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Messages - Shiroi Bara

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 20, 2020, 02:25:36 pm »
One question I do have about something that always bothered me about the base game - is there any variety to alien colonies?  Meaning, can we find an aquatic base, a taste base, Gillman base, etc?
No, still classic Tasoths and Aquatoids first stage and Lobstermen on second. But you can modify it yourself, I don't remember 100% now, but if you remove race entries  in alienDeployments.rul file which linked to STR_ALIEN_COLONY, you will get colonies with different aliens. Better ask Meridian or more experiences guys here to avoid broke the game, but I did it few times with classic TFTD and it worked.

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 01, 2020, 10:24:44 am »
Hello. My first post here, I've registered on this forum promted with a crash screen, so let's get this over with:

The crash ends with a screen "Alien Deployment STR_HOR2 not found.", happens when landing a Triton after downing an extra large alien ship which looked like a dragon head (gave me a micro heart attack, 10/10 would see again). I have a savefile right before sending Triton but from what I see on this and previous page this is a known issue and even has a hotfix, correct?

I want to thank for TWoTS. It's the reason I've installed OpenXCom and I'm having a blast. The author managed to increase difficulty and complexity but in a very smart and challenging way. I love fixing the biggest flaw of TFTD, i.e. a very binary tech tree.
Hi, welcome! Sorry for replying instead of author, but Nord already explained few post above. This is OXCE bug what will be fixed in new release. It happens because this kind of ship should explode and never get sinked. In simple words - there is no such mission exist in this mod. That's why game crashing trying execute thing what doesn't present.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 29, 2020, 01:51:04 pm »
How long time wait until infinite bombing cycle with invisible USO will be fixed? Another loss because aliens keep bombing same base. If they target main base you lose it as I mentioned before. Rebuilding structures is useless because they keep attacking.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 28, 2020, 01:44:45 pm »
Because it is almost completely useless.
Let me argue with you. The damage is low but it has more accuracy than Dart gun, cost less TU to use and still has useful half armor effectiveness piercing which sometimes very useful against even strong armored enemies. At least could be used for scouting purposes with heavy armored aquanaut if player not got Gauss yet because no luck capturing Navigator or has no any melee drills.

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 26, 2020, 12:09:15 pm »
I have request: ability to disassemble any x-com armor when no needed. Currently the mod allow recycle paladins armors or repair it. But recycle aqua plastic armor (and broken as well) for aqua plastic would be great too, so trained guys can later use exosuit instead. Same for other later armors, except may be bionics according mod's usopeadia description. Any thoughts?

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 26, 2020, 10:52:15 am »
2 - vanilla behavior, can not change.
Seems so. I managed clean up second stage and capture another Deepone there. Result screen shows now two live Deepones. Apologizes for false calling.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 25, 2020, 03:59:35 pm »
Stunned on first stage with Dart gun Deepone counter as dead when second stage of shipping cruise ship begins. What the hell? Should I keep him in back pack? I just aborted game as soon as I clean first stage and live Deepone is gone. He was not overstunned, I mean he had "zzz" not snowflake mark. I don't know will this save file helps or not, but I'm attaching it:

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 24, 2020, 04:12:19 pm »
Ok, that explain things. But how make use melee only avoiding spend TU on ranged? For example aquanaut kneeling with knife and harpoon in other hand and waiting while creeper come in close range to react with knife. Is only way then unequip harpoon or unload it? It's kinda inconveniently because I need spend TU putting weapon down and picking it up at new turn. So option do NOT use ranged if it has ammo and melee preferred for reaction will be very useful.
P.S.
Suggestion. Red dot on weapon what disable it completely for reaction fire:

9
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 24, 2020, 03:32:49 pm »
Version 6.5.3.1 aquanauts who has melee and ranged weapon in hands always use ranged for reaction regardless of choosing melee by left click (yellow dot set on knife). Bug or selecting weapon for reaction fire works only for ranged version? It will be great use this feature for melee reaction as well, especially if second weapon ranged or both hands used for melee only.

10
XPiratez / Re: Bugs & Crash Reports
« on: June 22, 2020, 07:18:57 pm »
Windows download: https://lxnt.wtf/oxem/builds//ExtendedTests/Extended-6.5.3.1-test-f54a3a21f-2020-06-13-win64.7z
Why upload file to site which have expired SSL certificate and could be dangerous? I'm getting warning in Firefox. It's not good. Of course I can accept the risk (I did it already) but it looks suspicious.

11
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 21, 2020, 11:44:58 am »
I have problems with inventory screen and also middle button enemy (or friendly unit) battle field screen too. They always shows in ugly full screen mode. I tried different settings like 1/3 or 1/2 in geoscape scale and battlescape scale but result same. How to fix it? To install mod I just unpacked this directory from archive Dioxine_XPiratez_L2.rar\Dioxine_XPiratez\user\mods\Piratez to separate folder in my C:\Users\***\Documents\OpenXcom\mods folder and chose mod in master game menu. Also I tried unpack all in empty folder on HDD, and run OpenXcomEx.exe from there, but same result. Any suggestions? Not using Administrator rights on PC, because folders has necessary permissions. Screens to show problem:
Normal 1/3 resolution:

And ugly full screen one:


12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 20, 2020, 11:08:10 am »
Alien Deployment STR-HOR3 - not found.'
I'm not developer, but annoying whining guy, but I think you had sink down Sea Horror USO, what usually cause Mind Worm land mission  every month since June or July first year. Nord will correct me, and yes, just attach save file when USO already drowned, but you haven't  arrive to it with you transport  yet. It helps Nord investigate the problem and fix it asap. Imo I don't think what this kind assault mission possible by default, the ship should explode, but I'm not sure, let's wait Nord response here.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 16, 2020, 08:49:41 pm »
I thought you fixed it, but seems no.

I understand what this is Rubble, but 2x2 building still has STR_RUBBLE_2 string. Jiz... this is hurts. Another run is over. They have discovered my single base and will destroy it on month. First attack and Triton gone. Time to restart.

14
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 14, 2020, 02:10:32 pm »
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 11, 2020, 10:07:52 pm »
The month has over and in the next they seems forget about that base. So far no attacks on it.

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