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Messages - Sarusei

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 23, 2014, 05:53:26 pm »
got a reply regarding the Fog issue here is a quote

Quote
from FMP rulesets:
Code: [Select]
armor: SALAMANDRON_ARMOR
    standHeight: 30

From Xcom1Ruleset:
Code: [Select]
- type: STR_REAPER_TERRORIST
    standHeight: 23
Quote
...unit height should not go above 24. FOV calcs have been capped indoors

2
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 22, 2014, 09:02:12 pm »
That's interesting, but I don't think I did anything that would cause problems here. The Salamandron is a unit like a Reaper... there shouldn't be any difference. Maybe it's an engine glitch after all? Was the Salamandron on the ground?
im not sure in this case
 but i encountered the same bug on a different map
got control of a salamandron outside an ufo FoW outside works as always but as soon as i opend the door
the tiles of the door were cleared but nothing further
that's a really strange bug/glitch

just researched sectopod construction and noticed that sectopod laser and sectopod plasma have the same specs but sectopod plasma needs 10 more elerium  to be produced
is this intended?

3
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 21, 2014, 09:14:13 pm »
Quote
volutar
Today, 17:15
Most probably it's a FMP problem. Recommended addressing to mod author.

i found another oddball
check this one out

https://openxcom.org/bugs/openxcom/issues/829

i think it doesn't work because the unit is a 4 tiles unit and i only mind controled one tile? but then it should also not work outside the ship ...

4
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 20, 2014, 08:34:24 pm »
i've been using this method too, it's how i've got so far. But now i'm completely stuck, i've reloaded about 100 times and there's always a mind control. my only option now is a fix

indeed that sucks ...

got a question about HWPs
i noticed that there is not that much difference between the laser and plasma HWPs only 5 points more weapon power (laser 110, plasma 115, gauss 95 )
as far as normal weapons go gauss is much better than laser not sure about plasma yet don't have them researched yet
i also wanted to use a gauss tank the other day so i build one then i noticed that each shell costs 3,6k to produce and you need 60 of them to even be able to get a gauss tank in the skyranger ... imho that's a bit too much
my suggestion would be to reduce the costs or make the current gauss HWP shells behave like rifle clips so that one shell reloads a tank's mag completely

5
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 20, 2014, 07:58:18 pm »
I have this same issue and I'm on a Sectoid mission with a very large ship...completely stuck now, can't make it to end of current turn as it crashes as soon as one of my guys gets mind controlled.

FIX PLEASE
the way i got around those missions is i activated save scumming and saved everytime at the end of a turn then ended it and everytime any of my soldiers got mind controlled i loaded the save and tried to get to a turn where my soldier would resist the mind control or other actions would be taken (like panic or even berserking)

6
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 17, 2014, 11:50:07 am »
well i have a strange bug to report not sure whether it is from this mod or OXC itself ...
once one of my soldiers is minde controlled and is about to act the game crashes not sure what to do about it

i instelled the latest nightly of OXC as the version 0.94 came out as well as FMP 0.94

i'll attach a save file so could anyone test if this can be reproduced?
Irina Ilie is one of the soldiers who get mind controlled
just end the turn and watch the game crash ^^"

ill also upload my option settings
mods wise i only have FMP, HQ Sound and Statstring on

forgot to mention im using lubuntu not sure whether this matters or not

7
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 16, 2014, 09:48:34 pm »
It set as on. It was such from the beginning I started play OXC.
No problem. I sold it. And I will do so if found any more.

works for me as intended ...

8
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 15, 2014, 07:42:20 pm »
found a few things that seems well let's say interesting ^^"

  • Machete shows 0 Dmg in the ufopedia don't think that this is intended
  • also Craft Gauss Cannon Roungs cost 4k to produse and sell for 160k that's a liitle bit too much

also added some screenshots

after installing the new version of FMP i loaded a saved game which had version 0.93 maybe some of these bug are from this

9
Released Mods / Re: [WEAPON] Dart Rifle
« on: September 12, 2014, 11:55:33 am »
just installed this mod wanted to give it a try and found a small bug
the name for Fire.wav in the ruleset is in lowercase and in the Sound  folder it is as ...fire.wav

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