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Messages - Lord_Kane

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 19, 2020, 06:09:07 am »
Tried to start a new game of your mod v1.42 but get an error message-see attached. I'm using the latest oxce. Would provide save but game won't even start.

I seem to have worked out what was causing the problem-attached mod seems incompatible with your mod but I don't know why?

Reaver's mod makes changes to the HWP research tree and then SECTOPOD HWP6 v1.0 makes changes as well that are not compatible with each other, not all mods are fully compatible with each other just as a note of reference.

IDT Modding Hub / Re: [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: February 13, 2020, 05:53:23 am »
TFTD Rebalance is on hold for the foreseeable future.
I am burned out at the moment and find myself just not very excited to mod. 
This also includes Reaver's remix.

The respective pages for both mods have been removed.
I will likely resume development of these mods at a later time, when that will be I do not know.

If you have any questions please speak to me in PM or at the IDT Discord here: or the OpenXCom Discord:,6326.0.html

If you wish current versions of my mods please download them here from my google drive:

Mods will be backed up so I can resume download/maybe do incremental updates.

They are at the last available versions, feel free to use them as bases for your own mods.
Feel free to submit bug reports in PM OR DISCORD ONLY.  There might be updated versions once and a while, maybe.

Thank you.


IDT Modding Hub / Re: [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: January 26, 2020, 01:53:27 pm »
Okay Reaver I will breakdown my reaction to your proposal (you can also throw more at me on discord later on)

1. Swap gauss and sonic resistances on Tentaculat and Xarquid
So make Xarquid's more vulnerable to gauss and make Tenaculat more vulnerable to sonics?

2. Increase Tasoth vulnerability to gauss from 70% to 100%
Ok, will do

3. Decrease Lobsterman vulnerability to sonic from 50% to 35%
Ok, will do
4. Increase sonic rate of fire slightly (in particular, reduce Sonic Cannon snap shot TU cost a bit below 50%)
So do I also reduce the TU cost on the rifle and pistol as well? because yeah the SC is the slowest firing, but so are the other sonic guns.

5. Leave Heavy Gauss power at 75, instead give it an auto shot
Been messing around with that idea, I am thinking something between a auto-shot that drains half the clip, is a bit less accurate something like that or a 5 round burst.

6. Cut lobsterman TUs in half. They should be slowest, not Gill Men.
Will do.

I will also take a look at alien accuracy, but that will take some time.

The MC strength yea, I will down it to 30-60 maybe 65 to encourage persuit of the more advanced solider techs I might put in but thats a maybe.

oxce, but it happened with both of them.

Alright I pushed an update for reaver's remix with the fixed file, hope it fixes it for you.

oh yeah, forgot to update this thread.

It's working now. Turns out that luke's ufos worked on their own, so all I did was copy the file from the standalone to both versions of reaver's, and it's working perfectly all of a sudden.

I don't think it has anything to do with linux -because of the above- or corrupted downloads, because IIRC I downloaded both multiple times during initial testing..

That is weird, really weird, I tested my remix mod and reavers and found no crashing issues at all. Hell I am in an extended play test of my next version. Reaver said he is looking into it....are you using OXC or OXCE? but regardless, glad it works now for you.

Yes, both of those MCD files are corrupted and need to be fixed by modders.

That is bizarre because I get no crashes on my system at all with my mod or reaver's mod
could it be a linux only issue?
or a corrupted download?

I just tried every UFO.
Every one and no crashes.

but I will pass this along to reaver.

Released Mods / Re: Terrain Pack considerations
« on: November 27, 2019, 07:02:05 am »
Well after a few hours of SHEER PANIC in order to verify that none of my 2 released mods and my 3 indev mods dont have material from your mod.

I can safely say that they don't, even my remix of reavers megamod...(unless I missed something)

I can actually sympathize with you on this Hobbes, when I started modding here I always would ask permission, ask Nord, Chaosshade and Starving Poet to name a few.

I will make sure to credit you on future material you release with the appropriate permissions.
and if and when you ever re-release the terrain pack it will be used as a dependency with credits and instructions to download and enable it.

Best of luck to you Hobbes.

IDT Modding Hub / Re: [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: November 12, 2019, 10:38:02 pm »
I have not played this mod. But judging by the description, it improves the performance of many of our equipment. Everything in this mod, with the exception of increasing the duration of some research, makes the game easier. While the main problem of these games is the steadily decreasing game difficulty level as the player advances the scientific progress. This mod is for those who find it difficult to play the standard version? Or am I missing something?

It's meant to smooth over some of the odd difficulty jumps that TFTD has, not necessarily make the game easier, just make some gear more useful and give you more options to deal with the challenges the game throws at you. eg. as many consider Gauss useless especially when you compare how useful lasers are in UFO and maintain at least some use until the end game.

But its hard to develop the mod as I am getting precious little feedback other then my own testing, but making the game easier is not my goal.
You also ironically reminded me I have to clean up the change log.

Nov 21 2019:

Update 3.5F is out!
-Fixed a progression research timing oversight of mine (oops!)
-Added a fix for a long standing TFTD sound bug in OXC/OXCE

IDT Modding Hub / Re: [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: November 11, 2019, 11:53:57 pm »

It would be kinda hard, as X-Com's tactical segment is Turn-Based and not real time like C&C is.

IDT Modding Hub / Re: [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: October 23, 2019, 01:49:47 pm »

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: October 19, 2019, 12:51:04 pm »

Also, you all know that i am not native english speaker. So yesterday i was very surprised to learn that "twot" means "the waste of time" in english internet slang. Odd...

it can also be a alternate spelling of twat, but thats rarer.

IDT Modding Hub / Re: [WIP] [TFTD] TFTD Rebalance.
« on: October 19, 2019, 01:06:49 am »

IDT Modding Hub / Re: [WIP] [TFTD] TFTD Rebalance.
« on: October 16, 2019, 11:39:16 pm »

IDT Modding Hub / [WIP] [OXCE] [TFTD] TFTD Rebalance.
« on: October 13, 2019, 02:43:03 am »
There was text here.
Its gone now.

See my last post for more info.

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