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Messages - SparroHawc

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OXCE Builds & Ports / Re: OXCE v5.6.1 for Android
« on: October 01, 2019, 09:32:40 pm »
If I leave everything as default and use the setup screen to copy the files from the directory I was previously trying to use, it works fine.  It definitely seems to be a problem with selecting a different directory as the game files directory.

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OXCE Builds & Ports / Re: OXCE v5.6.1 for Android
« on: October 01, 2019, 02:49:25 am »
Here it is.

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OXCE Builds & Ports / Re: OXCE v5.6.1 for Android
« on: October 01, 2019, 12:35:07 am »
For some reason, OXCE is throwing a file-not-found error for GEODATA/PALETTES.DAT despite the file existing in the directory I've pointed it at.

Is it possible that changing the game files directory to one I created on removable storage is causing problems?  When I open the app, it takes me to the setup screen and shows that both UFO and TFTD are there, status is green, but when I save and restart it just takes me back to the setup screen.  The log shows:

[INFO] Loading rulesets...
[FATAL] FileRecord::at(GEODATA/PALETTES.DAT): requested file not found.
[ERROR] FileRecord::at(GEODATA/PALETTES.DAT): requested file not found.
[INFO] Found candidate method ID: 0x7f71b2v0f8
[INFO] Returned to native code!

I've verified that the file exists in both UFO and TFTD directories.

I prefer to keep as much non-critical data as possible on SD card, so I changed the 'Path to game data files:' setting to my SD card, placed the game files in the folders, and OXCE seems to recognize that they're there - it seems it just fails to actually load them.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 29, 2019, 12:30:00 am »
Let me give an example of the sort of thing I think is being asked for.

Dossiers often involve specific territories.  Getting the dossier on, for example, Elias Seppa could specifically increase Finland's contributions, as he is a wanted fugitive there, and X-Com is clearly discovering information that Finland desires.  Researching Daddy Paxton, on the other hand, might decrease the USA's funding - because he has connections in high places there - but also increases the funding for a bunch of other countries slightly who aren't on such good terms with the USA and are interested to find out who is a corrupting influence there.

Countries with looming energy crises could give extra funding for research involving power generation - Elerium, UFO power supplies, etc.  Countries with a history of constant conflict could give extra funding for research involving weapons, nations with space programs would be interested in UFO component research, nations with significant science programs could give extra funding for research involving physics, et cetera, et cetera.  No need to have specific research tasks per country; just a stat for any given research task that specifies what countries would like to see it done.

Of course, this likely isn't possible with how the OXCE engine currently works, since there's no mechanic for getting extra points with specific nations - but I agree that it would be an interesting mechanic with possible interesting repercussions if taken to extremes.  Especially if there was some way to get an indication of what research tasks specific countries wanted/didn't want before starting the task.  To offset UFO activity in a country, for example.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 15, 2019, 04:21:16 am »
hm, kinda not sure if i remember ever seeing it. Maybe once as i tried out the mudrangers, something does ring a bell...
Doesn't seem to work from the intercept menu of missions / popups though.
Would be awesome to have a check there, e.g. "its too far away for the selected vehicle" or something like that.
Dunno how the majority of people is launching, but ~100% of the time i use the intercept menu on mission site / popups.

I always click on the base, pick the vehicle I want, then click on the target.  That way I can 1) see if the vehicle is in range, and 2) I never pick the wrong base.

I suspect others have the same experience.

Definitely agree that there should be a warning...  You may want to bring it up in the OXC suggestions or OXCE forum.  Seems the sort of thing that should be built into the engine.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 14, 2019, 11:45:47 pm »
Whether or not you feel it detracts from the game, the limitations exist for a reason - and only by breaking those limitations were you able to get the game to slow down.  Heck, the original X-Com straight-up restricted you to 80 items total for any encounter.  I don't think anyone's going to look very hard at fixing this - least of all Scorch.

That said, you might try posting in the OXC / OXCE programmer sections specifically if you found inefficient code.  Or if you're feeling really generous, you could make a fix yourself and submit a pull request.

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The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 31, 2019, 08:16:03 pm »
I think what Thunderwing is looking for is a smoke cloud that does stun/TU damage.

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The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 31, 2019, 12:48:19 am »
Stop the presses, this is important.

In all honesty, these are used for the paperdoll armors afaik. Please don't butcher them Solarius. If i want my squad to go buck naked against the alien menace i should bloody well be able to do so, evne if it's only in skirmishes.

They're used if the person implementing the citizens pack decides they want to use naked NPC corpses.  There are no nude paper dolls and no NPC sprites; just corpse sprites for the battlescape, and inventory objects.  They're just .png files, so it's not hard to find them if you look.  You could remove them with absolutely zero effect on the game AFAIK; the only thing that would happen is it might possibly stop some pearl-clutching.  Unless Solarius has sneakily included them somewhere, that is.  (Alien abduction missions??)

EDIT:  Oh hey, I was wrong - I was looking in the wrong directory.  That's a lot of nude paper doll images.

Not sure how you got that, HumanTraitor - I have a battle.cfg and when I start a skirmish, everyone has on a suit at the least.

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The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 28, 2019, 08:33:02 pm »
There are some naked person assets in the citizens pack.  They aren't used in X-Com Files, but they do exist.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 29, 2018, 01:32:01 am »
Is there a way to edit the tech tree?  At the point that you can research it, the mind probe is useless.  You're supposed to be able to use it to identify ranks of aliens, so you can capture them for research... but by the time you can research the mind probe, there's a good chance you're pretty much done researching absolutely everything else, unless you get lucky with a captured medic.  I'd like for the mind probe to be available to research once you've captured any live alien.  Or at least once you've interrogated any medic/engineer/leader.  I'm having to resort to stun-grenading entire swaths of aliens just to get the one or two aliens I need, at which point I'm wondering why I'm bothering to even bring regular firearms to the missions.

The color-coding helps, but it's not an ideal solution when I have mind probes that have been sitting in my inventory for practically the entire game...

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