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Messages - LuigiWhatif

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1
I just finished what I assume is the pyrrhic victory route.  I had fun with the weapons and combat, and the WWI aesthetic really stood out from other mods.  The short ranges/slow speed of vehicles also forced me away from the usual strategy of specialized bases, which was interesting.  However, I don't think I'll be continuing for a better ending. 

Looking at the research tree it looks like I would have to capture multiple overlords. I only saw two (and only caught the second) and repeating the wait between them over and over just sounded tiring.  I already felt endgame and hadn't been seeing anything new, so it looks like it would have just been shooting down ships and waiting.  I do remember reading a comment mentioning a Verdun mission but I never got that or any other missions, just ships, bases, and one capsule when China was temporarily lost.

I also had an issue with capturing.  I mentioned that I killed my first overlord.  That was because I brought no tranquilizers to that mission.  I never felt a need for them before that.  Surrendering aliens filled my prison.  I might have taken them for officers, since punching and trench maces seem over-tuned and would regularly kill even armored aliens.  However up until the mission where I captured the overlord I had assumed officers would be visually different.  It was only on that mission that I noticed the royal guard officer's name because I middle clicked to check their weapon.  I noticed there were tesla weapons in the tech tree and maybe those would be better stunners, but since I hadn't been searching for officers contacting Tesla was the last research I did before ending the game.  I had finished all the other researches with regular labs.

I did enjoy the mod, and I would like to play again to see the other country's equipment and actually build an advanced lab.  I'll leave off with a bug.  The last page of the ending narration was cut off for me.  I cut off the top to avoid spoilers but you can see how the bottom got cut.  Thank you for your work.

Edit:  Added my last save file so you can see if the text bug replicates on your end.

2
I've been enjoying your mod, but I also have a few bugs to report.  The first is on a mission to a small enemy "base."  I included a picture of the crash message and a save file right before starting the mission.  I was able to enter the mission by waiting a day for the seed to re-roll.  The other bugs are:

2.)I have researched Alien Grenades and can use them in battle, but there doesn't seem to be a codex entry for them.
3.)I have the entry for the Martian Metal Sabre despite not doing that research yet.  Also, the entry and detailed info show it having the same stats as the normal sabre.
4.)When my soldiers in Sappenpanzer armor go into a red weed area they change into the default gas mask armor instead of the Sappenpanzer gas mask.

Edit:
Two more.  There doesn't seem to be a research project for the Martian Scientist corpses I'm collecting, and the large enemy turrets are giving me an item with a default name and no value or weight.  I added a picture.

3
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: November 09, 2023, 06:46:03 am »
I finished the game today.  I found the progression of things interesting, going from normal guns to magic guns to pure spells and melee.  The diversity of enemies was also fun, and the way different shield types encouraged diversity in weapons.  I did find the final part of the final mission to be an anticlimax, since I was able to win it before the enemy got a turn, but I choose to believe I was just too well prepared.  A few other things I wanted to mention:
  • I never encountered a goblin leader, so I could never complete the goblin research.  Where do they spawn?
  • Since the dwarves were the last research I needed to unlock the final mission, I did not have time to really use golems.  I did bring a silicate on the final mission but it was underwhelming compared to even my biotransformed soldiers.
  • Someone mentioned that they could not research 'invisible enemy.'  I noticed the same.  I included my save file from before the final mission so you can see.

It will probably be a while before I play again, but I'm interested to see what additions you will have made when I do.

4
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 30, 2023, 09:34:22 am »
I have encountered another crash.  For me it occurs soon after starting the attached save.  Taking different actions (launching craft, starting production, etc.) seems to slightly alter the time it occurs, but nothing I have tried has averted the crash.

5
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 28, 2023, 07:25:54 pm »
Dang.  I'll try letting the next ones run free then.  Thanks again.

6
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 28, 2023, 09:00:51 am »
Thank you.  I haven't seen any of those missions yet, so I maybe I am just unlucky.  Though what causes
Spoiler:
Temple Ships
to spawn?  I've had the several of the temples run cleansing/conversion/etc but they never brought any.  Have I been shooting them down too aggressively/not aggressively enough and they ended their flight mission early or are they part of a different flight mission I just haven't seen yet?

7
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 27, 2023, 06:20:38 pm »
I'm having trouble finding some of the endgame items I need to research.  I need
Spoiler:
to capture a patrician and archmage and find a tower core and (two?) inactive obelisks.
  The only hint I have is that someone here mentioned an
Spoiler:
archmage's castle
which I presume will have two of what I need, but I don't know what triggers that to spawn.  I have
Spoiler:
completed the "Legion" research which is supposed to affect game progression and stormed a level 3 nest and finished the master related researches.
  Is there something else I need to do or am I just being unlucky with mission spawns?

8
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 19, 2023, 08:49:26 am »
That worked.  Thank you.

Edit:  I have some new bug reports.  The numbers of Psi-lab space and laboratory space for the Shrine are mixed up.  Also, I can't find a description for the Nova spell.  I don't see it listed in the Ufopedia and middle clicking the Nova Sigil in the craft equip screen won't bring up the description.  In the included save, I have one on the Avenger at the base HQ.

9
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 18, 2023, 04:42:34 pm »
In my earlier post I neglected mention that I did have shock bolt researched.  Could you define "empty research project?"  Unless I am misunderstanding you, I meet all the requirements but still cannot research the scroll.  Here is my latest save, and the scroll is in the base named "Manufacturing."

10
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 17, 2023, 12:10:07 pm »
I've found a few bugs with scrolls.  First, the main entry for scrolls is not in english.  Perhaps related is that the manufacturing options show debug text, though they do still work.  What doesn't work is researching scrolls.  My base Manufacturing has a shock bolt scroll it should be able to research, but no option appears in the research list.

Also, I have a follow up on the Psion suit issue I mentioned in the edit of my last post.  I noticed one of my mentats is not able to see though walls.  I believe they were one I equipped with the suit after the issue started.  I also noticed that my non-specialized troops only have one option.  Could the second option be a generic version of the suit without the specialization-specific abilities?

Edit: Added a battle save showing the suit issue.  Inge Skjelbraid Should be able to see the enemy but cannot.  She also has a normal punch instead of Paralyzing Palm.

Edit2: The entry for "Orc Soldier" under "Invader Races" causes a crash on viewing.  It should already be unlocked in the already attached save.

11
Released Mods / Re: X-Chronicles Release, v.0.99.15
« on: October 16, 2023, 05:02:15 pm »
Not sure if this was included in bugfixes, but in my 0.99.14 game I encountered a few bugs with stairs.  In the first picture soldiers cannot walk up the down right/up left stairs below the selected unit.  This also affects other stairs on the map with the same orientation, but the down left/up right stairs work fine.  In the second picture there is floor over the stairs down.  The unit cannot go downstairs directly, though they do seem to be able to walk through one of the window tiles to fall to the ground floor which I assume is another bug.

Edit: Installed update and went to test stairs.  Issue remains, and I encountered a new bug where I have two options to equip psion suit.  I don't see any difference in stats, is there any other difference?

12
Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: October 10, 2023, 04:37:36 am »
It seems the recipe for sorting dwarf warrior's stuff is incorrectly bound to the dwarf hunter's corpse.

13
Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: October 07, 2023, 06:17:45 pm »
My first large ship just spawned and it had one.  Thank you.

14
Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: October 07, 2023, 04:34:16 am »
Where do I get a rune workbench?  Based off lore I assume invader forts but I haven't seen any.  Do I need to let invader camps develop?

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 11, 2022, 03:55:03 am »
I found a ladder that doesn't seem to work.  It also has a wet sound when I have an agent step on it.

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