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Messages - moisesjsn

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 16, 2017, 12:14:42 am »
 >:( wrong!

 ;D i meant the mod that allows you to use more inventory by adding slots like left chest or right chest  https://www.openxcom.com/mod/expanded-inventory
This one. It is not default in the mod as i do not see them in my mod right now.  Ill have to try it later. Anyways i love this mod, and i agree with many decisions made, even the laser rifles with clips  it extends the game, where as in the default it was pretty easy to win by just hiring mass rookies who with stun prods as meat shields to stun.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 15, 2017, 03:21:53 pm »
I agree with Enders talk of sectoids disappearing, It is true, in some games i play i see a sectoid ship in the first two months, and than i see completely different  things like anthropods  or chtionites. But i think that is just based on bad luck, because i have also had games where sectoids are common for the first year and chtonites are rare. The MIB i finally saw after 3 games.  But that is just the nature of having so many aliens, it is random.  The electronics i do agree with, have yet to find one after many many missions, even fully intact landing ships.

I just came here honestly to ask, has extendend inventory been tried with this mod? is it compatible? it says it may cause awkward alien behavior so i did not try it.

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Did you download & activate the missing strings/translations mod?
All options should have translations...

Ok so that is what that missing strings mod is. Ok that is probably why gonna install it right now.  I can confirm this was the issue thank you. I was confused on the missing strings and for some reason assumed it was a resource for modders only :/

4
I just wanted to add this. Not sure if it is normal, or something you are going to fix in the future along with the string_firing instead of accuracy as you said. But i noticed that in  options menu, if you go to advanced and go down to the OXCE settings they also have the str_coupdegras and no desciptions. Just thought i would add that if you were not aware of it. Thanks for your efforts. gonna get back to playing.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 09, 2017, 02:33:54 am »
I really love this mod by the way thank you for the hard work you put into this. It really makes the game even more fun than it was. 

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 25, 2015, 06:44:10 pm »
Alright. Thanks for the response Meridian.

I guess ill just hope and wait that the box gets implemented into next iteration of night build.

Or can i just copy paste my night build folder over into that folder?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 25, 2015, 09:24:18 am »
Hey. I got a question Will this https://www.openxcom.com/mod/soldier-specialization work with the FMP? Also maybe a way to implement it in next update? or something like it?

Im having lots of fun with the mod.  And also noticed this thing  https://openxcom.org/forum/index.php/topic,3644.0.html From Meridians Forumn on FMP. Im wondering. How do you install this? Or if its possible to implement in the next FMP release. Call me stupid if you like. Im pretty computer literate. But i have no idea how to use github. Nor do i feel there is a good enough basic install instructions for this.

Thanks for all the hard work in keeping this mod up to date and Alive. Feels good to play a game that is challenging and especially with a mod to change the whole feel of it to be brand new.

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