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Messages - Nerro

Pages: [1] 2 3
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 28, 2024, 05:42:58 pm »
I think the main issue is that there are to many information in the same sentence. It is hard to make clear which part of the sentence is related to which idea.


Since there is no reason for the X-Com psiclone to not be "just as good", I would suggest dropping it to make space for a clearer description of the X-Com psiclones and go for something like:
"we will flood the market with our cracked Psiclones which will be immune to the disruption and, you know, [...]"

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 28, 2024, 01:38:17 pm »
A fix would simply be to swap "but functioning and" with "and functioning but".

Edit: Actually, to stay coherent with the previous sentences, I would change to "[...] we will flood the market with our functioning Psiclones which will be just as good but, you know, [...]".
Since "functioning" refers to the fact that the Exalt psiclones are disabled, it is clearer if the word is used sooner.

3
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 22, 2024, 12:05:43 am »
I looked at my video to refresh my memory, and indeed, the ships with follow order did not attack.
But as Stone Make said, I was able to minimize the battle window and order to other ships to attack manually.
https://youtu.be/tB7CU0eVtLk?si=lYVsBXAx8ZDFep-H&t=4672

I was using tormentors, but I don't see how that would make a difference.

4
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 21, 2024, 05:16:44 pm »
I launched my interceptors. And soon realized a problem. This evil Arbiter can shoot as soon as air combat widow opens! So I can't minimize it and wait for other interceptors to join.
You can join your interceptors together on the map by asking them to folow the main interceptor. Wait for them to join up, then, order the main interceptor to attack the UFO, it will trigger the attack screen for all interceptors.

5
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 09, 2024, 12:58:48 am »
Tritanium is Alien Alloy.

6
The X-Com Files / Re: Is there a mod for streamers? If not...
« on: September 05, 2024, 02:16:08 pm »
The way I did it is to just not do a lot of those missions. As long as the score is ok, repetitive mission can be ignored.
It is probably not the best solution, but its the easiet.
The real stream killer for me was the inventory mangement.

On a different note, if you plan to post VOD or stream on Youtube, replace "GMGOE4.oog" from the sound folder. This song will get you blocked. I also preemptively replaced THING.ogg, it could be fine but I would not take risk with song from a movie. Some other songs will cut Twitch VOD sound, but they will not get you blocked.

7
OXCE Bugs from OXC / Re: [Bug] Slow fire shooting and doors animation
« on: April 30, 2024, 10:07:50 pm »
Yeah, OG animation speed is CPU bound.
OXC speed simply matches what you would get with a early/mid 90's CPU.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2024, 01:34:45 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

9
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 14, 2024, 09:15:22 pm »
FYI, Matrix and the wiki are 2 different things.
Matrix is an open source discution plateform.

And regarding the wiki, you are right, the speed was greatly improved some time ago.

10
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 10, 2024, 08:21:27 pm »
I even managed to blow up the craft wall with my own rocket once.
Fun Time !

11
The X-Com Files / Re: Synthmuscles availability
« on: January 03, 2024, 09:59:17 pm »
I'm pretty sure I managed to get some synthmuscle early in my run and it was fine.
Having a few guys running atound cutting people in half was fun, and because I had not idea how to get more, I had to be carefull not to get them killed.

I actually like that you can stumble onto some advance tech early or fail to get a tech for a long time. That is what make each run unic.
Sometime you get Etherals in 99, sometime you don't get more than 5 alenium shards for years XD

12
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 25, 2023, 10:17:18 pm »
You can revive them in the "Agents" menu. It is a transformation (bottom left menu).

13
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 05, 2023, 03:57:43 pm »
I just start your mod incredible mod.
First question:
Whats the deal with the Mudranger? Some kind of internal joke?
[...]
Mudranger is very usefull if you need to bring a lot of soldiers to something very upsetting that can spawn too close to you base if RNG hates you. (You will see what I'm talking about in time.)
Other than that, I find it useless.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 03:00:31 pm »
So now that I'm looking at the Github:
Code: [Select]
  - name: STR_BREAKDOWN_STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_DISASSEMBLY
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_ZRBITE

Maybe that should be change to:
Code: [Select]
  - name: STR_BREAKDOWN_STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_DISASSEMBLY
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
      - STR_ZRBITE
This would make sure it is obtained at the same time as the clip manufacture and works the same as the Cannon Focused Clip.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 02:42:04 pm »
The clip very much needs to be researched to be manufactured, and your save doesn't say what you claim it says.

manufacture_XCOMFILES.rul:
  - name: STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_BATTERIES
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP

Intresting. ???
Have you tried to manufacture it in my save? Because I can when I try to do it. Maybe its an OXCE bug then, not XCF.
Screen capture of the manufaturing screen attached (don't mind the confused guy at the bottom)
Also, video of the bug, since there is a video XD
https://youtu.be/Zvn2edC_yaE?si=gJDZA7xu3l-5YUHf&t=5370

Edit:
My manufacture_XCOMFILES.rul file:
Code: [Select]
  - name: STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_BATTERIES
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
I have 3.1, but on the github, it shows the same has your version, so I guess it has already been changed at some point?

Edit2:
Quote
3.2: [...] Fixed Sonic Shotgun Focused Clip manufacturing prerequisites
I guess my report is late :)

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