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Messages - Yeoman

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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 17, 2019, 03:52:33 pm »
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.


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OXCE Builds & Ports / Re: OXCE v5.4.1 for Android
« on: May 06, 2019, 04:16:07 pm »
In the next version (v5.4.2) there will be a small blue button on the screen to toggle night vision; Android only.

Will there be an option to hide the button? I personally don't like using night vision and I would just find that button annoying.

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 03, 2019, 03:35:08 pm »
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.

Thanks.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.  I figured out how the code works though so I'm able to tweak it on my end.

Also, I really like the recent change to the first aid kit. The heavy TU cost gives you good reason to consider putting the resources to research and make medi-kits even if you are only after the healing. I had a guy who was knocked unconscious by a shot and I almost wasn't able to save him because my medic ran out of TUs to heal him that turn. At the same time, the first aid kit still retains its niche of being able to heal slightly more hitpoints.

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 02, 2019, 04:19:17 pm »
That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?

In my save, I have all plasma weapons unlocked and when I complete research for UFO Construction, I don't get any pop ups at all about new things I can manufacture even though hovertanks and their ammo are now available in the manufacture menu.

EDIT: Attached the save file.

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 01, 2019, 11:18:55 am »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

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OXCE Builds & Ports / Re: OXCE v5.4 for Android
« on: April 27, 2019, 11:17:31 am »
Which mod?
Screenshot?
Save?
Log?

PS: for me it works fine...

Seems I misunderstood the changelog, or rather I didn't review the OXCE xcom1 files -- the Skyranger and Interceptor will always show up by default because they have the forceShowInMonthlyCosts attribute set to true. I was playing Reaver's megamod on PC and noticed that one of the mod crafts no longer showed up in the monthly costs page and attempted to reproduce it on Android by getting rid of my Interceptors.

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OXCE Builds & Ports / Re: OXCE v5.4 for Android
« on: April 27, 2019, 07:23:37 am »
I tried the 5.4 release and noticed that the monthly costs page still includes reports of 0 quantity crafts. The PC version does not have the same issue and behaves as expected. I tried both upgrading from 5.3.2 and uninstalling and installing 5.4 and the bug(?) is still there.

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 21, 2019, 04:40:38 am »
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 19, 2019, 02:52:29 pm »
I'm having fun with this mod, the money and base management are much stricter than in vanilla. Haven't gotten far yet but interceptions also seem more difficult and gives you good reason to build more bases to sustain a larger air force.

It becomes tough to decide when to start using plasma weapons because you can't make ammo on your own. However, it also makes the move to laser weapons a no-brainer and basically mandatory.

Being able to buy specialized soldiers makes it far less of a big deal if you lose good soldiers, which may not be a welcome change for some.

I don't really appreciate the additional hangar and transport in the starting base. Do players typically use more than one transport? Moving your soldiers' equipment from one to another is a pain in the ass. I just sell the Skyranger and use the Custodian. Seems like by the time the speed of the Skyranger becomes relevant (when you have UFOs all over the globe and deal with multiple crash sites at a time) you would have a built a second base with a second team.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.

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OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 09, 2019, 03:56:10 am »
Noticed that opening doors seems to require energy in OXCE (even though none is consumed) whereas it doesn't in OXC. Also, when you attempt to open a door but don't have enough energy, the "Not Enough Time Units" message is displayed.

This is with v5.3.2 / 2019-03-18

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