Looks interesting! And it has stairs to go on the roof for snipers? O.O Nice idea!
Quick question: Why all components but not UFO constructions? This looks like Lightning+1 with less research..?
Put a toilet. Is necesary men..... Lol great work
It's probably caused by unpatched version of your game. Make sure to follow the Openxcom instructions: first the official patches, then the Universal Patch.Wait wait wait.
Wait wait wait.
It said it was in the Windows Installer. I used that to bring my game to 1.0. I then installed the nightlies. Are you telling me I'm missing something?
No no no, I don't mean the Openxcom install. I mean the original X-Com: UFO Defense / UFO: Enemy Unknown files that you import to the Openxcom when it installs.Maybe. Probably because I don't have the patched Steam version that was always buggy.
I'm not sure it's the reason, but that's my educated guess.
Nice ship!
too close to the edge of the map for the tanks to go on the craft!
side exit doors :P
What about dropping it a level, i.e. no support on legs,
Then you can add sliding doors, rather than ramps (Like Triton from TFTD)?
The elevation is not a problem. I made sliding doors at first, but due to the two exits and the entire layout it didn't look good, so finally I had to get rid of them.
Hmm! Tricky one, I see!
grave lift to the roof :P the mib ships have grav lips to a second story why cant xcom figuire this out
Or... the Fastest Lift In the World (TM)!
(a hole in the floor)
Yes! An emergency floor escape hatch for the Ironfist would be great!
Also, I would like to see someone knowledgeable to add a stairway to the roof and a floor escape hatch to the Avenger Craft! 8)
Also, little update:
Got it to work finally. Works like a charm.
But are all the soldiers supposed to be at the doors or spread throughout the craft? They are in three lines at the doors for me.
\
battlescapeTerrainData:
name: LIGHTNIN
mapDataSets:
- BLANKS
- LIGHTNIN
mapBlocks:
- name: LIGHTNIN
width: 20
length: 10
deployment:
- [10, 5, 1, 2]
- [10, 6, 1, 2]
- [10, 4, 1, 2]
- [9, 7, 1, 2]
- [9, 3, 1, 2]
- [8, 7, 1, 2]
- [8, 3, 1, 2]
- [7, 7, 1, 2]
- [7, 3, 1, 2]
- [6, 6, 1, 2]
- [6, 4, 1, 2]
- [6, 5, 1, 2]
Try to parking (landing) this big craft on the Cruise and Cargo ship is a nightmare ... :o
What mod has Cruise and Cargo ship? Is that the pirate mod?
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.
Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same.
You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM?
And if those files are to be really the same, was there any reason to attach those files into FMP? ???
There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???
Maybe it's time to make FMP a "master" mod and write mini-mods with such things as varied Ironfist deployment variants... Realistically speaking, the mod system is so easy to navigate now, that a player could then switch between various deployments by simply saving & exiting to main menu, switching the minimod, and loading :)
You might want to update the paths where to put the files as well, as there isn't a data-folder any more. =)
Have updated my current game of redux with v1.3 and is going a treat, @ least I've a fighting chance vs the elite muton/ethereals missions. Saying that I had to abort a crashed commander guard battleship as those 2 aliens r bad enough but not 6 or more armored sectopods as well. Thanks for updating as quickly as u did.
Just something I tried and it worked fine: Why not replace the stairs with a lift, you can use the tiles from U_walls? :)
Ok, I see your point. But why not use the ladder thingamabob from Hobbes' Dawnurban mcd file, then? ;)
or was it madurban... anyway, one of those mcd's had ladders in it.
Yeah, it was Madurban. Would be possible, sure - I'll think about it.
But what I'm having in mind is a different type of plane that would be more suitable for ladders. :)