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Messages - Solarius Scorch

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1
And how many non completed stories mod have currently? I hear stuff with ghosts still WIP.

The ghost arc is the only one truly unfinished at the moment.

I did not expect the geoscape to have ascension island mapped out.  Nice attention to detail.

TBH it's just a city, and not even added by me, but glad to hear that. :)

Probably can mention "base stats" or "base" in the in-game description to distinguish.

I can do that. Should I do that?

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: Today at 01:03:31 pm »
Still getting that errors in log. This is normal? If i understand them correctly you can not recover some robot after battle.

It's only a warning, not an error. But I've already fixed it, no worries.

The word "the" before outer space is uneeded.

Very well. I won't pretend to understand anything related to articles, so I just fixed it.

I think I killed a large alien drone there with a rocket, so that's probably it.  Thats some pitch black dirt

Yeah, XCF's palette is dark, which may causes some issues like this one...

Not sure what you did to fix it, but I assume it's the same problem

That was 5 years ago lol. XD
Yes, technically I have a GitHub, but it doesn't seem to have any seach features, and it doesn't even give me the date of the commit - only "8 days ago", "2 years ago" and such. Useless.

Venting aside, I see why you can't see nor shoot through this floor, but I wonder why it's set up like this... Maybe there was a reason? I'm kind of hesitant about fixing this.
The lift doesn't even look see-through, wouldn't it just confuse players?

Broken sprites on Glock, Beretta and Colt.
Magnum and Matemba are ok.

Fix whatever submod screwed this up. :P

3
XPiratez / Re: A thread for little questions
« on: March 30, 2025, 01:09:08 pm »
The dreaded "I accidentally hid the research topic" strikes again.

Perhaps it was a mistake to add it after all.
I have never intentionally used it, nor encountered a user who had intentionally used it, but I keep running into issues with accidental cases...

4
No idea how viable this is, but seconded so much.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 29, 2025, 12:50:17 am »
These doors and that hole would prevent every instance of stuck enemies I've encountered on this map. Thank you!

Actually, I got a bit chewed out about this change... Turns out these doors shouldn't be there. But I found another issue (and solution): some nodes shouldn't be spawnable, but they are.

I rolled back this change and fixed the spawning, so it should be fine now.

Version 3.7.2, en-GB.yml:

Oh yeah, right... en-GB is a thing that exists in this mod. :D

6
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 28, 2025, 11:14:08 am »
This is super super minor, but could the lightcycling training cost an optronic part to perform.  I thought it was a little strange that the research says you install optronics in your AI, but then you don't actually need any to perform the modification.

At first I didn't want to, because you can't alter a living crystal. But that would be contradictory, so I added this requirement.

Bugfix version 3.7.2 has been released.
- New agent names.
- New Cyberweb Mystek sprites (paperdoll design by Ace the Brave).
- Added MiB laser tank analysis page.
- Lightcycling now requires Optronic Parts.
- Improved Shadowbat attack icons.
- Improved dog bark icon.
- Fixed stun and bleed immunity on some big units.
- Added some missing researches from alien Medics.
- Added more pathways in one Port building.
- Fixed some death tiles in Cyberweb Power Plant.
- Fixed some Medium Scout walls.
- Fixed Church of Dagon Armored Car recovery.
- Fixed Battlesage and Alien Drone Combat Analysis articles' display prerequisites.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 28, 2025, 10:43:22 am »
I just added an extra door, this should alleviate the problem, at least partially.

EDIT: also made a hole in the fence :)

8
The X-Com Files / Re: Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 27, 2025, 06:54:29 pm »
I think I'm about to look like a fool, but I really want to play this...

Recently downloaded Open Xcom.
Downloaded Open Xcom Extended.
Downloaded Xcom files and placed it under D:/documents/OpenXcom/mods

Load up Open Xcom Extended and the mod doesn't show. I looked for answers or instructions, but they all seem a little dated. What am I doing wrong?

Thanks.

The mod should appear on the upper bar (where you switch between X-Com 1 and 2), not on the mod list itself. Please check.

9
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 27, 2025, 02:14:26 pm »
Is there a reason backgrounds are added as transformations and not commendations? Love the flavor of them, but it's a bit annoying to not be able to click them to see the ufopedia article.

Commendations are granted for doing specific tasks, so I can't use them here.

I'm open to suggestions if anyone has a better idea of how to do this.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 26, 2025, 04:38:36 pm »
By "purple" I mean that the combat analysis appears to be researched in the tech tree viewer.  So I've got no idea why its not showing up in the pedia.

OK, many thanks.
I think I found and fixed the issue.

I was playing my favorite type of mission, base defense, when a bug I have already seen before reared its ugly head again: some alien units (Sectoid race) were placed far away from the lift and the (single) hangar.

Node issues aside, aliens spawning in hangars are perfectly normal, no? They spawn in all access lifts, and the hangar is one too. That's vanilla behaviour.

11
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 26, 2025, 01:19:06 pm »
I don't. But I don't need Hybrid Psionic armor research to make the battlesage armor. You just need Hybrid Data Gear. Which you can get without Psionic armor. (I'm missing red shields->Hybrid Gear->Psionic armor if it makes a difference.) I hope that helps.

Ah yes... There was a bug in the file containing Ufopaedia articles, Battlesage had wrong enabling research set.

Many thanks for the detailed report.

I might add in backgrounds and just randomly roll for them. Save editing is dark forbidden magic to me so I might just not bother.

It's not super complex:

Code: [Select]
      - type: STR_SOLDIER
        transformationBonuses:
          STR_CAREER_SAPPER: 1

But obviously it can be screwed up :)

12
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 25, 2025, 01:01:07 pm »
Use 'requiredCommendations' and key it off a 'totalMissions' commendation, like the original 'Military Cross'?

Thanks. Yeah, this should work. But still, I think it's not a good criterion - a Helix Knight shouldn't be someone who's only been sitting in the back of a Skyranger for 50 missions.

Hello! I'm enjoying the update so far. I've haven't had a chance to really dig in yet.

Happy to hear that!

I've got a long running campaign going which I keep updating as you keep making great content! It looks like my old soldier don't get backgrounds? Would it be possible to have a background check transformation that puts them in the med bay for a day, and then assigns them a background so they can get those sweet sweet bonuses?

Sadly no, it's impossible. But you can manually edit your save with a proper text editor to add the backgrounds.

I guess the transformation would need to roll for a random result, which I don't know if it can do. Best part is, it can just check for an existing background on eligibility to be used. Or maybe a chance to reroll a background for a regular player? That's kind of metagaming though, and I'd be against it for immersion reasons.

These questions should be directed at the devs, not me :)

Also I have something that I'm not sure if it's a bug or not. So there's a new hybrid armor called "Battlesage" I can't see any details about it in the base screen, ufopeadia or the equip screen. Normally you you middle click on it and go to the page. It's possible I've got weirdness in unlocking it because of my continually updated install, but I thought I'd report it.

Seems to work for me. Do you have Hybrid Psionic Armor researched?

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 25, 2025, 12:53:33 pm »
Its not hidden, and the combat analysis is purple in the tech tree viewer, but I can't view it/middle clicking alien drones in the battlescape doesn't pull it up

Post a save please. I don't get what exactly is "purple" here.

I keep getting a port map with mobs spawned stuck within a fenced-off area.

Once I got three mobs stuck in two such areas on a single map.

That's possible in vanilla too.
Enjoy your free target practice.

The saurian ghost has the same pain immune flag as spectral entity, making it immune to hadriex guns aswell.

Thanks, but it's already fixed.

I'll probably have to release another bugfix version...

14
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 12:50:26 pm »
I think "silencer" should keep you invisible or at least reduce chance to be spotted.
I will look on code and see if there is way to link both mechanics. And even make some "heavy" weapons expose you too easier.

You mean some kind of modifier to the sniper reaction chance? Or to the spotter feature to work in the first place?

Hmm... HMMM... 8)

Silencers not only make the sound of the shot quieter, but also remove the muzzle flash.

UNIMOD for UFO: Extraterrestrials had real hearing mechanics. I loved it, and since this game is a direct X-Com clone, I still dream of having it in OXCE.

15
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 24, 2025, 01:18:40 pm »
Maybe Helix Knight transformation could be set to require 100 missions or something.
It would keep the feeling that it's for elite soldiers but have less arbitrary requirements.

I don't think this would be possible to do...

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