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Messages - Hadan

Pages: [1] 2 3 ... 6
1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 10, 2024, 07:52:51 am »
Ok, im dumb  ;D

Thx for the Help!

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 09, 2024, 05:00:47 pm »
I am using the Extended Version and Brutal-OXCE.
I did some tinkering with the rul-Files, but mainly to patch the MiB out of the game. I did a quick test with a fresh download of FMP, same issue.

Save is attached, thx!

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 09, 2024, 09:15:05 am »
Im sure this has been adressed here, but if there is a way to search a thread i havent found it.

Is there some problem with unlocking the PSI AMP?
I did the research, but I didnt get the option to manufactor it, no ufopaedia entry, nothing.

I looked at the rulesets, there is only one mention of PSI_AMP in research_FMP.rul

Am I missing something?

4
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 16, 2024, 08:00:51 am »
Do you have any plans to release them as a seperate mod?

5
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 14, 2024, 03:40:14 pm »
Do the new UFOs (they are amazing btw) replace tho vanilla ones or do both types appear?

6
Fan-Stuff / Re: Real World What Ifs Suitable for XCOM
« on: February 10, 2017, 02:28:36 pm »
There was actually 1 nuclear missile that was deployed in interceptors, the AIM-26 Falcon
Maybe its just me, but is a rocket armed with an atomic warhead and a range of just 10km the definition of a BAD IDEA?  ;D
I know the actual range can be quite a bit higher when the 2 planes are flying towards each other, but still...

7
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 09:39:13 pm »
You're right about the tank. One name I forgot to change. If you want to fix it (instead of just not making the tank), go in your XAE_Tanks.rul file, line 846 and change:
Thanks, changed it.

I hope you had a save from not too far before. It will be fixed in v1.02.
No worries, I had a save from a few hours before  ;)

8
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 07:54:00 pm »
Hello!

I was giving your mod a first spin - great work from what I can see at the end of february  :D
Maybe I encountered a bug: when assembling my first tank (alloy-hull + rockets), the game crashed to desktop without an error when the project was finished.
I use a bunch of other mods, but since nothing else was happening at the time i am afraid it was the manufacturing  :(

best regards
Hadan

9
Are there DL-links for the mods as long as the mod-portal is down?

greetz
Hadan

10
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 11:27:00 am »
(Man, that sounds like a corporate answer, doesn't it? I don't know what to change though.. and I really mean it!)
It does, a little  :D
I didnt realise everything is optional, i was waiting for 1.0 to test your mod.
I am sure i will find a combination that suits me.

Thanks for the extensive answer  :)

11
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 24, 2014, 07:52:52 pm »
Going back to the AI and doing things for aliens, you just confirmed that converting alien weaponry for human use is worth pursuing. I had the idea yesterday of using the plasma rifle look to make a new line of human plasma weapons, keeping the alien plasma weapons only useable by aliens. Then I can take away the accuracy concerns for aliens since they're too stupid to consider it, without overly buffing XCom. That'll be part of XAE Hard Mode for sure.
If I may chip in my 2 dents:
Please dont do this  :-\ (or at least make it optional).
All the other Weapon-Conversions do this and i really dont like it, imho it just adds a unnecessary level of micromanagement.

best regards
Hadan

12
Troubleshooting / Re: Missing Stat-Display
« on: September 09, 2014, 10:47:20 pm »
Thank you, I knew I was missing something  ::)

13
Troubleshooting / Missing Stat-Display
« on: September 09, 2014, 08:26:34 pm »
Hello!

I seem to remember in V1.0 there were some Stats (Strenght, Acc etc) displayed in the Equip-Screen (see Screenshot, the red area).
Now in the latest nightly they are gone.

What I dont remember is wether I used some mod to display them. I searched on the forum, but cant find anything.
Where this stats removed, was it a mod..?

best regards

14
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: September 07, 2014, 08:18:19 pm »
oh, didnt see it in the last few posts  ::)

15
Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: September 07, 2014, 05:07:46 pm »
Code: [Select]
      STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
      STR_ELERIUM_BOMB: Elirium Bombe
      STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
German Translation  :)

best regards
Hadan

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