (you need to research heavy plasma first, which is hard in FMP). But you would have to remove or change STR_HEAVY_LASER dependency, because FMP has no STR_HEAVY_LASER research, so you'll never be able to research accelerators.

Nobody came up with mod night vision goggles? annoying me that people see on 9 cells, while 20 aliens

This is possible in Openxcom Extended. The Piratez Extended mod uses it to good effect.

8664
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: August 11, 2015, 12:22:28 am »
Jesus, this is a very Nietzchean model there, Solar, isn't it too hardcore? :)

Well, it wasn't me who came up with the idea for performance in the first place. I only said what should be done to make it worthwhile.

While I'm not really excited about rat races, seeing the smug, annoying sniper sarge getting torn to shreds by a cybermite will be satisfying. 8)

8665
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: August 10, 2015, 08:05:56 pm »
Yeah, even without using explosives (which can be coded to be treated differently) it will come up, since a sniper rifle will hit way more often per bullet than a minigun. (The fact that neither is present in vanilla X-Com is irrelevant.)

What can be done though is factoring the "experience bonus per hit" against weapons' accuracy, and even better against actual accuracy (modified by distance if applicable). Therefore a person who often hits with a pistol would get more exp than one who often hits with a rifle. And explosives would be worth less than normal bullets/beams, too.

8666
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2015, 07:20:12 pm »
Is it normal to see almost 10 excavators in one month?  I've just restarted with FMP, and my first month has been a lot of landed excavators with Sectoids near my base.   Not complaining, because I'm making moolah.  I just seemed odd to have so many.

No, it's not normal. But it can happen. :) It's just RNG trolling you (unsuccessfully, like you said).

BTW Excavators are great for having so many Engineers. Engineers are crucial in FMP.

8667
Work In Progress / Re: TFTD MOD Better Aqunauts
« on: August 10, 2015, 07:12:26 pm »
In  spain is very different. You pay 3 months of guarantee . but  i understand

3 months? Who the hell can afford this?

8668
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2015, 07:09:42 pm »
In fact Solarius, you could make them non-recoverable (recover=false). If the player never really needs to keep and use them, it doesn't change a thing, and this lets you reduce the amount of Ufopedia "new info" (for old players).

You are right, but then I don't want to take it away from people who just want to use AK-47 for fun. I feel it would be unfounded to prevent them from doing so just because I said so. If they don't want to, they can always sell it - missions with these are rare enough to not make this a problem.

8669
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: August 10, 2015, 06:24:13 pm »
@tollworkout, that sounds good. I think rank should be considered too. What do you think is more important, stun or kill?

I'd say stun is better, since it's easier to blow them up than capture them. Besides, having a living alien means you'll get a corpse at some point, too. :)

8670
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 10, 2015, 06:19:37 pm »
The "civilian" weapons are documented in Ufopedia so that if you recover some in a battle, you know their stats.

Exactly. You may encounter these weapons (machete, uzi, kalashnikov, domestic shotgun etc.) and can keep/use them, but it doesn't make much sense since they're crap and you can buy much better ones in the store.

I could add them to the store of course, but again, they're generally sub-par when compared to standard X-Com equipment and would just clutter the purchase list.

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