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Messages - Cyan

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1
Suggestions / Re: Rotated alien Ships
« on: May 27, 2022, 06:03:05 pm »
I am not an installation specialist...
But here is how the Mod is installed in my OXCE :
- the "data" folder is renamed: "Aliens_Extra_UFOs_v1.4.1"
- in this new folder I added a "metadata.yml" file
- this file is written as follows:
name: "Aliens Lukes extra UFOs"
version: "1.4.1"
author: "Luke83 & TurkishSwede"
description: "Extra UFO Maps !"
id: aliens_lukes_extra_UFOs
master: xcom1


- and the "Aliens_Extra_UFOs_v1.4.1" folder is installed in my game : x:\_GAMES\OpenXcom_Ex\user\mods

And everything works since years !  ;)

Note: in my game (and contrary to the opinions expressed in this forum) all added mods are in this folder !

This worked just fine thankyou.

2
Suggestions / Re: Rotated alien Ships
« on: May 27, 2022, 05:20:10 pm »
Help appreciated, I tried installing this mod many times and keep failing.

I tried openxcom as well as extended version and keep getting different errors, here are some:

[27-05-2022_17-18-01]   [WARN]   scanModDir('C:/Users/User/Documents/OpenXcom/', 'mods'): No metadata.yml in LukesextraUFOs_Xt8nFgvQ, skipping.

Thats the extended error, I've tried placing it in different places, reinstalling and all that, is there something obvious im missing.

Help appreciated, would love to try those new maps.

3
Suggestions / Re: A few things I noticed, suggestions and bugs,
« on: March 22, 2020, 01:08:29 pm »
18. New alien, "human looking alien used for infiltration" only available in alien bases and on infiltration large ships.
19. New even higher difficulty level.


Will post more as I think of them. Wont edit original becuase I want to keep it as it was so people know when to recheck.

Most of these suggestions would work better as a Mod. Though sadly despite going through a programming school I know jack all about programming so if someone wants to mod these things i'd be happy to participate.

Also, on a personal note.

Hump Corona.

That is all.

4
Suggestions / A few things I noticed, suggestions and bugs,
« on: March 22, 2020, 06:06:28 am »
Been playing on superhuman for a while now, got to 800 missions, then lost. Really burned my britches there, now at 170 or so.

Anyway, here goes.

1. Add a mod to randomize the UFO floorplan.
2. Hoverplasma tanks are about as durable as normal ground tanks, this seems wrong, marginally decrease ground tank and increase hover tank.
3. Stunned a crysalid with a stun bomb, it had 0 damage, checked on field that it was stunned and alive, no capture at end of mission? Other aliens captures fine in same mission.
4. Capturing an alien base does not give "alien food" even tho its clearly visible in the base.
5. What is that Cyberdisc alive capture research, its not even possible to capture alive is it?
6. New endings? (Build all 9 bases to max facilities and have a monthly income of 25 million?) (Killing every alien except the brain and you capture it alive?)
7. If 3 months of excellent rating, country with no alien base on it with refusal to pay xcom has a 10% chance per month to renter project?
8. Training facility? Putting rookies will make squaddies and give a small boost to stats per month?
9. New Research? (alien fauna?)
10. Ability to purchase back what you sold to the world market.
11. Alien Breeding thing from alien bases?
12. Ability to buy captured aliens from world market at insane rates (100 million for a commander?)
13. Stun Granade
14. Ability to manually place HWP's and Crew in craft at your own positions, would love to make tanks 2by2 in the front instead of one long line.
15. 3by3 super heavy explosive fits into backpack or hand. (SADM?)
16. Ability to build "human entertainemnt facility" once you have alien version, significantly boosts bravery for all soldiers in base or missions from base.
17. Media Facility, gives a small boost to Xcom Activity in region.

Ill post more if I come up with more suggestions. good port, finally get to play on superhuman, just as hard as I wanted.

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