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Messages - dorsidwarf

Pages: [1] 2
1
The X-Com Files / Re: The X-Com Files - 0.7b alpha: Breaking The Waves
« on: September 25, 2017, 11:50:42 pm »
Hey, ive been getting back into this mod for a while and after reinstalling as an upgrade from a really old version, I have a few questions

1) Did scientist rate get reduced? Basic stuff like kevlar is taking *weeks* and that is horrible because it costs millions and millions to get more than five dudes in a basement for r&d at the start.

2) chupacabras are still horrible (Sorry thats not a question, just fed up of these guys rushing from 100% concealment/ beyond flashlight range at night, consistently instagibbing my agents regardless of armour, skill, or any migitating factor oh and they always come in huge packs). (is there some way to disable/remove them because they add nothing but savescumming and not doing any mission they appear on to my game)

3)Are... are UFOs of all sizes meant to show up and begin conducting activities instantly  upon start? I managed to clear an entire UFO with one dude with a knife and more mangrit than a thousand normal agents but they're super constant. In my playthrough with the old version they didnt show up at all until late in the second year, after I'd eliminated a cult.

2
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 17, 2017, 12:31:03 am »
If we're expanding the list, I hope there's some way to remove them from the purchasing list so that the already-tedious job of having to scroll through a dozen guns you will never, ever use doesn't get harder!

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2017, 11:49:49 pm »
I skimmed over the thread but managed to miss the single post without image or code that was mentioning it here.

Thanks for pointing it out though.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2017, 11:27:23 pm »
CTD in geoscape, not sure what caused that.



SpoilerLog:
Code: [Select]
[08-02-2017_18-32-40] [INFO] Data folder is:
[08-02-2017_18-32-40] [INFO] Data search is:
[08-02-2017_18-32-40] [INFO] - C:\Users\Ben\Documents\OpenXcom\
[08-02-2017_18-32-40] [INFO] - D:\OpenXcom_XFiles
[08-02-2017_18-32-40] [INFO] - D:\OpenXcom_XFiles
[08-02-2017_18-32-40] [INFO] User folder is: D:\OpenXcom_XFiles\user\
[08-02-2017_18-32-40] [INFO] Config folder is: D:\OpenXcom_XFiles\user\
[08-02-2017_18-32-40] [INFO] Options loaded successfully.
[08-02-2017_18-32-40] [INFO] SDL initialized successfully.
[08-02-2017_18-32-41] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-32-41] [INFO] requested file not found: openxcom.png
[08-02-2017_18-32-41] [INFO] Attempting to set display to 642x401x8...
[08-02-2017_18-32-41] [INFO] Display set to 642x401x8.
[08-02-2017_18-32-41] [INFO] Loading data...
[08-02-2017_18-32-41] [INFO] Scanning standard mods in 'standard'...
[08-02-2017_18-32-41] [INFO] Scanning user mods in 'D:\OpenXcom_XFiles\user\mods'...
[08-02-2017_18-32-41] [INFO] reservedSpace for: xcom1 updated to: 2
[08-02-2017_18-32-41] [INFO] Mapping resource files...
[08-02-2017_18-32-42] [INFO] Resources files mapped successfully.
[08-02-2017_18-32-44] [INFO] Loading fonts... Font.dat
[08-02-2017_18-32-44] [INFO] Loading extra resources from ruleset...
[08-02-2017_18-33-13] [INFO] Loading custom palettes from ruleset...
[08-02-2017_18-33-13] [INFO] Data loaded successfully.
[08-02-2017_18-33-13] [INFO] Loading language...
[08-02-2017_18-33-13] [INFO] Language loaded successfully.
[08-02-2017_18-33-13] [INFO] OpenXcom started successfully!
[08-02-2017_18-33-13] [INFO] Playing flx, 320x200, 890 frames
[08-02-2017_18-33-13] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[08-02-2017_18-33-24] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-33-24] [INFO] SDL_mixer initialized successfully.
[08-02-2017_18-37-56] [WARN] TU not found in en-GB
[08-02-2017_18-37-56] [WARN] STA not found in en-GB
[08-02-2017_18-37-56] [WARN] HP not found in en-GB
[08-02-2017_18-37-56] [WARN] BRA not found in en-GB
[08-02-2017_18-37-56] [WARN] REA not found in en-GB
[08-02-2017_18-37-56] [WARN] ACC not found in en-GB
[08-02-2017_18-37-56] [WARN] THR not found in en-GB
[08-02-2017_18-37-56] [WARN] MEL not found in en-GB
[08-02-2017_18-37-56] [WARN] STR not found in en-GB
[08-02-2017_18-38-27] [WARN] ORIGINAL ORDER not found in en-GB
[08-02-2017_18-38-27] [WARN] ID not found in en-GB
[08-02-2017_18-38-27] [WARN] FIRST LETTER not found in en-GB
[08-02-2017_18-38-27] [WARN] RANK not found in en-GB
[08-02-2017_18-38-27] [WARN] MISSIONS not found in en-GB
[08-02-2017_18-38-27] [WARN] KILLS not found in en-GB
[08-02-2017_18-38-27] [WARN] WOUND RECOVERY not found in en-GB
[08-02-2017_18-38-27] [WARN] SORT BY... not found in en-GB
[08-02-2017_18-41-08] [WARN] STR_SELECT_PILOT not found in en-GB
[08-02-2017_21-25-06] [FATAL] A fatal error has occurred: Research STR_STAFF_009 not found
[08-02-2017_21-25-16] [FATAL] OpenXcom has crashed: Research STR_STAFF_009 not found
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

5
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 06, 2017, 01:44:09 pm »
I've been playing this again, and developed an utter hatred for the spider missions. I was almost okay with the immense casualties the civs take on the surface,  until after about 10 innocent off-camera maulings I finally got to the second stage, at which point I discovered there were like 30 random idiots wandering around in the spider cave, being mowed down for a massive points loss each time.

Has anyone managed to come up with a way to make terror missions, especially the spider terror missions, not a guaranteed abysmal failure that guarantees defunding any month in which it comes up? I've tried so many times but no matter what, X-Com always takes the blame for a bunch of dead people they physically, humanly, could not in any way have saved. Civilians dont even seem to run from danger in x-com, its so frustrating, especially now that your funding isn't more-or-less unlimited.

edit: stuff like spiders normally taking 1-2 shots but sometimes happily eating 8 direct hits at point-blank range from an AK without going down is fun also

6
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 16, 2016, 01:05:32 pm »
I love how the new armor looks, Solarius!


Also, I seem to be stuck in a research hole at the moment. I'm fighting (with immense losses) aliens and MiB murder forces with their tanks, I have a huge stockpile of alien and laser weapons but am unable to research them, or even buy basic explosives. My only option for explosives is scavenged from cult bases and proximity grenades, and theres basically no research possible. Did I somehow miss a tech item?

7
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 13, 2016, 12:16:52 am »
Oh, I turned off the TFD damage thing, so my weapons were capable of doing no damage.

But you don't usually know you'll be facing them turn 1 - they almost universally start out of sight except in the open wilds maps. And then because they know where you are they swarm your guys and they're in melee t2 onwards, where they shred through armor like tissue. As the first or second enemy you'll ever encounter. 


:(

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 12, 2016, 11:21:30 pm »
Kinda sucks that these guys are in unassailable positions where they have LOS to me but I cant get LOS to them, though.

Game now hangs on the Hidden Movement screen

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 12, 2016, 08:51:10 pm »
Hmm. Reloading the autosave from 2 turns earlier meant that nothing happened and the bad guys all died. I guess it remains a mystery, then.

--- posts merged - Solarius Scorch ---


Bug report: The Durathingie factory mission, if it takes place in the artic, will spawn enemies in a nest of unshootable unassailable walls from whence they can barely ever be seen, are never in LOS, but can still snipe your guys off from an invincible position, and you cant get near them. Also it -deleted- my medic - no corpse, no items, there was a shot, a scream, she vanished

10
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 12, 2016, 08:43:04 pm »
So, what's the deal with Chupacabras? They used to die almost guaranteed in a single shot, yet now the damn things are STILL running from all the way across the screen, killing my agents instantly turn 2, despite 360-degree automatic covering fire, except now it doesnt even take multiple of the things.
Like, there's no fear of them here, no nothing, just line up my best soldiers and watch the least fun enemy I've seen in the game knock them over.
If a civvie mission is chupacabras we just evac instantly because even if somehow we were to beat the creatures which can move like 20 tiles, shrug off auto fire, and make enough attacks on an armored agent to instakill him, we lose points for each of the braindead citizens they murder offscreen. Its tactically more sound to just evac immediately because a rating of 0 is better than what you're going to get with 30 dead civvies.

Is there some tactic to fighting these, or are they just the bullshit "Now your best team are dead they had no chance whatsoever and no play by you could have changed this in the slightest except for running away turn 1 before you ever saw a foe" enemy they seem to be.

edit: I just lost two sergeants on the same turn to the same one, it spawned behind a tree in such a way that nobody could see it, nobody even got a reaction shot because all the TU had been spent mowing down the ones who were in murder range who COULD be seen.

edit edit: save scummed to set up a killzone to get that turn 2 murder one, he walked straight across two agents fields of view who had near-full TU, neither fired a shot, and casually executed my sniper

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 12, 2016, 07:54:00 pm »
Attacking a red dawn base, killed most of them, last guy (one of the shirtless ones with rifles and a beret) charges out, I flumph all my reaction fire, go to his turn - and game crashes.

Spoiler:
Code: [Select]
[12-12-2016 16:26:56] [INFO] Data search is:
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom\
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom_XFiles
[12-12-2016 16:26:56] [INFO] - C:\Users\Ben\Documents\OpenXcom_XFiles
[12-12-2016 16:26:56] [INFO] User folder is: C:\Users\Ben\Documents\OpenXcom_XFiles\user\
[12-12-2016 16:26:56] [INFO] Config folder is: C:\Users\Ben\Documents\OpenXcom_XFiles\user\
[12-12-2016 16:26:56] [INFO] Options loaded successfully.
[12-12-2016 16:26:56] [INFO] SDL initialized successfully.
[12-12-2016 16:26:56] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:26:56] [INFO] Attempting to set display to 640x400x8...
[12-12-2016 16:26:56] [INFO] Display set to 640x400x8.
[12-12-2016 16:26:56] [INFO] Loading data...
[12-12-2016 16:26:56] [INFO] Scanning standard mods in 'standard'...
[12-12-2016 16:26:56] [INFO] Scanning user mods in 'C:\Users\Ben\Documents\OpenXcom_XFiles\user\mods'...
[12-12-2016 16:26:56] [INFO] Mapping resource files...
[12-12-2016 16:26:57] [INFO] Resources files mapped successfully.
[12-12-2016 16:26:59] [INFO] Loading font... Font.dat
[12-12-2016 16:26:59] [INFO] Loading extra resources from ruleset...
[12-12-2016 16:27:02] [INFO] Loading custom palettes from ruleset...
[12-12-2016 16:27:02] [INFO] Data loaded successfully.
[12-12-2016 16:27:02] [INFO] Loading language...
[12-12-2016 16:27:02] [INFO] Language loaded successfully.
[12-12-2016 16:27:02] [INFO] OpenXcom started successfully!
[12-12-2016 16:27:02] [INFO] Playing flx, 320x200, 890 frames
[12-12-2016 16:27:02] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[12-12-2016 16:27:04] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:27:04] [INFO] SDL_mixer initialized successfully.
[12-12-2016 16:27:37] [INFO] Attempting to set display to 640x400x8...
[12-12-2016 16:27:37] [INFO] Display set to 640x400x8.
[12-12-2016 16:52:36] [ERROR] Map Script not found
[12-12-2016 16:52:37] [WARN] TU not found in en-GB
[12-12-2016 16:52:37] [WARN] STA not found in en-GB
[12-12-2016 16:52:37] [WARN] HP not found in en-GB
[12-12-2016 16:52:37] [WARN] BRA not found in en-GB
[12-12-2016 16:52:37] [WARN] REA not found in en-GB
[12-12-2016 16:52:37] [WARN] ACC not found in en-GB
[12-12-2016 16:52:37] [WARN] THR not found in en-GB
[12-12-2016 16:52:37] [WARN] MEL not found in en-GB
[12-12-2016 16:52:37] [WARN] STR not found in en-GB
[12-12-2016 16:53:27] [ERROR] Map Script not found
[12-12-2016 16:56:20] [WARN] STR_DOGE_BITE not found in en-GB
[12-12-2016 16:57:28] [WARN] ORIGINAL ORDER not found in en-GB
[12-12-2016 16:57:28] [WARN] ID not found in en-GB
[12-12-2016 16:57:28] [WARN] FIRST LETTER not found in en-GB
[12-12-2016 16:57:28] [WARN] RANK not found in en-GB
[12-12-2016 16:57:28] [WARN] MISSIONS not found in en-GB
[12-12-2016 16:57:28] [WARN] KILLS not found in en-GB
[12-12-2016 16:57:28] [WARN] WOUND RECOVERY not found in en-GB
[12-12-2016 16:57:28] [WARN] SORT BY... not found in en-GB
[12-12-2016 16:58:51] [ERROR] Map Script not found
[12-12-2016 17:02:17] [ERROR] Map Script not found
[12-12-2016 17:04:27] [ERROR] Map Script not found
[12-12-2016 17:06:20] [ERROR] Map Script not found
[12-12-2016 17:08:52] [ERROR] Map Script not found
[12-12-2016 17:12:09] [ERROR] Map Script not found
[12-12-2016 17:20:00] [ERROR] Map Script not found
[12-12-2016 17:21:47] [ERROR] Map Script not found
[12-12-2016 17:38:11] [ERROR] Map Script not found
[12-12-2016 17:51:44] [FATAL] A fatal error has occurred: code 0xc0000005
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] SymFromAddr failed: 487
[12-12-2016 17:51:44] [FATAL] 0x73d562a0 BaseThreadInitThunk (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:44] [FATAL] 0x77030ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:44] [FATAL] 0x77030ba0 RtlSubscribeWnfStateChangeNotification (SymGetLineFromAddr64 failed: 487)
[12-12-2016 17:51:45] [FATAL] Crash dump generated at C:\Users\Ben\Documents\OpenXcom_XFiles\user\12-12-2016_17-51-44.dmp
[12-12-2016 17:51:47] [FATAL] OpenXcom has crashed: code 0xc0000005
Extra information has been saved to openxcom.log.
Please report this to the developers.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2016, 02:33:38 pm »
I raided a cult outpost, but couldnt find the last man. Bug Hunt mode activated, but there are no enemies on the map. Why wont the mission end?

Edit: it turns out there was an invisible ninja hiding in a corner waiting to instant-kill the first sucker to walk nearby. Damnit

13
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 13, 2016, 02:07:33 am »
Does anyone have a tactical method of fighting chupacabra? They're horrendous, they can run from the maximum view range of your guys (at which 90% of your soldiers miss every shot) to melee range in 1 turn, or at the most 2, and then insta-kill Your Dudes. I've begun just immediately abandoning any mission with them, they're that nasty (especially as the second monster after zombies)

14
The X-Com Files / Re: Bug n' Crash Reports
« on: November 12, 2016, 01:07:10 am »
Good to hear its already being fixed!

15
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 11, 2016, 11:39:33 pm »
I've never had an enemy surrender myself, they just charge into automatic weapons fire with knives and get mowed down.
But I've neveractually there was one where we spawned surrounded on all sides and had to run for it after my best agent nearly bought the farm had trouble with the cult bases if I use the van rather than the car - its just a matter of the number of agents, and hence volume of fire, you can insert into the site.

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