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Topics - Ascadix

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1
Hello,

Currently playing nightly OpenXCom + FinalModPack

When "researching" an alien, at the end the alien is turned into 1 corps in storage.

But ... when i "remove" an alien from alien containment" it simply disapear, without giving me 1 corps in storage.

Is there any global option or mod parameter to control this ?

I would like to been able to "kill" alien in containment and get 1 corps for each.


Thanks for ideas and informations.

2
Open Feedback / "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:54:59 pm »
Hello,

Is it possible to get corps from alien in containment by "killing" them instead of "removing" ?

Thanks

3
Troubleshooting / No corps from alien "removed" from containment
« on: October 28, 2016, 11:47:12 pm »
 Hi,

When i "remove" an alien from the containment, i got no corps in stock inventory.

Too bad with mod like FMP where some corps (liek floaters, sectopods, cyberdisk) are of great value to be disasembled.

Is it a mod optiojn (currently playing FMP) or a global option (XCom, n ightly build) or not possible ?

Thanks

4
Hello,

a little pb i have since some time  (before the summer holidays).

Actually, build 2016-09-25 on Win 7 U amd64, fresh install of the OS.

In OpenXcom, mouse wheel work for scroling in long list, but there is no effect when scroling while cursor is on an increase/ decrease button.

What can i do for this ?
I have the pb with the basic Windows mouse driver as well as the OEM driver.


Another question ... is there any key-combination to jump quantity by huge amount ( like : ctrl-clic -> +/- 100 items ) ?
Thanks

5
Troubleshooting / ? bug ? - can't unload tank from moded crafts
« on: November 02, 2014, 03:56:36 am »
Hello,

It seems there is a pb with modded transport craft, tanks can't unload from new transport like for exemple "SkyTrooper" (from here : https://openxcom.org/forum/index.php?topic=2706.0)


I have done some testing, it's ok up to openxcom_git_master_2014_10_12_1240 but tank can't go down the exit since openxcom_git_master_2014_10_13_0423


I can't find build older than 2014_10_13_0423 on the downlaod page, are they available elsewhere ?


Vanilly crafts seems to have no pb, only new ones, so ... bug repport or not ?

6
Open Feedback / Armors and damages ???
« on: October 27, 2014, 12:38:48 am »
Hi,

I'm not sure of fully understanding the calculation of damage to soldier wearing an armor.  :-[

How are accounted the "xxxxxArmor:" values and the "damagemodifier:" ones ?

Is there any doc/tuto on this part ?

Thanks

7
Suggestions / Equip armor from the in-base inventory screen ?
« on: September 10, 2014, 10:24:56 pm »
Congratulations to all the contributors to this great game (developers, artists, modders ...)

And ... a little wish ... :)

Would it be possible to be able to select the armor for a soldier from the crew's equipment screen available for transporters at base ?

In the concept:
-1- Be in soldier equipment from one carrier to the base screen
-2- Click on the silhouette of the soldier
-3- Pop-up -> list of available armor
-4- Click / select the armor and return to the screen equipment

Thank you.

8
Troubleshooting / Where are my sectopods ?
« on: August 03, 2014, 02:33:34 am »
Hello,

currently playing with build : openxcom_git_master_2014_08_01_2129

I just destroyed an Ethereal base, and by the way, I stunned 3 sectopods.

I found them in the alien detention inventory.

I "kill" them via alien detention screen ... but no trace of the body in the store.

Where are the bodies? I need to build cyborg XCom :-(

9
Troubleshooting / crash on base defense if scout drone in store
« on: August 03, 2014, 12:04:10 am »
Hi all,

I just encountered a crash, the game just close without any message.

It's on a base defense mission, the UFO land ... and plop, the game exit abruptly.

After some replay, i have found that this hapend when i have some scout drone in the base store.
If i sell scout drones before the ufo land, no crash and i can play the base defense mission.

Since it's linked to a mod, i don't know if this should be put in the bugtracker ?


savegame attached, just let the ufo attack "Zone 51"  and enjoy the crash



10
Fan-Stuff / just a drawing found on the net
« on: August 02, 2014, 02:44:26 am »
Hi all,

Google just give me a sight at this while surfing:




From here: https://bustercleveland.blogspot.fr/2011/01/ufoenemy-unkown-cosplay-build.html

This sectoid doesn't seem too malicious :-)

11
Released Mods / [MULTI] some "fr" translations
« on: July 20, 2014, 03:27:15 am »
Hello,

Some "fr" translations for a few mod i like ...


# Taser
Code: [Select]
- type: fr
    strings:
      STR_TASER: Tazer
      STR_TASER_CLIP: Recharge pour Tazer
      STR_TASER_UFOPEDIA: Une arme non létale dérivée d'un équipement récent de la police, capable de paralyser une cible jusqu'à 5 mètres. Bien qu'il offre une puissance inférieure aux matraques électriques, sa prise en main, sa manipulation facile et sa portée lui confère des atouts intéressants.

# SubMachineGun
Code: [Select]
  - type: fr
    strings:
      STR_SMG: Pistolet-Mitrailleur
      STR_SMG_CLIP: Chargeur Pistolet-Mitrailleur
      STR_SMG_UFOPEDIA: Cette arme légère tire des projectiles de 5.8mm (2 grammes) optimisés pour le combat rapproché que les agents XCOM rencontrent dans la lutte contre la menace E.T. Il remplit le rôle de pistolet et de carabine facilement, pouvant être utilisé avec précision d'une seule main.

# SSRL - Disposable RPG
Code: [Select]
  - type: fr
    strings:
      STR_SSRL: Bazooka
      STR_SSRL_UFOPEDIA: Une adaptation XCom du bazooka standard, capable de frapper avec précision les cibles blindées. Sa tête à charge creuse est conçue pour pénétrer la cible plutôt que la souffler, nécessitant un coup direct pour des résultats optimaux. {NEWLINE}Tube à usage unique, le lanceur est abandonné après le tir.

# Scout Drone
Code: [Select]
  - type: fr
    strings:
      STR_SCOUT_DRONE: Drone éclaireur
      STR_SMALL_TANK_CORPSE: Drone
      STR_SCOUT_SMOKE: Fumigène
      STR_SCOUT_DRONE_UFOPEDIA: Ce petit drone robuste est conçu pour l'exploration et la reconnaissance. Bien que dépourvu de l'armement offensif ou de l'armure des PAL, il est rapide et permet aux unités au sol de repérer rapidement les positions ennemies et peut servir comme observateur sans risque pour le personnel X-Com. Il dispose également d'un pot fumigène pour se camoufler et couvrir les troupes au sol en terrain découvert.

# Magnum
Code: [Select]
  - type: fr
    strings:
      STR_MAGNUM: Magnum 
      STR_MAGNUM_DRUM: Barillet .44 Magnum
      STR_MAGNUM_UFOPEDIA: Puissant revolver, ce Magnum utilise des munitions calibre .44 par barillets de 6.

# Light machine gun
Code: [Select]
  - type: fr
    strings:
      STR_LMG: Fusil-Mitrailleur
      STR_LMG_CLIP: Chargeur Fusil-Mitrailleur
      STR_LMG_AA_CLIP: Chargeur A.E.T. Fusil-Mitrailleur
      STR_LMG_UFOPEDIA: Variante lourde du fusil standard XCom. Le poids supplémentaire vient du canon renforcé et du système de bipied intégré, facilitant un feu nourri sur les objectifs à courte et moyenne portée. Son recul important et son ergonomie le rendent peu adapté aux tirs à longue portée.

#Grenade Launcher
Code: [Select]
  - type: fr
    strings:
      STR_GRENADE_LAUNCHER: Lance-Grenades
      STR_LAUNCHER_FRAG: Grenade 46mm (exp)
      STR_LAUNCHER_INC: Grenade 46mm(inc)
      STR_LAUNCHER_SMOKE: Grenade 46mm(fum)
      STR_GRENADE_LAUNCHER_UFOPEDIA: Le Lance-Grenades M-79 peut utiliser de nombreux types de munitions, ce qui contribue à son efficacité dans des situations parmi les plus diverses.

# Gas Mask
Code: [Select]
  - type: fr
    strings:
      STR_GASMASK: Masque à gaz
      STR_GASMASK_UC: Masque à gaz
      STR_GASMASK_CORPSE: Corps
      STR_GASMASK_UFOPAEDIA: Masque à gaz standard qui protège les soldats contre l'inhalation de fumée ou autres substances volatiles dangereuses.

# Gazer Alien
Code: [Select]
  - type: fr
    strings:
      STR_GAZER: Gazer
      STR_HOLODRONE: Holodrone
      STR_HOLODRONE_TERRORIST: Terroriste Holodrone
      STR_GAZER_SOLDIER: Gazer Soldat
      STR_GAZER_MEDIC: Gazer Médecin
      STR_GAZER_ENGINEER: Gazer Ingénieur
      STR_GAZER_NAVIGATOR: Gazer Navigateur
      STR_GAZER_LEADER: Gazer Leader
      STR_GAZER_COMMANDER: Gazer Commandant
      STR_GAZER_CORPSE: Corps Gazer
      STR_HOLODRONE_CORPSE: Corps Holodrone
      STR_GAZER_AUTOPSY: Autopsie Gazer
      STR_HOLODRONE_AUTOPSY: Autopsie Holodrone
      STR_GAZER_UFOPAEDIA: Les gazers ressemblent à des tortues bipèdes et sont aussi coriaces qu'ils en ont l'air. Leur énorme armure leur confère une résistance incroyable contre toutes les attaques et tout particulièrement les munitions perforantes et les armes à plasma.
      STR_GAZER_AUTOPSY_UFOPAEDIA: L'œil de cyclope est la caractéristique principale de cette créature qui sinon ressemble un crustacé en plus évolué. Son importante armure n'est pas qu'un blindage, elle est greffé sur la créature par des implants bio-cybernétiques et constitue une vrai coquille.
      STR_HOLODRONE_UFOPAEDIA: Les holodrones sont pièces d'artillerie volantes. Ils sont protégés par une bulle de plasma qui interfère avec les tirs de plasma et le feu. Il se pourrait qu'ils aient été développés spécifiquement pour combattre les ennemis équipés d'armes à plasma. La température très élevé et les radiations émises par ce dispositif empêchent de l'utiliser pour des armure humaine.
      STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Un automate très complexe alimenté par un cœur d'élérium surdimensionné. Deux évents issus de ce cœur répandent la bulle de plasma qui enveloppe l’unité. Il est également évident que le noyau peut générer une surcharger et l'utiliser cette énergie supplémentaire pour générer un faisceau laser puissant.

# Hazmat Armor
Code: [Select]
  - type: fr
    strings:
      STR_HAZMAT_ARMOR: Combinaison Hazmat
      STR_HAZMAT_ARMOR_UC: Combinaison Hazmat
      STR_HAZMAT_ARMOR_UFOPEDIA: Cette combinaison offre une protection complète contre le feu et une assez bonne résistance aux acides, mais elle réduit notablement la visibilité et la mobilité.



Don't forget to save your ruleset(s) as UTF-8 without BOM.

12
Troubleshooting / conflict ? "scout drone" vs "soldier inventory"
« on: May 18, 2014, 12:59:48 am »
Hello,

I have a strange pb.

When i load a "scout drone" in one of my ship, i loose access to the inventory of the last soldier in this ship.

In the inventory accessed bu base / ship / equipment / inventory -> the last soldier isn't diaslayed, and his equipment is available on the floor.

But ..the soldier is counted in the ship crew counter and is deployed if ship is sent in mission.

The pb is only in the in-base ship crew inventory screen.

Maybe i could open a bug-repport, but i dont know if its a real bug or just a confilct to be solved in the mod ?


13
Work In Progress / [WEAPON/BETA] Laser Sniper Rifle
« on: March 09, 2014, 05:32:54 pm »

UFOpaedia: -> Built arround a second-generation optical nucleus and equipped with sophisticated stabilizers, it delivers a high power shot  with an unsurpassed accuracy. However, it needs to cool between each shot and can't provide auto-shoot.


I wonder since I play XCom why lasers have such poor accuracy then they should be the most accurate weapons by their nature. (Only light, insensitive to EM and anti-G fields ).  :o

Here is a correction to this oddity, a precision laser rifle.  8)


Much more accurate than the base laser rifle, but can't auto-shoot.
Use removable power sources of different types, with different power and capacity.

3 "clips" are available through research:
  • std battery - based on known human tech, a simple Lithium battery with low capacity and low power output.
  • supercapacitors - an XCom technology embodying the potential of carbon-fullerene when used as power accumulator. Very high instant power delivery, but low capacity. It give only 2 shots per clip, but with the higest Laser beam output power.
  • E115 power generator -  based on Alien power source technologie,slightly lower instant power than super-capacitor, but can provide more than 30 shots at medium power.




Rifle and amo graphics in theme with Chiko's new Gfx for originals laser weapon



No fully balanced yet ...

Please post any feedback here;
https://openxcom.org/forum/index.php?topic=1928.0

... and i plan to release it with a full clip/ammo for the other laser weapons in theme with Chiko's graphic

This mod is still in Alpha, but since the same idea as been release in other mod recently, it is probably a good idea ;-) , or at least an awaited one.



Changes:
v0.1.0  - 2014-03-09 : initial pre-release


14
Troubleshooting / problem ..with the bugtracker
« on: March 02, 2014, 01:22:00 am »
Hi,

I have just reported an issue in the bugtracker, but i have 2 issues witjh the bugtracker:

1 -i can't use it wit hFireFox, i can't login. (no pb with IE ..but i generaly don't use IE for web)

2 - my isue is duplicated (#469 & #470), and i can't fidn any way to edit/update/close those tickets.


15
Work In Progress / [WEAPON/BETA] Assault Rifle
« on: March 01, 2014, 11:41:03 pm »
Hi,

A new weapon for early game, directly available from shop : the "7.65 mm Assault Rifle".




This 7.65 mm caliber assault rifle is slightly more powerful than a standard rifle and has better accuracy.
 Moreover, it can fire explosive bullet, more efficient than percing ammo against some alien.


Credits to Chiko for is new rifle and ammo design here that served me as base for this mod's graphics.


Nb: availability of the third ammo, "alien alloy bullets" is dependent on moriarty's "alloy ammo" mod's main research (STR_ALLOY_AMMO).


??? I wonder if i need to release a ruleset witout this dependancy and use my own "alloy ammo research" ? ( like warboy's shotgun )
??? ? ??? ? ???

:-\ Beta release -> is playable, but the explosion of EP ammo is too big, and for now, i don't find any way to reduce it without loosing all damage amount as discussed on this thread.



--------------------------------------------------------------------
 -=# See below in the thread  for revised versions #=-
--------------------------------------------------------------------

Changes:
v0.1 - 2014-03-01 : initial pre-release

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