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Messages - Rumakos

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 27, 2020, 02:02:18 pm »
After the year of my absence here, it is so great to see that work is still going on and new ideas had been implemented! A thousand of thanks to author and all people involved in. This Mod is really awesome!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 04, 2018, 11:00:13 pm »
Wait... This is a completely different issue. "Use but not produce" is perfectly normal, but before it was "I`ve researched alien laser rifle and appropriate clips, its vanished from production menu". WTF?

I think, I got the reason. After first investigation, the game said in appropriate message that I can manufacture rifle and I proposed that I really can. But that was wrong. Player can only use it. Alien laser rifle is available for production after "laser weapon" researching. It`s clear now. So, it means that the flusk is also require additional technology to be produced. I should see tech-tree to understand.

Thank you! Sorry to trouble you and for my english.


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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 04, 2018, 08:18:36 pm »
You mean something was available for production and then it wasn't? That's not possible even if I wanted to make it so. Sorry, but I need more data.

Good evening, Solarius Scorch.
Yes, this a true and happen every time I play FMP (more than 4 months). After researching "Alien power systems" the "Alien laser rifle" is become available for investigation. But! I can only use it in battle, not produce. Screenshots and save are attached. By the way, in this topic, one guy wrote the same. He also claimed, that he has to research some items twice. And I thought, that it is necessary for some alien artifacts ))

Sorry for complaining, but your advice would be very appreciate.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 03, 2018, 09:24:34 pm »
Yes, I haven't fixed it yet, as I haven't determined which routine it is...

I see.. it is not critical for playing )

It's alienMissions_FMP.rul and regions_FMP.rul, possibly also missionScripts_FMP.rul, depending on what you want to do... This system is pretty complex.

Yeah, that’s enough for my goals.

Look, I cannot understand the following: every time I`ve researched alien laser rifle and appropriate clips, its vanished from production menu. Sometimes immediately after researching, sometimes I can produce a couple. And now the toxigun flask has vanished too. What is the problem? I have to research something else or this is bug?



5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 29, 2018, 03:43:04 pm »
Hello, Solarius Scorch.

1. The synthsuit is buggy again. The head doesn`t turn together with body very often. A soldier goes ahead, but his head looks back ))
2. Which ruleset is responsible for frequency ufo appearance on geoscape? how to reduce/increase its` value?

Thank you in advance!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 16, 2018, 05:30:50 pm »
Hello, Solarius Scorch!

First of all, I`d like to say a thousand of thanks for FMP creation. To say that it is good is to say nothing. Playing "Ironman" mode is really awesome, but sometimes stressful ). And idea to use alien corpses for production armor and weapon is pretty smart!

Is it possible to show in ufopedia alien characteristics/resists after researching their corpses? I think it would make a game more strategic to allow make plans how to equip soldiers before landing. Also it is relevant to XCOM armor, because not all resists are shown.



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