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Messages - krautbernd

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1081
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 02, 2017, 12:07:33 pm »
Can you guys please stop dragging sjw-related stuff into this? As far as i can tell this MOD has very loose ties with reality as it is. I could point out a load of issues i have with how stuff is portrayed in-game, mostly related to technology (e.g. Gauss and Rail weapons should be switched, Avalanche doesn't have a nuclear warhead etc.), but i've never seen race or sex as an issue here. The council of funding nations and X-COM seem to follow very loose ethics anyway, with civilians being mostly expendable and being ok with experimentation and indefinite detention of sentient beings and captured humans.

1082
The X-Com Files / Re: The X-Com Files - 0.7b alpha: Breaking The Waves
« on: September 22, 2017, 10:41:24 am »
If it is unlocked by something, it will be available for research after that something (or someone) is researched. In this case, any MiB except for STR_MIB_SOLDIER gives that. Or am I misunderstanding something?

That would be the case if needItem: true wasn't set. Because it is set to true, you actually need an item that has the same STR name as the reasearch topic in your base inventory (see ruleset reference) to research it. The only other way to get reasearch that's locked that way is via a getOneFree entry, but there are numerous entries that have neither and are essentially unobtainable at this time, like MIB_ACTIVITY and the ALIEN_[RANK] entries (except the ALIEN_LEADER topic, which the muton guardian has as getOneFree).

This is also the reason why progression in the MIB-arc past the crop circles and MIB-Hybrid meetings is not possible at the moment - the cover-up and base missions in the mission_scripts.rul have "researchTriggers: STR_MIB_ACTIVITY:true" set, which means they don't spawn until the reasearch is completed. As you can't actually reasearch MIB_ACTIVITY, those missions never spawn.

1083
The X-Com Files / Re: The X-Com Files - 0.7b alpha: Breaking The Waves
« on: September 20, 2017, 11:06:15 pm »
MIB_ACTIVITY - this has a number of unlocks but it doesn't have a getOneFree entry, and as far as i know (if you haven't changed it) it does not drop.

1084
The X-Com Files / Re: The X-Com Files - 0.7 alpha: Breaking The Waves
« on: September 20, 2017, 06:08:25 pm »
I have fixed that broken UFO entry, so it should work now.

Yeah, but the Ufopeadia entry is still locked, as you can't reasearch it without the item. This is also the case for most of the "Alien X" (Soldier, Medic, Engineer...) topics. All of them have needItem: true, but no item of that name spawns. The sole exception here is alien leadsres, since the Muton Preatorian has the chance of giving that topic for free.

1085
The X-Com Files / Re: The X-Com Files - 0.7 alpha: Breaking The Waves
« on: September 20, 2017, 02:03:48 pm »
Nice. Was about to report that Elerium Mace is missing clipsize:-1, but you already fixed it in 0.7. Sorry to get into this again, but is MIB activity/identity obtainable right now? Otherwise you might want to remove the item requirements for these research topics.

1086
Troubleshooting / Re: Assinging items/personal in increments of ten
« on: September 15, 2017, 10:27:02 pm »
There's a setting in the options menu for how much the scrollwheel changes values by when you move it one 'click' up or down.  I think the default is 0 (scroll wheel disabled).  When enabled, you just need to hover your cursor over the arrows and use the wheel.

 :P

Me no very smart.

Thanks :)

1087
Troubleshooting / Re: Assinging items/personal in increments of ten
« on: September 15, 2017, 10:18:52 pm »
Yeah, tried that too, but that either does nothing or spazes out the counter if use it while clicking the arrow to increment it.

I might be doing something terribly wrong here. Please advise  :-\

1088
Troubleshooting / Assinging items/personal in increments of ten
« on: September 15, 2017, 09:48:09 pm »
Hi, sorry if this is redundant, but my search (including the wiki) didn't turn up anything useful:

In most playthroughs, i see people being able to assign personal or items in increments of ten (manufacturing screen for example). I've tried in vain to replicate this using ctrl, alt or shift as a modifier. Is this even a thing? How do i use/enable this?

1089
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 11:29:58 pm »
Hmmm, you're right... But STR_HYBRID_MIB_MEETING should still work if you have hybrids.

...Yeah, it's a small windo, but it's there. :P

How would that actually work? The only ufo that can spawn is crewed STR_HYBRID_SECTOID and doesn't contain any MIBs. The other UFO with the STR_HYBRID_MIB crew doesn't spawn because it isn't defined. As i understand it the only way to get the MIB arc to work (right now) is to remove the item requirement for MIB_ACTIVITY and (optionally) to switch the UFO type of STR_HYBRID_MIB_MEETING from STR_MANSION_MIB to STR_MANSION to get the meeting to work.

How would the arc work in case of FMP? Do you progress from circle to meeting to cover-up to base?
I think i'm mainly asking to understand the way mission generation works. I know that the arc isn't complete, but i'd like to get it to work along the lines that you've described it should work like.


1090
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 10:28:48 pm »
There are flying MiB crafts (the "cover up" missions).

But those don't spawn because of the missing research topic (->researchTriggers: STR_MIB_ACTIVITY: true for base and cover-ups). That's why i was asking how you get MIB_ACTIVITY in the first place. When i said that everything i can get right now are the crop circle missions that's exactely what i meant. There are no other missions. No bases, no cover-ups, because of the missing research topic (which can't be researched because it is needItem: true and doesn't drop). :P

Anyway, whether sectoids or hybrids
Don't you mean sectoids or MIB?  ;)

1091
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 09:24:45 pm »
Uh...i don't mean to get on your nerves with this, and i'm an amteurish programmer at best, but STR_HYBRID_MIB_MEETING in alienMissions.rul includes ufo: STR_MANSION_MIB. That ufo is not defined in ufos.rul. I just tried in vain to get the MIB-Hybrid meeting to spawn and got the sectoid-hybrid every time, regardless of missionWeights. Removing the hybrid-sectoid mission spawns no ufos at all. Wouldn't it be simpler to just spawn the mission and removing the UFOs altogether (for hybrid bases as well)?

As long as the MIB crop circle missions only spawn agents, there is no way right now to progress along the MIB path (or are there base assaults that include the higher ranked MIBs?). How do you get to MIB activity when you can't get anything but agents from crop circles and the mission that's supposed to include MIB scientists doesn't spawn because of a missing ufo entry?

Like i said, i have no idea what you've actually implemented so far in regards to the MIB arc. I'm trying (in vain apparently) to find out how progression along that arc is supposed to work. That's way i was asking for some kind chart or description. What i've figured is that you (somehow) need to get your hands on STR_MIB_ACTIVITY to unlock the base and clean-up missions (research for STR_MIB_ACTIVITY has needItem: true), but STR_MIB_ACTIVITY doesn't actually spawn or drop in the crop circle missions. Seeing how interrogating normal agents doesn't yield any useful information (at least lore-wise -> Staff Input: Mysterious Man) i figured  STR_MIB_ACTIVITY might be supposed to spawn during the MIB-Hybrid meeting on the scientists, but that doesn't seem to be the case either.

So yeah, how is this supposed to work? Is it supposed to work at all at the moment?

1092
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 08:00:14 pm »
Yes, they use missionScripts (like pretty much everything that isn't UFOs).

Ok, thanks,  that kind of clears that one up for me, but i still don't understand why they don't have to be in the possible missions list when pretty much everything else is. But i guess that's more of a general question and not related to the mod.

1093
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 07:15:52 pm »
Yes, they should spawn, but not earlier than the end of second year (except the crop circles).

Despite them not being included in the list of possible missions or regions.rul?

1094
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 14, 2017, 02:51:48 pm »
The MiB part is basically the same as in FMP - I haven't revamped it yet. But they do have a few missions.

Thanks, but i've never played FMP, so i can't really tell which missions i "should" get. Again, the only ones i am getting are the crop circles MIB ones. Looking at the misisonScripts.rul, i need to research STR_MIB_ACTIVITY to enable the cover-up missions, but seeing how I never get anything but agents (from the crop circles) this never happens. As far as i can tell i STR_HYBRID_MIB_MEETING should spawn missions with MIB scientist, but so far this hasn't happened either. I don't really know how mission generation in openXcom works, but neither the coverup missions nor the meetings are included in the possibleMissions table upon starting a new game. Is this intended? What MIB missions can actually be encountered at the moment?

Also Hybrid Base missions (keeps?) are still being spawend as UFOs.

1095
The X-Com Files / Re: The X-Com Files - 0.6.9 alpha: ( ͡° ͜ʖ ͡°)
« on: September 12, 2017, 01:58:22 pm »
BTW, how far along are the MIB missions in 0.6.9? Still trying to get the "MIB activites" research topic, but the only MIBs i'm encountering are the ones on certain crop circle missions. Any way to get the the higher-ranked ones yet?

Could you maybe post something akin to a progression chart (mission triggers/encounters) of what's in the mod right now? I just feel that i'm missing out on some content that i should have encountered at some point, but i can't tell if that is due to bugs or simply messing things up on my part.

Also, how does armor work in regards to stun damage? I have been trying in vain to stun an ethereal speaker with a dart pistol (dart c). Small launcher and ethereal guardian also doesn't seem to work. Electric damage though seems to work just fine sometimes. Is this intended? Or is this due to the additional damage types you introduced? On that note, in which order are they listed in armor.rul?

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