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Messages - Avalanche

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1
XPiratez / Re: Bugs & Crash Reports
« on: May 06, 2022, 12:49:34 am »
Thanks for the help, that solved the problem! Luckily I was able to rush a girl over there and had just enough TUs to have a "polite chat" with him about discharging weapons in the base. Mission complete.

2
XPiratez / Re: Bugs & Crash Reports
« on: May 05, 2022, 02:21:35 pm »
I've got a crash in a base defense mission in M5.2.1 (I haven't updated yet). At the end of turn 4 during hidden movement the game hangs and then eventually crashes to desktop. I restarted the mission and got another crash at the end of turn 4, but if I just skip every turn I can make it to turn 5 so I'm pretty sure there's some sort of trigger, but since the crash happens in hidden movement I just haven't been able to figure out what it is.

3
I say yes, otherwise your old crew is missing on extra stamina recovery (its based on initial stats, and those are increased).


Well, I tried playing anyway, and in case anyone else is in my shoes and wants to know, you're correct. My soldiers are a bit gimped now (one currently has exactly zero energy because the metal armor she's wearing sapped it all), but other than that no real problems as far as I can tell.

Other than that, a few previously researched topics have opened themselves up again, but it hasn't actually caused any problems. If anyone doesn't want to start over, it seems pretty safe to just upgrade. Also, it works with the newest nightly as well.

4
Does the upgrade to .89 from .88.1 require a new game?

5
Something's wrong with this latest nightly, my GUI doesn't work properly sometimes (the next soldier button freezing), I'm also getting crashes due to r-clicking, of all things. Or maybe there's something wrong with my system, but I wasn't getting that before upgrading...

I'm getting the same problems. Right clicking has about a 50% chance of crashing the game, the next soldier button causes occasional freezing, and leaving the inventory screen during battle can cause crashes as well.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 06, 2015, 02:35:51 pm »
Well, the reason I ask about smoke specifically is that everything else already can   be manufactured. Pretty much all guns, all ammos, most explosives, and all damage types are things you can make really early on. I mean, I guess there's no way to make flares, but since they're reusable and incendiaries work just as well, there's no point. But unless I'm missing something, the only way to get smoke is either to buy it or blow something up, which probably isn't great for inside of the skyranger.

It's not really a big deal though, so I can live without it.

As for the terror mission, it's possible that it the ship wasn't actually about to engage in a terror attack. It was a terror ship, on a terror mission according to the Hyperwave Decoder, but I didn't wait around to see if it actually tried to land or not. If I wind up with more terror attacks on Antarctica, I'll make a save and play around a bit to see what happens.

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 05, 2015, 02:40:17 pm »
Not a problem. I've since had a few more aliens attempt to terrorize Antarctica, but I've been able to shoot the terror ships down before they land.

In unrelated matters, do you think it could be possible to add a way to make smoke grenades instead of having to buy them? I like having smoke around, and it's needed for the medi-gas grenades, but my inventory fills up after a few months and unless I buy a ton of them early on, I run out fairly quick.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 04, 2015, 12:48:58 am »
I'm fairly sure that I started a new game for this version of the mod, but I'm not positive. That could well be the issue. It's probably a safe assumption unless someone else has a similar issue.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 04, 2015, 12:06:47 am »
Thank you Arthanor! That solved the problem. Unfortunately, now Paris is filled with zombies. Such is life.

That said, I'm definitely using the newest version of FMP, so it's a little odd that the issue is still there. The other new features added in .9.9 all work fine.

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 03, 2015, 11:36:21 pm »
Hey, long time no see. I've started playing FMP again, and I'm running into some problems. I'm in October, and the game keeps crashing to desktop with no error message. I've fiddled around a bit, (reverting to earlier saves from the previous month, shooting down different UFOs, halting research, and so on), and no matter what I do, the game always crashes at approximately the same time. I've attached a copy of the save, and I was wondering if someone could look at it.

I'm running it on the 2-22 nightly, though I've also tried it on the newest version with the same result. FMP is version 0.9.9. In addition to FMP, i'm also using a few of the stock mods; psionic line of sight, improved ground tanks, improved heavy laser (which doesn't do anything as far as I can tell, i just forgot to take it off), always daytime, and improved high explosive damage.

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 20, 2014, 04:34:50 am »
I don't know if this has been brought up yet, but I have noticed one minor problem. The starting medkits have a shown TU cost that doesn't match up with the actual cost. It's not really a big issue, but it's one which has been around for a while.

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 28, 2014, 07:26:41 pm »
So, I've got a random question for you guys. Are there any aliens which have high HP but low armor?

I ask because I've been playing around with different weapons a bit lately, and it occurs to me that a lot of the high shot number, low damage weapons are cool, but ultimately seem pretty useless for anything other than accuracy training. Has anyone been able to make good use of things like the SMG or miniguns or plasma casters?

13
Offtopic / Re: Longest game ever?
« on: October 28, 2014, 07:22:15 pm »
Yeah, that's been one area where the newer versions of FMP have improved. The "data slates" you can find make it quite a bit easier to progress along the tech line, instead of having to rely on the good luck you need to capture the right alien alive. It still has quirks (I got plasma weapons before lasers AGAIN), but I think it works pretty well.

As for TftD, I never got around to finishing it. I ran into the same bug many years ago, and just gave up. I don't know if the steam version of the game still has the problem, but I've never gotten around to finding out. I figure I'll just wait until OXC's version comes out

14
Offtopic / Re: Longest game ever?
« on: October 26, 2014, 09:36:29 pm »
Oh wow, what happened in that game to make it so long? Lots of setbacks? I am curious to know since making games take longer is one of my aims.

My own games are pretty short, but I have OpenXCom ADHD. I keep changing the mods I use (it doesn't help that I am still developing my own too) and starting new games so I never really finish. I usually get flying suits + some plasma and think: "well, this is it", then start a new game..

Well, I was playing an older version of the FMP, and I had absolutely abysmal luck. Because of how random the tech tree was, I was stuck using alloy ammo until about December, and I was continually attacked by Gazers and mutons, which laugh at weak AP guns. Even worse, they'd keep attacking my bases, sometimes before I even had the chance to actually garrison them. By the time December rolled around I got lucky and was able to skip lasers completely, and got plasma and gauss at around the same time. Pretty much the entire first year was lost, and it wasn't until January rolled around again that I was able to really start making a stab at capturing all those live aliens (which were much more important than they are in the current build) and actually making progress toward Cydonia.

15
Offtopic / Longest game ever?
« on: October 26, 2014, 08:34:32 pm »
What's the longest a game of XCOM has ever taken you to complete using the in-game calendar? So far the longest I've ever gone is into the third year. I kind of want to see how long I can just keep the game running before I get overrun.

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