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Messages - KingMob4313

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1
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: August 12, 2019, 05:19:05 pm »
Hello!

I can't believe you guys are doing hot fixes on my mod while I've been indisposed.  It's greatly appreciated.

2
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: March 19, 2019, 02:03:51 pm »
Sorry for not being online for a while, got only now your answer.

I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....

Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.

The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.

My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time.  :o

Maybe I just added too much explosion protection then.  I'll need to roll back the percentage cut on damage a bit.

But yeah, pretty sure it's still laser damage for the sectopod, but I'm strapped for time to check everything that needs to be tested.

3
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 11, 2019, 07:25:47 pm »
Hello There,
    sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.

To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here.  ::)

I might need to check the files. Maybe there is a typo.  People should be getting wounded more often by low damage rolls and killed less on high damage rolls, but it sounds that...

OH GOD, I forgot that Sectopods use Lasers and the heavy armor provides massive damage protection from lasers. I'll have to revise the Sectopod to use Plasma to fix the OG Sectopod bug and I'll nerf the laser protection as well.


4
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 05, 2019, 03:57:04 pm »
Okay, working on this a bit, it's not a quick hit that I can do without actually testing the code or running the mod, so it might take me a few days to test it out, since I'll need to create a flying armor corpse item.

...Now I'm worried that the flying scout armor creates the right corpses too.

5
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 05, 2019, 03:26:32 pm »
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Oh crap!  I didn't anticipate people changing out the tile sets, but I should have anticipated this.  I'll see about adding a comment in the docs covering this eventuality off as well.  Great work with coming up with a quick fix for it again.

I may have to put some thought into how to assure that the alien bases have the hyperwave decoder in it some other way?

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this feedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!

I'll see about fixing the flying armor so that it drops the right damaged armor.  As far as the toughness, are soldiers still getting wounded while using the power armor, or are they just taking multiple hits from a sectopod without suffering any health damage at all?

Thanks again for all the feedback and the compliments. 

6
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 12, 2018, 10:24:58 pm »
There will be a very basic 3.0++ version coming out this spring built just for OpenXcom Extended.

7
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: December 12, 2018, 03:58:24 pm »
New version 1.032

Added a entry for STR_ALIENS_ONLY for compatibility with OpenXcom Extended.

8
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 12, 2018, 03:44:17 pm »
Okay, 2.0++ is updated with the proper research entry in the misc ruleset.

Thanks to efrenespartano for the fix - I was unaware of the strictness of OpenXcom Extended.

Fix will be pushed for 1.0 / Wolfram Lance Only next.

Thanks

9
OpenXcom Extended / Re: requires: STR_ALIENS_ONLY causing an issue
« on: December 11, 2018, 09:03:06 pm »
Hi, KingMob!

I'm a huge fan of your mod. I add the laser and plasma tiers of it into my own compilation, UNEXCOM.

I've solved that problem (since OXCE v5.1 the whole ruleset system is more strict, everything has to be properly defined or otherwise will crash) doing this:

Code: [Select]
research:
  - name: STR_ALIENS_ONLY
    cost: 10000
    points: 0
    dependencies:
      - STR_ALIENS_ONLY


Enviado desde mi iPhone utilizando Tapatalk

Gracias! I will push that into my code. Thank you!

10
OpenXcom Extended / requires: STR_ALIENS_ONLY causing an issue
« on: December 11, 2018, 08:00:40 pm »
People are trying to use Openxcom extended with my Equal Terms 2.0++ mod and getting errors with

Code: [Select]
     requires:
      - STR_ALIENS_ONLY

I am unable to do full investigation using the openxcom extended mod (I am posting between meetings at work lol) but what is the issue with the  STR_ALIENS_ONLY tag, since that was the easy way to disable items in your ruleset?


11
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 11, 2018, 07:48:47 pm »
Tested this one out on latest extended and only using the nightly folder but get an error-see attached

'STR_ELERIUM_SHOTGUN_SHELLS'

Leftover for unimplemented shotgun shells.

Will try to fix.

12
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 07, 2018, 10:04:39 pm »
I just noticed that within your mod folder are 2 further sub folders, nightly and prime. Do I only extract out the nightly folder?

Most likely it is nightly, but you'll have to ask the makers of the extended?

Once I work down my modding queue I can start working on the OXE version of Equal Terms. I already have the numbers all run for the weapons and such so that the sniper rifles and such require high aim skill and shotguns/smgs favor lower aim scores.

But I have a massive Fire Pro Efed video to finish editing and adding vhs look to, and a new tiny baby that is ruining my life in the best ways.

13
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 04, 2018, 07:55:21 pm »
Tried to test out this mod using openxcom extended v5.1 of 09.11.18 with no other mods and get the following error message-see attached log

I'll have to check out extended, since I don't have it.

But since it seems to be "Const name 'RuleList.EqualTermsv2_023' already used" look for dupes? I don't know.

14
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: December 04, 2018, 04:50:27 pm »
Current link out to version 1.0 on the new modhub:

https://openxcom.mod.io/equal-terms-wolfram-lance

15
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 04, 2018, 04:47:38 pm »
And another link to the new mod-hub.

https://openxcom.mod.io/equal-terms-20

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