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Messages - vlad

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1
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 16, 2016, 04:24:03 pm »
Short comment on the new early game:

- first mission was Warehouse: very interesting und good
- second mission was pogrom on the other side of the planet. Airbus could not reach it, because it was too far and it just despawns. First month end with -600 rating.  That feels really unfair, because you get a lot of negative points just because of bad luck.

just updated from previous 0.97d - having non-combat vessel is fine, speed and radar sucks tho. i figured i will have to wait till i get some landed shippings or terror missions will be my daily bread. then suprise popped up - warehouse mission and i had good laught. these sideeffects of BV nerf should be considered.

EDIT : first pogrom and following academy mission
had landed ufo inbetween and that went fine (aka in radar zone of my only base), also those mini-terror missions are great for starting, my compliments to the chef. its just sad i cant get to them.

2
XPiratez / Re: Latest Download Link (0.98F)
« on: May 16, 2016, 12:36:58 pm »
just a note :

google download version has 0_95F string in it, while mediafire 0_98F_
i did the MD5 hash (995e2083f6ec209c0a1ad55da8138b98) on both and they are indentical, so its only file name problem on google site

edit : MD5 and typo

3
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 01, 2016, 04:52:28 pm »
Yes, it's fixed already. New version is up.
There are still some minor bugs : the storage is no more broken, but some smaller items (say grenades - 1 field) do not get properly placed in front. When trying to place something there, spot refuses to accept it. Similary there is 2*3 spot unreachable in place of previous distortion.
Right now, i am doing this from vessel screen, so this can be removed by reopening inventory, but that wont be avalible from pre-mission equipment screen very likely.

4
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: January 31, 2016, 09:26:02 pm »
sometimes using armor equip in inventory (A default) leaves fragmented equipment storage

5
XPiratez / Re: Bugs & Crash Reports
« on: January 31, 2016, 07:17:09 pm »
inventory part of the armor description is missing on runt armor type, looks more like its overlook rather than runt having 25/25 (which is only implied). booty missing any info of what INVENTORY stat actually means.

6
XPiratez / Re: Bugs & Crash Reports
« on: January 03, 2016, 09:29:15 am »
Do you think that scary forest is just supposed to look scary? Think again. Wrong mod.
Ah, i kinda love the greyish feel actually. It wasnt scaring me, just didnt know its intended. Thanks for info :)

7
XPiratez / Re: Bugs & Crash Reports
« on: January 03, 2016, 01:18:04 am »
upgraded recently to 097B and dont know why there is exploding part of forest (using 097B and Meridian's exe 2015-12-29)
saves attached are named alphabetically in time order - D before any explosion is noticed, E is next round after D i think and H is few rounds later another random explosions in same spot in next round

8
Suggestions / Re: Craft manufacturing - moving error down the stream
« on: December 25, 2015, 03:29:14 am »
Rather just in workshop when you select the item. Ufopaedia is already having ton of information attached and i dont think there would be more room for another batch of text just to be doubled there. Also, it fits naturally in production - thats when you care.

9
XPiratez / Re: [GENERAL QUESTIONS THREAD]
« on: December 24, 2015, 02:31:18 am »
What are the prerequisities to manufacture Decrypted data discs, apart from the Encrypted data discs ofc  ? Bootypaedia reads "can only be decrypted here" - means in your primary base ?

10
XPiratez / Re: Bugs & Crash Reports
« on: December 18, 2015, 09:56:26 pm »
Actually, you were right.
Just checked, it has lower number. See both pictures for times + added save.
Looks like that speed one 42 was pogrom, 41 wasnt reported at all - picture is from selecting it from save.

11
XPiratez / Re: Bugs & Crash Reports
« on: December 18, 2015, 08:36:20 pm »
There is no need for picture of 900 speed, but this one is bug, isnt it ?

12
XPiratez / Re: Bugs & Crash Reports
« on: December 18, 2015, 07:41:47 pm »
shipping pops up with interresting speed, made screenshot, right after terror mission spawned and when checked the ship again its down to 900 units of speed

13
XPiratez / Re: [GENERAL QUESTIONS THREAD]
« on: December 17, 2015, 04:48:23 pm »
Kosmoportovaya vodka is supposed to be usable only on self or others as well ?

14
Suggestions / Craft manufacturing - moving error down the stream
« on: December 16, 2015, 02:49:38 pm »
When crafting new vessels (like firestorm for example) the crafting ui wont let you to view the required materials, hours needed or money cost etc. if you dont have free hangar (clicking on the craft produces error). If the error is moved to "start production" button instead, this all would be visible/accessible.
Similary with the workspace, so we dont have to remove some workers from doing stuff just to see what the item needs for production.

(following is optional enhance of previous idea or just expanding it)

With 0 assigned engineers, no workspace should be deducted - again, error checking should be moved to "start production". That would allow you to make a "queue" of things you want to build later on, yet you dont want to have space allocated for it nor any material restriction checked. You can then easily add workers and if all conditions are met start producing.
This does not apply to started manufacturing that you withdraw workers from, those should deduct space as intended until either compleated or cancelled.
Could be expanded on whole production list instead of just crafts.

There might be some inconsistencies where to check for the error, but the basic idea is to make production and required items visible anytime, enhanced version to allow making new manufacturing projects without workers to be started without any restrictions.

15
Problem is there is already assigned function of priming to right-clicking. If that would be possible, just make it some ctrl+lclick/rclick instead. If not, simple "see ufopaedia button" could be added. It would lack search functionality, but at least would allow accessing ufopaedia when equiping soldiers.

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