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Messages - animal310

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31
When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!

Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section

32
Suggestions / Re: Civilians in transport should count as saved
« on: July 23, 2014, 02:57:11 am »
I think bureaucracy and security orders would not allow this to happen. If there was some random civilian allowed in the Skyranger it would risk the whole X-com project. So your agents eliminated the civilian.

No my team wouldn't do that. There were terrible monsters all around killing, zombiefing people, aliens bursting out of bodies, explosions, a team of commandos on the back foot trying to evacuate and a confused civilian running around. One of the team pulls out the stun rod, zapps the civilian, lifts him over the shoulder, up the ramp and take off.

It was more like something out of a movie. Lol

33
I like this idea.
There are already some fighters available (see existing mods). But a way to make them completely destroyed (i.e. never triggering any mission), as for example with only one alien on board that would be killed systematically, could be interesting.

I don't like this idea. If you don't want the "monotonous" mission then just don't land at the crash site. Easy. 

I do very much like the idea of a new ship combat mechanic and UFO's that chase and attack xcom ships

34
Suggestions / Civilians in transport should count as saved
« on: July 21, 2014, 01:52:23 am »
I had a terror mission with Snakemen at night that was going very wrong. I had a civilian near to the Skyranger and as I evacuated my team I stunned the civilian and took him on-board the ship. He wasn't counted as saved!  :'( This is poor! He should count as saved !  :D

35
Resources / Re: New UFOs
« on: July 20, 2014, 10:21:49 pm »
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.

What about some kind of scanning ship that has a higher chance than the other ships of finding an xcom base?

36
Resources / Re: New UFOs
« on: July 19, 2014, 05:25:08 pm »
Amazing new UFOs tnarg!! I hope I can add all these UFO maps into my game without incompatibilities. I already have Luke's and Solarius's UFOs. Hopefully nothing bad happens.

One small thing I have noticed is that both this and Solarius UFOs have a ship called 'Fighter'. Maybe one could be called medium fighter or light fighter? 

37
Released Mods / Re: Laser Reskin Mod
« on: July 16, 2014, 06:37:55 pm »
Tried to download this mod but have been unable. A page appears stating that is disabled!

edit: But I see its attached to the thread! Doh! Downloaded now!

38
Released Mods / Re: [CRAFT] Air Combat Rebalanced
« on: July 15, 2014, 08:16:19 pm »
Huh? What error message are you getting when you try to manufacture more than one?

do you mean that you are trying to manufacture more, but only one new missile arrives in your stores? probably the "sub-hour manufacture" bug... there's an advanced option for that, called "TFTD manufacturing rules".

It would only build one and then show manufacture as complete meaning I had to do a manufacturing order per missile. Its been sorted now though as I've turned on the TFTD manufacturing rules option which I had originally set to off. Thanks to both, for great mod and advice to fix this issue.  :D

39
Resources / Re: New UFOs
« on: July 15, 2014, 07:11:35 pm »
I like it. It makes sense from Terror unit storage and deployment point of view!

40
Suggestions / Alien Medics
« on: July 12, 2014, 10:37:05 pm »
Would be nice to see that when the alien bleeding option is on the Alien Medics can heal their comrades of fatal wounds.

41
Released Mods / Re: [CRAFT] Air Combat Rebalanced
« on: July 12, 2014, 05:51:14 pm »
I can only manufacture one tuned missile at a time despite having lots of the base missile in stock.

42
Troubleshooting / Power Plants not exploding when UFO crashes
« on: July 11, 2014, 01:03:12 am »
Is anybody else noticing that in the latest nighties UFO are not getting damaged when they are shot down. On every one in my latest game the power plant is undamaged. There has been a bug report (wimpy power explosions) reported as well but this is still outstanding. I'd look into it myself but don't have a clue where to start.

Edit; just realised that I think one of the UFO's (out of about eight or ten) did have damage but I've noticed that somebody else has posted this problem as a feature request so there might be an issue, perhaps not though.

43
Released Mods / Re: Alien Remix
« on: July 10, 2014, 01:26:24 am »
Sounds great. Will this work with the cover Alien Mod?

44
Suggestions / Re: "Know Thy Enemy" from UFO Extender
« on: July 08, 2014, 08:34:32 pm »
Would really like to see this in the game.

45
Released Mods / Re: Air Combat Rebalanced
« on: July 08, 2014, 12:45:00 pm »
This is a fantastic mod. Thanks Istrebitel. The only area of the game I think is really lacking now is base defence, not the battlescape part but the pre attack bit.

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