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 - FastForward

Pages: [1] 2
1
I just tried v1.2
10 new game / 300 soldiers
It work flawlessly for what I can tell, no discrepancies found

Again, thank you Meridian.

2
Good, celebrate diversity 1.1c seem to work fine  ;D
I just tried 10 new games, 30 soldiers each, I have not spotted anything wrong in the nationalities.
Whatever you have modified in the ruleset, seem to have resolved the problem.

As for my system, it's a bit of a mess. The PC has spanish keyboard layout (purchased in Argentina), Windows is installed in English-US language and many programs are in Italian.
If this was the problem, I'm sorry for the waste of time I've caused to you.  :-[

Edit: now I see what have you done.
You prefixed each soldier name file with a number to be sure they are in the correct order.
Very strange, the are listed in the correct order in my explorer window.
It has to do with some internal windows libraries about alphabetical order.
Again sorry for the waste, you sure have better things to do.
Thank you Meridian.

3
OK, I started a new game, in the 8 initial soldiers I got Ivan Diaz, Swedish flag and Spanish name
I checked, no Ivan and no Diaz in swedish.nam

edit: hired other 22 soldiers and some other odd nationalities appeared

4
Well, no.
Deleted Celebrate diversity 1.1 and replaced with 1.1b
Disabled all the mods, clean vanilla game: OXC Extended 3.7a+
Start new game and hiring people.

I still get some nationalities off by 1
But it's random, sometime I get Italian names with Italian flag, sometime I get Italian names with Japanese flag
The problem seem to be in the code, not in the mod.

5
I've noticed soldier with swedish flag and spanish names or japanese flags and italian names.
Somewhere the ruleset is off by 1, I've looked at it but was unable to find any error.

Not a big problem, since I can change the flag by clicking on it.

6
OpenXcom Extended (OXCE) / Re: [OXCE] OpenXcom Extended
« on: May 20, 2017, 09:35:02 pm »
Hi Meridian, thanks for OCXE+, I love the new features.
I'm using your exe for new_civilian's TFTD My_Mod (not related to piratez, sorry) where you can hire sectoid and enforcer (robotic) soldiers.
I'm also using Solarius "celebrate_diversity" flags mod.

I wanted to assign an unique flags to these kind of soldiers, but only the first flag (flag0, USA) is used. It's possible to change this behaviour?

To be more clear:

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    ...
    soldierNames:
      - 00_SoldierName/  # 40 files, flags 0..39 are used, OK

  - type: STR_SOLDIER_VETERAN
    ...
    soldierNames:
      - 00_SoldierName/  # also flags 0..39 are used, OK
 
  - type: STR_SOLDIER_ROBOTIC
    ...
    soldierNames:
      - 01_RoboName/     # only 1 file, flag 0 (USA) is used, I want flag 40
 
  - type: STR_SOLDIER_SECTOID
    ...
    soldierNames:
      - 02_SectoidName/  # only 1 file, flag 0 (USA) is used, I want flag 41

      
I'm not a modder, just a player, so feel free to ignore my post, I will not get offended.

7
Released Mods / Re: [Mega-Mod TFTD] My_TFTD_Mod v.1.02
« on: May 16, 2017, 07:56:59 am »
I got all my roockies annihilated on mission 1, day 1 by aquatoids with M.C.!
And these weakling aquatoids can kill an unarmored soldier with built-in melee. In 1 hit!

* I don't like the way you renamed the standard equipment. It's standard, I get used to the old names.
* I also don't like the new torpedo launcher, the original one looked more "real"
* The new soldiers type, bionic, veteran, psyke etc cost too much money for too little gain.
* Too much stunning equipment: capturing aliens is too easy from the start.
* The "roach" is overpowered, being small render it a difficult target and a perfect scout in the open and, after the field is clean, arm a couple of these little drones with stun rods and they can clean the interior of any USO in a few turns, it kill the game.

A little glitch: when doing ancient USO (the squared and organic type) I often recover "Sonic Blast Clip" (STR_BLASTA_SINGLE_CLIP), but there is no research topic for this object. Maybe you wanted this SINGLE_CLIP to be unrecoverable.

All the rest is perfect, hard but doable, no weapon cluttering and the sounds you choose are very nice.
I'm just at month 3 but I love this mod.
Thank you new_civilian

8
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 16, 2017, 03:15:44 am »
Hi Nord, thanks for your work

My game crash when I read the ufopedia entry for the USO "PATROL" in TWoTS v1.07
In UFOS.rul there is an entry for STR_PATROLUFO, while in UFOPAEDIA.rul there is an entry for STR_PATROL
I changed the name in UFOPAEDIA.rul to STR_PATROLUFO and it worked fine.

9
Suggestions / Re: Knock, knock. Who's there?
« on: May 28, 2016, 03:57:30 pm »
Oh, and also alien subs can only be breached by the TftD Blaster Launcher equivalent, but starting XCom crafts can be breached by alien grenades/sonic cannons. And aliens know that XCom are in the sub, so they do target it with grenades to open it.

Yes! this would be great!
Make external USO doors (only the doors) breakable by standard high-explosive.

Also make Aliens target the Triton, with the same mechanics used for destroying X-Com facilities in base attacks (no idea how it work, coded in the maps?).
They can use grenades and blasters only from turn 3, according to difficulty.rul, so, after landing, you must deploy and take cover, quick quick quick.

10
Released Mods / Re: [TFTD]More USO Variants
« on: May 26, 2016, 03:47:45 pm »
I had USO III above USO II.
I hope to have installed all correctly and in the right order this time :P

I don't know if this is a bug or a feature, but the second floor in one of your "Blockade Runner" variants has some pointy things that block a couple of doors, I think they should belong to the first floor.

In the second screen, another variant of "Blockade Runner" has the second floor totally inaccessible, that's OK, but having doors here look a bit strange, unless you want to deliberately fool the player.

11
Suggestions / Re: throwing stuffs underwater
« on: May 26, 2016, 12:45:23 am »
Thank you for the reply and the original idea Commander Solarius, but minitorpedos sound like a projectile without a weapons.
And you still can unrealistically throw away other equipment.

I like the idea of weapons who behave differently underwater and on ground, but currently I'm too busy playing. I will take a look at OXCE+ in the not so near future   :)

BTW: using OXCE+ can I have a remote detonator for magna-pack explosive?

12
Suggestions / throwing stuffs underwater
« on: May 25, 2016, 05:11:35 pm »
It's cheesy, it's unrealistic, it's against the law (of physics).

I tried to play early missions without grenades or proximity but it's a nightmare.
I can make grenades weight a lot more, so they are thrown in a more realistic way, but it's not a good solution for rookies with 20 strength.

So I make a suggestion for the devs: can we have an option so that throwing underwater use only 1/3 (or some other numbers) of the soldier strength? This should not apply to aliens, because, they are aliens.
Or maybe this behaviours is already possible with the ruleset?

13
Suggestions / Re: Knock, knock. Who's there?
« on: May 25, 2016, 04:50:52 pm »
Don't joke on my fallen soldiers! They die for your freedom!

Anyway, the suggestion was: don't let aliens open submarines doors.
At least not underwater, it don't make any sense.

14
Released Mods / Re: [TFTD]More USO Variants
« on: May 25, 2016, 04:38:55 pm »
Idiot-proof instructions will be much appreciated. But the local fauna in this forum seem to be pretty smart already. I will be the only one to benefit :P

To my limited understanding, making standalone mods will require duplicating files, a notorious source of bugs. So don't do it.

I'm also using your USO level 3, with rebalancing stats, but don't expect too much feedback since I usually wait until USOs land by themselves.

Thank again for your great work, assaulting USOs that are not all the same is a lot more fun, and your USOs look evil too.

15
Released Mods / Re: [TFTD]More USO Variants
« on: May 24, 2016, 11:48:16 pm »
Sorry Blank. I have double checked and I totally misunderstood your instructions.

I applied your patch to "BlanksTeemingUSOclasses"
and not to "BlanksTeemingUSOinteriors"
I also enabled only "Teeming USOs II - New alien sub types"
and not "Teeming USOs I - Interior variations"

I was thinking that your mods were inclusive, "USO II" including "USO I",
"USO III" including both II and I.

Now I have applied your patch to "USOInteriors" folder and enabled both USO I and USO II mods. There is no hole, your work is perfect.

Sorry again.

Pages: [1] 2