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Messages - Alex_D

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1
My approach is:
Spoiler:
Is that the mission where only one gnome is allowed, and you need to go down a hole and cannot retrieve items from your starting loot ?

Tentacle monsters are blue shielded, if I recall correctly. Therefore they are vulnerable to daze. And their attack mode is charm.

Therefore bring a gnome, nude. And arm her with a shotgun with daze ammo. Bring lots of extra ammo, a canteen, a pick-axe, and if available an item that reduce stun. I throw down the hole the loot items before venturing down in.

Good luck.

2
2) Even more importantly, if the pit was only one tile, would the unconscious even get up after first one? What happens in such case?

I believe, if another unit wakes up on a tile that's occupied, the game mechanics will force the spawn of the former unconscious unit on the next available tile. Like when you wake up a soldier using some stims. What I don't know if the game will attempt the spawn on the same map level or will try on different levels.

In any case the mission may end up in havoc if these awaken units cannot surrender and spawn all over the place.

I recall, when I go in with the mission of capturing enemies, I collect the "bodies" into a single area, and put a one or two rookies into whip guard duty. I give them leather whips, and later neural whips. Alternatively, other daze ranged weapons also can be used.

3
I confirm OXCE version 7.12.3 no longer has the long load up problem.

4
Reading the Git commits it seems there were some changes between the versions.

I updated OXCE in my current stock Piratez campaign. Then I realized that version 7.12.2 took nearly 3 mins to load versus about 30 seconds for the 7.12.1 version.

The log files show a bunch of [error] messages for the updated version, versus the old version, both attached.

Maybe there are new settings that I need to modify so the launching isn't that comprehensive? I haven't changed settings in a long time.

To replicate, install OXCE over the current version of Piratez ("Dioxine_XPiratez_N7.0.4.5.rar").

5
I started a XPZ campaign (latest build) and updated to "Extended-7.11.8-e9cde97c1-2024-02-18-win64.7z" version.

When I'm on the soldiers ("hands on deck") screen and I scroll at anywhere but the vertical scroll bar or triangle up/down markers, instead of scrolling the screen, the game selects a soldier. If the wheel was scrolled up the soldier selected is the one where the mouse pointer was. If the wheel was scrolled down, the soldier selected is three positions down where the pointer was.  The same behavior is observed from the training screen.

I don't recall this being the case in previous OXCE builds. I tested it with XCF, and a fresh copy of xcom1 to be sure and same thing.

Maybe I'm missing on some setting in options.cfg that changed between the past few versions?

6
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 07, 2024, 07:56:28 pm »
It is usually resolved within a few days.
Yes, it did. I was able to download "Extended-7.11.4-23daf1cbd-2024-02-05-win64.7z".

But I just tried to access again and now the problem is the site cannot be found.

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 25, 2024, 11:03:51 pm »
@Meridian et al.

Sorry for the off-topic. I get an error message about an expired certificate when I try to access to the OXCE Nightly website at: https://lxnt.wtf/oxem/#/Extended

Before I could continue on Firefox, but not anymore.

This is the error message:
Quote
Websites prove their identity via certificates, which are valid for a set time period. The certificate for lxnt.wtf expired on 2024-01-22.

8
Thank you!

9
OXCE Support / Re: [Solved] ammo count on craft fixed weapons
« on: December 05, 2023, 08:13:42 pm »
Thank you!

10
I normally pre-equip my troops before leaving the base, then depending of the craft, scenario and such, I may or may not press CTRL+ALT+X to remove all unused items off the craft. In some cases I may add some small stash of ammo and med-kits using the "add on top" feature.

Wouldn't the player just stuff all the junk in the inventory, and then drop it before the battle?
I know it's limited, but still possible, and encouraging metagaming...

If you play like me, my soldiers are stuffed to the max weight possible with everything they might need. Some outfits may be limited in space. So no actual room to carry stuff, except maybe for items in the other hand. My units would look like Arnold in the movie "Commando" at the beach scene :-)

But you raise a good question. How the requested feature would work when at the unit equipment screen before battle, items are dropped. In this case, I'd imagine it would work the same as in the multi-level scenarios where the troops advanced to the next level by rushing to the exit and not killing everyone. The loot pile made of discarded inventory items will be generated at the default location (position of first soldier).

11
I'd like to suggest the feature of removing the craft inventory tile (weapon's pile) from the map completely.

Currently, if specified craftInventoryTile will indicate where the pile will spawn, else it will spawn at the 1st soldier location. But it will spawn somewhere regardless.

But what if for some reason the modder doesn't want any items to appear, and only the items on the soldiers are available. The fate of these pile items would be recoverable if the mission is successful, or something along these lines.

Reasons for this could be an infiltration scenario where only carried equipment is allowed and everything else is left behind. I can think of Piratez Mansion missions as a concrete example.

12
OXCE Bugs FIXED / [FIXED] craft built-in weapon ammo count bug
« on: November 16, 2023, 08:01:23 am »
To further my thread here.

I did some testing, and I'm inclined to believe there is a bug somewhere, hence I put this thread for further documentation. This feature is very convenient for craft built-in weapons, but there is a problem if the craft is manufactured versus purchased. If there is a craft weapon with no clip usage built into a craft that can be purchased, upon delivery the ammo starts loading. However if the craft is manufactured, the weapon doesn't being to re-load ever, until manually deactivated and reactivated. Refueling is unaffected.

To test simply add this code to a craft that can be bought and to another craft that can be purchased:
Code: [Select]
    weapons: 2
    fixedWeapons: [STR_LASER_CANNON_UC, STR_LASER_CANNON_UC]

I have no idea when the weapon reloading check is done in the code, but I there must be a difference between buy vs made.

EDIT: Mods. Please move this thread to "Bugs".

13
The X-Com Files / Re: FR: Bonus points for finishing a mission in one turn
« on: November 15, 2023, 01:57:45 am »
If that's not possible, then maybe a commendation for all agents that participated in the "exercise".

14
OXCE Support / [Solved] ammo count on craft fixed weapons
« on: November 14, 2023, 11:47:47 am »
I was testing some mod (XCF), which includes having two laser beams built into a craft when it is manufactured. I have "remember reloading status" of crafts as option.
What I noticed is the craft weapons (laser beams) ammo count remains forever at zero until I manually turn the auto-reload off and on. Then it reloads as normal.

Has this weapons reload behavior for fixed weapons been reported? Any comments?

I assume this can be replicated by just adding fixed weapons to any standard craft.

15
So essentially, apparently, if one tries to run a manufacturing job that costs "M" money, and have more than (2,147,483,647)xM in funds, then there may be a problem.

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