Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nerro

Pages: [1] 2 3
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2024, 01:34:45 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

2
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 14, 2024, 09:15:22 pm »
FYI, Matrix and the wiki are 2 different things.
Matrix is an open source discution plateform.

And regarding the wiki, you are right, the speed was greatly improved some time ago.

3
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 10, 2024, 08:21:27 pm »
I even managed to blow up the craft wall with my own rocket once.
Fun Time !

4
The X-Com Files / Re: Synthmuscles availability
« on: January 03, 2024, 09:59:17 pm »
I'm pretty sure I managed to get some synthmuscle early in my run and it was fine.
Having a few guys running atound cutting people in half was fun, and because I had not idea how to get more, I had to be carefull not to get them killed.

I actually like that you can stumble onto some advance tech early or fail to get a tech for a long time. That is what make each run unic.
Sometime you get Etherals in 99, sometime you don't get more than 5 alenium shards for years XD

5
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 25, 2023, 10:17:18 pm »
You can revive them in the "Agents" menu. It is a transformation (bottom left menu).

6
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 05, 2023, 03:57:43 pm »
I just start your mod incredible mod.
First question:
Whats the deal with the Mudranger? Some kind of internal joke?
[...]
Mudranger is very usefull if you need to bring a lot of soldiers to something very upsetting that can spawn too close to you base if RNG hates you. (You will see what I'm talking about in time.)
Other than that, I find it useless.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 03:00:31 pm »
So now that I'm looking at the Github:
Code: [Select]
  - name: STR_BREAKDOWN_STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_DISASSEMBLY
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_ZRBITE

Maybe that should be change to:
Code: [Select]
  - name: STR_BREAKDOWN_STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_DISASSEMBLY
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
      - STR_ZRBITE
This would make sure it is obtained at the same time as the clip manufacture and works the same as the Cannon Focused Clip.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 02:42:04 pm »
The clip very much needs to be researched to be manufactured, and your save doesn't say what you claim it says.

manufacture_XCOMFILES.rul:
  - name: STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_BATTERIES
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
      - STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP

Intresting. ???
Have you tried to manufacture it in my save? Because I can when I try to do it. Maybe its an OXCE bug then, not XCF.
Screen capture of the manufaturing screen attached (don't mind the confused guy at the bottom)
Also, video of the bug, since there is a video XD
https://youtu.be/Zvn2edC_yaE?si=gJDZA7xu3l-5YUHf&t=5370

Edit:
My manufacture_XCOMFILES.rul file:
Code: [Select]
  - name: STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
    category: STR_BATTERIES
    requires:
      - STR_HUMAN_SONIC_SHOTGUN
      - STR_HUMAN_SONIC_FOCUSED_FIRE
I have 3.1, but on the github, it shows the same has your version, so I guess it has already been changed at some point?

Edit2:
Quote
3.2: [...] Fixed Sonic Shotgun Focused Clip manufacturing prerequisites
I guess my report is late :)

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 10:24:03 am »
How do you figure that? SSFC manufacturing requires all of SS, Focused Fire and the Clip, and the Clip needs to be researched. All this does is pollute the tech tree with a redundant Focused Fire -> SS Focused Clip dependency. You don't get the blueprints unlocked earlier or anything.
You do get it earlier, the clip does not need to be reseached to be manufactured. That is the issue that I am reporting.
You can see that on the wiki.
Screen capture of the wiki attached.
Save attached for those who can't read the wiki.

Also, if this is changed, be carefull, clip deconstruction is not duplicated. If it is removed from Weapon Focusing, it will need to be added to the Focused Clip research.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 26, 2023, 10:21:49 pm »
This doesn't change anything. Yes, some prerequisites are redundant, but it's harmless.
(Why is it like this? I don't know, Finnik submitted this part of code, and I was fine with it. Like I said, it doesn't matter.)
Ok, but that means the Sonic Shotgun Focused Clip research is useless.
The only point of doing it is to be able to manufacture those clips, but this is allready given to you at the same time you gain access to the research.
But it not a huge deal anway. It is better to have the manufacturing to soon that not having it XD

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 25, 2023, 09:28:38 pm »
Sonic Weapons Focusing unlocks both Sonic Shotgun Focused Clip manufacturing and Sonic Shotgun Focused Clip research (that, in turn, unlock Sonic Shotgun Focused Clip manufacturing a second time):
https://xcf.trigramreactor.net/master/article/STR_HUMAN_SONIC_FOCUSED_FIRE


12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 16, 2023, 10:00:01 pm »
I just had a "Haunted Farm" mission that took place in a city map with nothing that looked even close to a farm.
It is not a big issue, but I don't know if this is intended.
Save attached.

13
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: October 14, 2023, 08:34:20 pm »
Against Gazers, psy weapon are usefull since they bypass the armor. Get a stock of those from ghost missions and make sure they are in the skyranger for the next time you face them.

14
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: October 06, 2023, 05:44:18 pm »
Reaction fire are reaction. It make sense for me that the agent does not take the time to aim.

15
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: September 02, 2023, 03:23:44 pm »
Regarding the tritanium ammo, I've had the same experience.
By the time I had enough alloy to mass manufacture it, I had also reach the point where I could mass manufacture laser weapon ammo.
I only really manufactured .44 and tactical sniper ammo with it.

Maybe some magazine could be produce in multiple units (1 tritanium for 2 rifle magazine for example).

Pages: [1] 2 3