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Messages - VunderGuy

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1
Released Mods / Re: Chryssalid tweaks [OXCE]
« on: February 28, 2020, 06:31:36 pm »
It would be okay in a fantasy setting ("it's magic", and that's it), but not in a sci-fi setting.

Someone tell Halo, Mass Effect, Star Wars, Star Trek, Starcraft, Stargate, Warhammer 40K, Babylon 5, and literally every pop non-superhero sci-fi space opera and more general sci-fi setting under the sun that get's away with violating fundamental laws and properties of biology, chemistry, and physics and are still loved, beloved, and make oodles of money--wink, wink, nudge, nudge, X-Com very much included.

For the record, soft sci-fi is a thing, and it is the significantly more prevalent form of the genre in virtually everything you could even hope to be a fan in nowadays.

And, also, for the record, 'it's magic' can be just as unacceptable as 'it's science,' and neither should be excuses to break far more fundamental and foundational laws of logic. So, in otherwords, neither should be used to justify something so extremely illogical and irrational as time travel.   

2
Help / Re: Having Trouble with the Iron Man Super Suit Mod.
« on: February 27, 2020, 11:37:40 pm »
Is there a way to make you start off with a certain amount of a certain type of equipment but otherwise keep the pre-requisites for said armor intact? Because I want to start off with 14 sets of the Mark 1 Iron Man armor as a donation from Stark Industries but still have to research everything I need to research in order to make more so I still have to sink in resources if I play stupid like I do and get one of my guys in armor Le Dead.

3
Help / Re: Having Trouble with the Iron Man Super Suit Mod.
« on: February 27, 2020, 07:34:03 pm »
You just need the line with

Code: [Select]
reservedSpace: 2

as Solarius said. Ignore the rest.

No extra characters anywhere. No extra lines (e.g. resourceConfig from appolyon's example) anywhere.

I gotcha. This was something I managed to figure out on my own by looking at the difference between the second and third posts. Can't believe it still took me 15 minutes to get it tho. XD. In any event, thank you all for replying so quickly. Can confirm the mod now runs like a kerosene dream. I have a quick question tho: if you remove all of the dependencies of something does that mean you get access to tech at the start of the game or is there a hidden dependency all the tech you have at the start of the game has that you would need to give to tech you want unlocked at the start of the game? Also, since I don't like how Chrysallids can turn even dudes in full power armor, let alone dudes in Iron Man suits, into Chrysallids in just one shot, is there a value I could give the Iron Man armors so that Chrysallids cannot turn you into more Chrysallids unless they kill you first?

4
Help / Re: Having Trouble with the Iron Man Super Suit Mod.
« on: February 27, 2020, 05:48:46 pm »
Look for a file name

metadata.yml

then in the content.

Code: [Select]
name: "Mod"
version: "0.9.9e"
requiredExtendedVersion: "5.6.4"
author: "name of author"
description: "Ufo game."
id: something-files
master: xcom1
reservedSpace: 2  <--------------------------******
resourceConfig: Ruleset/transparency.rul



I took your advice and this is how the yml looks.

name: "IronMan Super Suite"
version: "0.7"
author: "Unknown"
description: "IronMan Super Suite."
id: IronManSuperSuite
master: xcom1
reservedSpace: 2  <--------------------------******
resourceConfig: Ruleset/transparency.rul

However, I still get an error:

[27-02-2020_10-43-49]   [INFO]   Loading rulesets...
[27-02-2020_10-43-49]   [WARN]   mod IronManSuperSuite: unknown rulefile 'Ruleset/transparency.rul'.
[27-02-2020_10-43-50]   [WARN]   disabling mod with invalid ruleset: IronManSuperSuite
[27-02-2020_10-43-50]   [ERROR]   failed to load 'IronMan Super Suite'; mod disabled
Error for 'STR_CORPSE_MARK_I_ARMOR': offset '1900' exceeds mod size limit 1000 in set 'BIGOBS.PCK'



5
Help / Re: Having Trouble with the Iron Man Super Suit Mod.
« on: February 27, 2020, 12:27:10 pm »
Never heard of this mod, but the author clearly thought it a good idea to use sprite ids over 1000. (It wasn't.) It can be done, but only with a special modification to the metadata file:
Code: [Select]
  reservedSpace: 2
But the proper way would be to reindex the sprites properly.

Apparently the guy who posted it on mod.io didn't originally author the mod by his own admission and just reposted it after the original mod author disappeared along with the link to the original mod. I tried contacting him first on mod.io but he's been offline for months now, so I figured it best to post here.

So it's just a sprite error then? Nothing more? If so, it should be relatively simple to fix, right? Step by step, what do I do?

6
Help / Having Trouble with the Iron Man Super Suit Mod.
« on: February 26, 2020, 08:52:35 pm »
Hello all. I recently tried downloading the Iron Man Super Suit mod from openxcom.mod.io

However, when I tried activating it, I got this error message instead:

Active mods:
[24-02-2020_10-41-39] [INFO] - xcom1 v1.0
[24-02-2020_10-41-39] [INFO] - IronManSuperSuite v0.7
[24-02-2020_10-41-39] [INFO] Loading rulesets...
[24-02-2020_10-41-40] [WARN] disabling mod with invalid ruleset: IronManSuperSuite
[24-02-2020_10-41-40] [ERROR] failed to load 'IronMan Super Suite'; mod disabled
Error for 'STR_CORPSE_MARK_I_ARMOR': offset '1900' exceeds mod size limit 1000 in set 'BIGOBS.PCK'

What does that mean and how do I fix it? Help would be much appreciated.

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