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Messages - Ted

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1
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.

2
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

3
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

4
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

5
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

6
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.


7
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

8
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.

9
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

10
Troubleshooting / Re: Need help with install of final mod pack
« on: January 30, 2018, 02:23:49 pm »
Yeah, it says openxcom 1.0.

Ted

11
Troubleshooting / Re: Need help with install of final mod pack
« on: January 30, 2018, 06:42:47 am »
Thanks for the reply, and the info about the log file.

There wasn't a user folder under the openxcom folder.  There was just the log file and the .cfg file. 

I created a user folder, then created a mods folder under that, and then extracted the FMP file into it.  Now I have:
C:\Users\Owner\Documents\OpenXcom\user\mods\Final Mod Pack

Unfortunately that doesn't work either.

I looked in the log file for where it was looking for user and this is what I found:
[29-01-2018 22:34:51]   [INFO]   User folder is: C:\Users\Owner\Documents\OpenXcom\

So does that mean it wants the mods folder directly under that?  Or should the user folder be under openxcom?  (I've tried both ways)

Thanks for the help. 

12
Troubleshooting / Need help with install of final mod pack
« on: January 30, 2018, 05:32:11 am »
I would really appreciate it if someone could explain to me what I am doing wrong. I've read and re-read the readme files, both in the mod and on the wiki, as well as watching youtube videos and none of them seem to help.

I'm trying to install the Final mod pack on a brand new installation of openxcom.    When openxcom was installed it created a folder called:
C:\Users\Owner\Documents\OpenXcom

I created a folder under that called mods.  I copied the final mod pack into a subfolder so now I have  this:
C:\Users\Owner\Documents\OpenXcom\mods\Final Mod Pack

I know that this is the right user folder because every time I open xcom it updates the date/time stamps on the 2 files that are there. (.log and .cfg)

But unfortunately Final Mod Pack won't show up in the list of mods in the base options menu.  I blew away openxcom and reinstalled it, and re-downloaded FMP and did everything from scratch again.  I watched the video referenced in the txt file and from what I can see my folder structure looks exactly like his.  The only thing I wasn't sure of was in the video he had a LOT more files than I do in mine.  Mine only has the 2 files listed above.  I'm hoping that it's because mine is a brand new installation and that's all that's supposed to be there.  Openxcom itself appears to run just fine though.

I don't have any other mods installed, so it's not a conflict with some other mod.

I even tried to set the user location in the command line, and that didn't do anything either.

See the attached screenshot for more info.  I'm completely clueless as to what I'm doing wrong with this.

Any help would be VERY much appreciated.
Thanks.
Ted


13
Troubleshooting / Re: Install Nightly's with Steam (Final Mod hopefully)
« on: August 27, 2015, 05:54:34 am »
I've read this section several times and I am confused:
Step by Step Guide for Upgrading:
  • Copy your original UFO data files somewhere safe
    Uninstall OpenXcom and remove any files left behind in the "data" directory
    Install OpenXcom
    Copy your original UFO data files into the UFO directory (either in the data dir or the user dir).  You can apply the universal patch files over the files here, but don't include any files from mods
    Start OpenXcom to make sure it loads ok

It says uninstall Xcom, ok I did that.  Now my Xcom folder is gone completely, with no Data folder there at all.  Next it says to install Openxcom again.  Ok, that wil put it right back with the same Data folder again. Right?  Or am I missing something very basic?  I've done this several times already and it works the same way.  There is no "Install" program that I can find with the nightlies, so I just create an OpenXcom folder and extract the files into it, but that doesn't work.

What am I missing here?

14
Troubleshooting / Re: Install Nightly's with Steam (Final Mod hopefully)
« on: August 27, 2015, 05:54:26 am »
I don't have any OpenXcom folder under My Documents.  Am I supposed to?  Is that created by the Install program?  If so something is going wrong because I've installed that several times and it's never put one there.

Ted

15
Troubleshooting / Install Nightly's with Steam (Final Mod hopefully)
« on: August 27, 2015, 05:25:23 am »
I had this game installed and working in the past, (many months ago), and when I saw the Final Mod thing I decided to download it and give it a try.  I had a heck of time and unfortunately after many attempts to get it to work I accidently blew away my original Xcom data :-( 

So I downloaded Xcom from Steam and went with that.  It worked just fine.  So I downloaded the latest Nightly build, created an Openxcom folder, and copied everything into that.  Now  open xcom doesn't load no more.  I just get a message that it can't find the geodata files.

I've tried copying the Steam version of the original xcom files all over the place hoping to make this work.  My current folder structure looks like this:
C:\games\OpenXcom\UFO\(all the Xcom folders)
C:\games\Steam\SteamApps\common\XCom UFO Defense

Note that I always install games to the C:\games folder instead of programs.  I like to keep that stuff separate.

I can't for the life of me figure out what I'm missing.  I've read through all the install docs again and again and figure it's got to be something right in front of me.  Do I have to use the installer, and then separately copy the nightlies?

And while I am typing this, (assuming I get this silly thing to work), to install the Final Mod I create:
C:\games\OpenXcom\UFO\mod\Final Mod

And extract all the mod files to that location, correct?

Thanks much in advance.

Ted

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