aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ted

Pages: [1] 2
1
Open Feedback / Re: Gym Mod?
« on: March 12, 2025, 11:06:25 pm »
Thanks for the link.

I'd  just been playing the regular OXC, with FMP, (I've learned the acronyms by googling all of this).  Now I just need to decide if I want to flip over and do OXCE or not.  I've watched a few videos about things like the 40000 mod, and probably will do that at some point.

Thanks again for your help.

2
Open Feedback / Gym Mod?
« on: March 11, 2025, 04:50:00 pm »
I've seen references to a gym mod, similar to the psi lab, but in searching for it on the mod hub, (https://mod.io/g/openxcom?_sort=name) I can't seem to find it in there.  Or is this mod available somewhere else?

Also I'm still on FMP 3.3.  Is this a mod that was added to a later version?

Thanks in advance for your help.  Plus thanks again to all the mod authors who do all the hard work for those of us not smart enough to figure out how to do it ourselves.

3
Open Feedback / Re: Which mod shows the weight on the loadout screen?
« on: March 10, 2025, 07:21:27 pm »
Thanks for that!  I don't know how many times I scrolled up and down through all of the options and didn't notice that part.

4
Open Feedback / Which mod shows the weight on the loadout screen?
« on: March 10, 2025, 02:44:39 am »
I've seen a few screenshots of mission load out screens that show the total weight of the gear for each soldier, but I can't find that anywhere.

I'm probably just not search on the right words, but I can't figure out what words to use.  When I search for "openxcom mod loadout screen gear weight" and so on I get a ton of junk results.

Thanks in advance.

5
Open Feedback / Re: A question about the tech tree requirements
« on: March 10, 2025, 02:41:24 am »
Sorry, it turns out I'm on FMP 3.3.  Obviously I haven't downloaded a new version lately.

Is there a similar picture for whatever the tech tree looks like on the current version?  I doubt I'll download 3.6 in the middle of this playthrough, but I'll try to remember to do that before the next one. 

6
Open Feedback / A question about the tech tree requirements
« on: March 07, 2025, 07:40:01 pm »
This is the tech tree I'm looking at:
https://openxcom.org/forum/index.php?PHPSESSID=89318861b1b1896e9b17adb9b507d5de&action=dlattach;topic=3714.0;attach=17978;image

I have already researched Fusion Torch, and it's power cell.  Does that mean I already have Alien Engineering Secrets?

I don't think I've ever gotten a popup after researching something saying I've discovered that. 

The reason I'm curious is because I REALLY want Alien Gravity Generator & Delta Radiation, (for better weapons). 

I had thought the dashed lines were pre-reqs before you could research the next item, but now I'm not sure.  Otherwise how could I have researched Fusion Torch?

The only requirements for Fusion Explosives and Antimatter Containment appears to be Alien Engineering Secrets.  How come I was able to research one, but not the other?

Thanks in advance for the help.

7
Open Feedback / Thank you
« on: March 01, 2024, 07:16:17 am »
I just finished another run through with Openxcom, and I wanted to thank everyone involved for this project.  I've loved Xcom since the 90's, and thanks to you it's even more fun now than it was back then.

Thanks again for all of your hard work on this project.  Those of us who couldn't code our way out of a paper bag really do appreciate it.

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 09, 2021, 09:39:07 pm »
I can't see anything wrong with Medikits, and in fact I don't think they're any different form vanilla. But if anyone can confirm an issue with this, I'm all ears.

Med Bays are possible, but only in OXCE, whereas the FMP was made strictly for OXC (it will run on OXCE with no problems, but I want to keep it 100% compatible with people who use vanilla OXC, so no special OXCE features are used). If you want a more OXCE-like game, I recommend playing FMP's successor, The X-Com Files.

Thanks for the fast reply.  I'll just assume one of my files is screwed up somehow and not worry about it.  Right now all my soldiers carry two healing sprays and that will just have to be good enough.

How would I tell if I am running the OXCE version?  Do I have to do something special to make that happen?  I assume i'm on regular OXC since FMP runs, but how would I get the OXCE version for X-com Files? 

I'll keep playing through with the way things are now, but maybe the next run through I'll do the X-Com Files for something different.

Thanks again for your help.
Ted

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 09, 2021, 06:42:07 pm »
One other quick question.   About the only reason I care about the medipacks is that 1/3 of my soldiers are wounded, and many for extended periods of time.

I was looking through the forums and can see references to infirmaries, but not in FMP.  I have also seen references in the forums to OXCE vs OXC, and which mod was on which, (sorry, I don't know all the details of this mod, or modding in general).

Can I add an infirmary type mod to my game?  Is there one compatible with FMP?

I love the FMP, but right now I'm sending in tons of rookies because all my A-Team are down for 30-60 days with wounds.  My commander is out for 75 days, and that one hurts.  2.5 months in this game is an eternity.

Thanks for all of your work with this game.  I've loved Xcom since it first game out, (still got the original box in my basement somewhere).  It's great being able to still play this game, and even better having it continue to evolve and get even more challenging.

Ted

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 09, 2021, 06:07:40 pm »
I thought I would point out a relatively minor problem I'm having with the game now.  It seems I can produce all of the medipacks I want, but they won't show up in any inventory.  I can't load them on to a plane, nor can I sell them.

When I look at what the engineers are producing, it will say 5 of 10 produced, but those 5 won't show up anywhere.  I've tried producing them at other bases as well and then won't show up there either.

This is the only item I've run into with this problem.  I can produce all the healing sprays I want, and they work fine, it's just the medipacks I can't see to use or sell.

I thought I would point this out in case wants to know.  It's not a big enough issue, so don't worry about it too much.

Ted

11
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 05, 2018, 06:59:42 pm »
This reminds me, I've never learned the details of how psi works.  For example my main psi guy has a 100 strength, and a 45 skill.  He is able to fairly easily capture the Ethereal Leaders, but he has never been able to capture a sectopod.  When I check it with a mind probe it says the sectopod has a pstrength of 108, but no skill.  What's that mean for now easily my psi guy can mind control him?  Is 108 high enough that my 100 plus 45 skill will never succeed?

Ted

12
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 04, 2018, 07:25:22 pm »
This is funny.  Last night I was playing along and doing pretty good on my latest game, (first game in 4 years), and it was getting kind of late so when a terror mission popped up for some city in Nigeria I think, so I decided to skip it.  The council loved me, and money was pouring in, so I figured who cares if I lose Nigeria.   The same thing happened a little later for some other small county city and I skipped it as well.

Imagine my surprise when the game pops up and says I lost because the council lost faith in me.  Luckily for me we have auto-save.  So I go back and reload the autosave game and do the terror mission.

Boy was I thrilled when the doors opened and right in front of me is a Sectopod and an Ethereal Leader.  I had 16 troops loaded with a variety of gauss rifle types, plus some rocket launchers.  I figured every weapon I had at the sectopod and didn't scratch it.

Then to make things more fun, I reloaded the game and tried again with my Psi guy who mind controls the Ethereal Leader who has some fancy fusion AOE gun.  That takes about 10% of the sectopod's HPs.    Yay.  Then, after firing, I decide to move the EL to cover.  He turns to the right, and sure enough there is another sectopod there.    He moves around and I can see 2 more EL's and and Ethereal Soldier.

Wow, things aren't looking good for the home team.

So what do I do?  I go out and google how to kill a sectopod.  And in an interesting turn of fate I find this thread, which I started 4 years ago when I must have gotten the exact same mission. 
Life can be funny some times.

Ted

P.S. This time around I don't have any blaster bombs, I don't have a single laser canon, (gauss had been doing pretty well for me so far).  And I have to win this mission or it's game off.


13
Troubleshooting / Re: Need help with install of final mod pack
« on: January 31, 2018, 07:22:03 am »
I was using the 1.0 build.  Once I downloaded the nightly build instead the Mod showed up right away.

I assumed that the 1.0 would be the stable build that people should use by default.  Oh well.

Ted

14
Troubleshooting / Re: Need help with install of final mod pack
« on: January 30, 2018, 07:01:23 pm »
Thanks again for all of your help.  I had ver 1.9.7 installed.  What's funny was that I had read something that the mods page was down, and to use the forums, so I searched on it and found this link:
https://openxcom.org/forum/index.php/topic,5459.msg82851.html#msg82851

On it there was a link that said "get t he newest release" so I clicked on it and downloaded it.  It didn't occur to me that that post might not be accurate.

THanks again for your help with this.  I LOVED the original xcom, and I'm seriously looking forward to playing it again with these mods.

Ted

P.S. Thanks also to everyone who helped create openxcom, as well as everyone who creates any mod.  I couldn't program my way out of a paper bag, so I appreciate anyone who's willing to do stuff like this as a volunteer.

15
Troubleshooting / Re: Need help with install of final mod pack
« on: January 30, 2018, 06:19:41 pm »
YAY  We have progress! 

The mod now shows up and I can select it, but the problem now is when it restarts openxcom I get the following error:
Error: Failed to load Final Mod Pack.  Mod disabled for next startup
Weapon String Str_Elerium_Mace has a clip size of -1.  Please use clip size -1 for unlimited ammo.

Is this something I can just go in and correct myself in some config file?  If so can anyone tell me which one?

Thanks again for all of your help.

Ted

Pages: [1] 2