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 - chi.code

Pages: [1]
1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2014, 03:30:42 am »

I have 150 ele, build the fastest interceptor, have heavy gauss, I fight ethereals now..
and still I can't research plasma weapons! is that normal? I have no more reseach subjects, did power suply, navigation, ofc. alloys, corps of sect float ether, captured live aliens (but not high levels yet).

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 23, 2014, 10:25:01 pm »
Game crashes when researching Hybrid Supervisor.

Please do fix it.
Also will my save game with that research already in progress work when fix is released and I install it?

EDIT:

Run the mode through modtester.

"lookup: STR_HYBRID" entry but no research: name: STR_HYBRID entry

(thanks Falko)

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 23, 2014, 05:44:30 pm »
Ok I found a small bug, the gauss-cannon rounds(x50) for craft, are placed in Weapons instead in Ammunition.

Btw: for Gauss HWP, it's shells are produced one by one, and 60 are needed... you need to produce 60 individual pieces of ammo before deploying the tank, is that intended? It takes almost as long as producing the tank itself afair.

Maybe it should come in packages of 10 shells per produced item, or maybe it could deploy with 30 instead.

Also, an option to deploy not fully armed tanks would be nice imo.

This:
https://imgur.com/PfXkbNq


4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 23, 2014, 05:36:25 pm »
Ok I found a small bug, the gauss-cannon rounds(x50) for craft, are placed in Weapons instead in Ammunition.

Btw: for Gauss HWP, it's shells are produced one by one, and 60 are needed... you need to produce 60 individual pieces of ammo before deploying the tank, is that intended? It takes almost as long as producing the tank itself afair.

Maybe it should come in packages of 10 shells per produced item, or maybe it could deploy with 30 instead.

Also, an option to deploy not fully armed tanks would be nice imo.

5
Programming / Re: [Missing feature?] Base Defences - Damage range
« on: August 17, 2014, 05:26:15 am »

Base defence always seemed quite useless to me, either you 100% won by repelling the UFO, or you are playing normal battle.
So why invest in defences, I will have to have a squadron there anyway.

How about adding an option so that damage done during air-defence phase results in less and/or wounded alien troops (but same loot), would it make sense (as mod or adv option)?

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 16, 2014, 01:52:22 am »
This mod is very cool :)

How ever I have one thing to change/fix:
I just found what appears to be MiB Man in Black base or something  8)

(I just started playing FMP so please spoilers!)

1) At end there was a super thought guy, he took 5 shoots from sniper rifle, 5-6 shots from pistol, and finally a heavy laser shot took him... wtf? I mean, is that correct behaviour? I play on the 2nd hardness level (not the easiest but the next one)

2) I was looking forward to get research on all the recovered items, how ever I see no new research objects!
- I have 3 kinds of MiB corpses, they can't be researched?
For me it lacks narrative atmosphere like "whaaat the fuck was that?" moment in game, e.g. make a story telling research item (at minimal cost) that will show some information about how Xcom is puzzled by discovering MiB and all
- They where using some suits like black hazmats, I would expect to research them
- If I would had captured them alive (I didn't this time) it would be logical to hold them even without need for alien containment... technically maybe they could be stored as inventory?

Though it's a bit strange to hold man as item... though they were man in... BLACK, if you know what I mean  8)

- There was alien nade, I don't see option to reseach it.

- What about all the laser weapons, no research here either?


Of other things, the new weapons seem not all-right:
- the machines guns, and mini guns, all have INCREDIBLE spread, while being low powered. Maybe make them all a BIT less accurate at least.
- the mini gun should really have a serious punch, maybe 40?  To compensate make it even heavier to handle
- the submachine gun has not cool sound... see how it is in games like SWAT series.
- make another a really cool submachine gun, like a cooler riffle, e.g. 4 shoots, at power like riffle -3, better aim, low weight
- the magnum's sound is mistaken? it sounds like dart gun

One of the files is wrongly names (you see this error on real OSes like Linux, that see difference between uppercase/lowercase in file names):

Resources/FinalModPack/Weapons_Compilation/ClassicWeapons/handob_UZI.png
should be:
Resources/FinalModPack/Weapons_Compilation/ClassicWeapons/HandOb_UZI.png
or the other way around (fix it in .res and the leave the file name as handob_UZI.png)

Either way this mod is very cool, thanks! :)

Pages: [1]