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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: January 03, 2021, 01:44:47 am »
New crash

At the end of this battle, I believe I may have wounded and captured the nearest repentia causing a crash. The crash is exactly after the mission ends and before the score appears. If you can't reproduce it, maybe it's because of the capture.

Also, this is the first mission I'm using the MkII heavy bolter, Grenade Launcher, and Throne missile launcher. Surely that's got nothing to do with it.

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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: January 01, 2021, 09:51:24 pm »
So I'm getting the codex crashes. I tried the links to Arsenal v7 above but I'm being denied access. Where's the link to the latest release?

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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: January 01, 2021, 05:33:54 pm »
Heya,

While I'm not on the very bleeding edge as I don't think I have the arsenal yet, i updated to ROSE7 and my CTD issue is definitely resolved!

4
40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: December 31, 2020, 04:17:41 am »
So I think I've discovered the source of my segfault. I did so by starting a new Arbites game with the ROSE mod enabled. During initial base layout, everything went swell until the moment I laid the Advanced Prison Cells. Maybe you could see about it, because I'd love my arbites to enforce some imperial law on your new orkz

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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: December 30, 2020, 03:21:34 am »
I've got more specifics. I tried it again. I'm pretty sure the Arbites save file is pre-028, but when I load the save file without ROSE I don't get the segfault crash.

The crash actually happens when I select the base button from the geoscape.

Here's the latest log. I'm sorry, but I don't understand how to read it.

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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: December 29, 2020, 06:17:32 am »
Bug report:

Segmentation fault when I loaded a pre-existing save for Arbites while using the ROSE mod. It arises in the inventory screen. Specifically, I caused this by equipping the troops in the Arvus Lighter before launching an interception.

I'll attach stuff so you can see about it

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40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: December 15, 2020, 04:22:20 am »
This is so awesome so much work in this. I hope we find a way to submod this

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40k / Re: 40k Bug/crashes/problem´s report
« on: August 05, 2020, 06:56:25 am »
Ohartenstein here's a save file just before the crash, for the bug you're hunting. It happens on the way to the ork WAAAAGH mission once both the intercepting ork convoy craft are destroyed by my chimera and its lightning fighter escort.

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40k / Re: 40k Bug/crashes/problem´s report
« on: August 04, 2020, 12:30:45 am »
Thank you BD. I tried re-installing 6.5.7 and then re-extracting v25, but that didn't solve my problem.

I rolled back to 6.5.3 and it works again. I wonder what I did wrong. :-\

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40k / Re: 40k Bug/crashes/problem´s report
« on: July 31, 2020, 04:27:53 am »
Hey there;

I just finished updating OXCE to 6.5.7 because I got the Range Check error. Now that I've updated OXCE, the game fails to start up because certain files seem to be missing. I re-extracted v25 and moved the contents to the Documents/OpenXCom/mods folder, because that's what we're doing now, right?

What did I do wrong? Should v25 go into the folder with the .exe?

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40k / Re: Imperial Guard Officers and what am I missing
« on: July 31, 2020, 03:50:56 am »
So I noticed that when researching IG officers it shows the regular and the carapace armor for the class, but i can't build or manufacture the carapace. I looked around the mod files and found some mention of the armor, am I missing something or is this still WIP?

Enter the inventory screen at base during equip and click your officer to change his choice of armor. Alternately, access the armor screen and select your choice for your officer. Both are accessible by default.

Also, does the vox caster works or is it still just a WIP melee attack? I couldn't find mention of the armor missing anywhere, but found an old post mentioning the vox was melee while the proper code is implemented.

Yes

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40k / Re: Warcraft 3 unit response sounds mod
« on: November 15, 2019, 05:22:21 am »
Global variables to change the unit response frequency:
1. select unit, default 100%
2. start moving, default 100%
3. select firearm, default 100%
4. annoyed, default 20%

Code: [Select]
unitResponseSoundsFrequency: [100, 100, 100, 20]

How/where do I find/ add this line? Personally, I love the voices, and my wife liked watching me play the mod. But she told me it's too frequent. Halp! Tysm

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40k / Re: 40k Bug/crashes/problem´s report
« on: July 19, 2019, 07:06:49 am »
Ohartenstein I think I also just encountered the crash which affected your playthrough. I wanted to report it here, just to confirm. I thought I saw you post a hot-fix to that crash somewhere? Like on ModDB?

Attaching my .log file

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40k / Re: 40k Imperial Guard Operations
« on: July 18, 2019, 03:13:14 am »
Hey guys I have a question. I'd like to promote some of my more capable hombres into Veterans. I think that eligible candidates appear on the Soldiers list when Promotion is selected? Nobody appears.

What are the minimum stats required for veterans to be promoted? I have two Veteran Guardsman promotions on hand, and this one guy's pretty beefcake, and has 50 bravery (which from oharty I thought was the minimum.)

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40k / Re: [Addon] IG Crewed Weapons Testing
« on: July 07, 2019, 07:10:22 am »
Hey bossman, big fan. This whole mod is fantastic, so detailed. It makes me wanna spend hundreds of dollars on miniatures and codices.

My question relates to mounted guns. What did you do to fix the script that made the autocannon not roll when soldiers hit it with melee? I just tried it for the first time and couldn't roll it off the valkyrie. Would have been useful against those Khorne berserkers.

I'm updated to v21 but can't find an updated version of crewed weapons.

Thanks

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