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Messages - Hexhammer

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 20, 2021, 10:44:25 am »
This is very interesting, there was a Muton base mission happening on Antarctica, I messed up and sent the squads there too late and missed the battleship and the other supply ship... So I loaded a game prior to not mess it up. I swiftly shot down both excavators and expected the others to show up any moment, but its already the day after and the other UFOs never showed up. Is this a way to postpone a base mission, by shooting down the excavators or just a fluke?


2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 17, 2021, 01:52:04 pm »
After almost one year break I got back into my game I had started already ages ago... After updating to the latest FMP, things have been working smoothly. Only good things to say about the current state of the mod.

But there's something I'd like to know about, what the hell is that super mega nasty terror unit mutons have floating around? :D I just attempted a base raid, I kept pelting the damn thing with rockets and plasma and nothing seemed to take it down, does this thing just require something with a bit more oomph? Like a blaster launcher? Don't spoil too much, I'm yet to even know what the hell that thing is called... But heck, nothing seemed to even scratch it... And of course I had forgotten to bring mind probe to actually see what kind of a beating does that cursed device take. And the damn mutons are already scouting for a retaliation... I'm in serious trouble with those things unless I get something heavy enough to knock them out. I guess its time to change research priorities a bit... (I have been slow on it on purpose to add some challenge.)


3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 12, 2020, 11:16:35 am »
My current game has went on to January 1st 2000.... Recently the eggheads at R&D have made major breakthroughs, I have been intentionally slow with research, not skipping anything, now I've got railguns, lasers, mind guided missiles and Ironfist, going towards powersuits and UFO construction and so on. It appears that I managed to capture so many aliens I got almost all the tech tree opened up by now, there's still a long list of things to research. Its so cool that three labs + 150 scientists still are not enough to make it quick and simple. I love the feeling of goin in for a long haul and not getting any easy pass to the endgame. Now three of my bases have strike capability, two with ironfists, three with skymarshalls, 30 soldiers in each base.

This is my first FMP game where I finally get a lot of Snakemen, this time around they have the damned bugs with them, I haven't seen a single of those fire spitting dinosaurs yet. Last time I played this far, it was all dinotanks, now its Chryssalids. :D I had to slightly tweak my tactic, less smoke, way slower pace, dogs kept alive no matter the price and my team sniping away from afar. The mind guided missile is fantastic! Slightly lower damage doesn't matter that much as I have two heavy weapon guys toting Advanced launchers. Shot down terrorships are quite fun to play with when there's huge gaping holes where the UFO engines were, easy as pie to clean up the second floor, just guide some missiles inside and watch the fireworks.

Interestingly, Floaters, Chtonites, Chasers and Sectoids have taken a leave while now its all snakemen left and right. There's also a huge number of retaliation scouts doing rounds, I keep shooting them down and mostly ignore the battleships to save the fleet for more important stuff. I would really love to get to try out my defensive strategy with snakemen companied by Chryssalids. Then there's also MiB and Muton retaliation in the works. Plenty of them, I think at least five different groups are on the lookout for my bases. Still no mind shields so these will eventually come out of the woodwork. I love difficult base defense missions as they can be a real challenge. I almost feel compelled to just let them keep scouting and find me.

By the way, I have only seen them once, but what's the thing about Sectoids who have some type of armors on them? Almost like a Sectoid version of personal armor or something. :D I researched one of them but that didn't give any extra information. I wish they would appear again. Also my unlucky run in with Sectoids who got Sectopods with them ended in those few times, but oh by  the gods that kind of crew is insane to take on! I don't know about now as my guys have plenty of laser weapons, maybe that + tons of explosives will work on the metal menace pretty well.  8)

The cactiless desert crash still keeps happening, but its very random. Some times it wont happen, other times it does. I'm just trying to avoid missions on deserts for now. Perhaps when I finish this game, I'll reinstall everything and see if that bug still keep appearing.

Its been amazing run so far. The game balance feels just right, I keep getting punished for every mistake and I got to play smart and be ready to change tactics any moment. The weapons are just awesomely put together, when ever something feels powerless, there's a updated version coming up to counter the difficulties and turn the tide, that until the aliens come up with new nasty surprises. Looking at the statistics, in the last two ingame months the casualties are lower. For now, its calm before the storm as I've clearly postponed a lot of alien missions by constant interceptions.

EDIT:
Now this was a surprising and nice move, its all numbers game I suppose. So far I remember shooting only one small Reptiod scout down somehwere months ago, suddenly out of nowhere, Reptoids do a retaliation on my main base. :D I had never had a fight with them before and to see them first time for real in a base defense mission was really cool. I presume there will be a ton of retaliations on the way, every few days there's something scouting and there's a plethora of races at it. I got my first touch of the Rail sniper rifle, that thing is a beast! All low/mid tier aliens drop like flies.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 08, 2020, 11:26:13 am »
So that intense scouting and retaliation by the Etherial order was all about the RNG gods wanting to punish me for my success in dealing with them? Neat.  8) Lets see if that questionable luck repeats itself.

After first envoy ship shot down, all I got for a while was Etherial order scouts looking for my base which was really cool, another example of how this game feels intelligent in the way it does things. It felt just right, I would presume aliens being pissed off to high heavens for their important big shots being shot down, killed or captured by some bunch of human cattle with peashooters.  ;D

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 08, 2020, 05:32:06 am »
Well, I tried like 20 times (with and without savescumming) and could not get even one crash. It's not a proof of anything by itself, but I can't fix a problem which I can't see...

That's odd. I did a fresh install of both the game and FMP and that didn't do a thing. The crashing seems to be random, happened about 3/5 times I tried it. It doesn't make any sense, I'm using the latest versions of everything and there's no mods which have anything to do with generating the maps so it can't be conflicting mods.

Anyway, other than this weirdness the latest FMP works like a charm and I love it. :D Yesterday I shot down and cleared my second ever Ethereal envoy. Those things mean business.
Spoiler:
I really like it how shooting one down spawns that intense scouting and retaliation, last time it took them a while to find a base to strike, lets see how it goes this time. Does shooting down the envoy ship spawn a retaliation mission every time or is just RNG gods being nasty?

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 07, 2020, 03:37:20 pm »
I've tested this terrain and it seems to work fine. So either your installation is botched or it's something more involved - I'd need a save to investigate further.

Here you go, I'll attach it.

EDIT:
I tried this few times and got a curious result, it worked several times when I sent Ironfist dropship there, then trying it again makes the same crash happen no matter what. Only mods I have in use are FMP, HQ sounds for FMP and Cydonias Fall soundtrack (Including several songs I added to geo + battle.) I don't think this could be caused by mods as there's nothing to cause conflicts.

Hmm... Perhaps I should make a clean install of the game and see what happens.

EDIT2:

Clean install with the same everything as mentioned above and the crashing continues. It seems to be quite random, just a moment ago it worked two out of five times. Very weird, it seems the "nocacti desert" is the only thing that does it.

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 06, 2020, 03:43:35 pm »
Ok, the game crashed again and now I got a screenie of the message and the logfile. This is what it says about the error:

Quote
[06-12-2020_15-38-12]   [FATAL]   A fatal error has occurred: invalid MCD file: TERRAIN/MOUNTSAND_NOCACTI.MCD, check log file for more details.
[06-12-2020_15-38-12]   [FATAL]   0x54edd0 OpenXcom::CrossPlatform::stackTrace(void*)
[06-12-2020_15-38-12]   [FATAL]   0x5526a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[06-12-2020_15-38-12]   [FATAL]   0x40dac0 exceptionLogger()
[06-12-2020_15-38-12]   [FATAL]   0xa38bd8 MPEGaction::MPEGaction()
[06-12-2020_15-38-12]   [FATAL]   0x4c2800 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[06-12-2020_15-38-12]   [FATAL]   0x4c6ab0 OpenXcom::BattlescapeGenerator::run()
[06-12-2020_15-38-12]   [FATAL]   0x5d6b80 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[06-12-2020_15-38-12]   [FATAL]   0x572f90 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[06-12-2020_15-38-12]   [FATAL]   0x5733f0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[06-12-2020_15-38-12]   [FATAL]   0x5bfbd0 OpenXcom::State::handle(OpenXcom::Action*)
[06-12-2020_15-38-12]   [FATAL]   0x569520 OpenXcom::Game::run()
[06-12-2020_15-38-12]   [FATAL]   0x40dd60 SDL_main
[06-12-2020_15-38-12]   [FATAL]   0x87dd20 console_main
[06-12-2020_15-38-12]   [FATAL]   ??
[06-12-2020_15-38-12]   [FATAL]   0x76406340 BaseThreadInitThunk
[06-12-2020_15-38-12]   [FATAL]   0x77c97b40 RtlGetAppContainerNamedObjectPath
[06-12-2020_15-38-12]   [FATAL]   0x77c97b40 RtlGetAppContainerNamedObjectPath

8
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 06, 2020, 11:31:37 am »
Quote from: Solarius Scorch
I'd appreciate more info here.

I presume the file in question is the openxcom.log? It seems that the earlier stuff has been overwritten, there's only info about my latest restart from last night. Darn it.  Anyway, I wasn't able to reproduce that crash, I have played a bunch of missions on cactiless desert terrain without issues. If it happens again, I'll be not so hasty, take screenshots and report back here.

Martian, thanks, but that didn't tell anything about the exact stats I was looking for. I've seen those stats somewhere ages ago, doesn't really matter, but I was just asking out of curiosity if Solarius had made some touches to the Sectopod. (Knowing how the FMP works, nope, vanilla stuff hasn't been tampered with.)

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 05, 2020, 09:08:46 pm »
My game just crashed, it said "invalid MCD file: TERRAIN/MOUNTSAND_NOCACTI.MCD" and then something about a log file. And I clicked the window too soon. Where's that crash log located?

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 05, 2020, 03:23:55 pm »
So far it seems to be working fine along the latest FMP.

In my game I have finally hit the brick wall and had to adjust the research efforts to compensate. Sectopods are showing up more than before and they're trouble walking, I just did a little test, shot down terror ship, at least four Sectopods roaming around, I shot at them with everything I had and ran out of HE + rockets as expected. One lost soldier and tactical retreat, the science team is now busy working on laser weapons and doing nice progress. I'm also able to research rail guns, I have never got to the point of trying those out yet so its gonna be interesting. I don't even know how the rail weapons look like or how they perform.  8) Just awesome, even after so many hours put in the FMP keeps giving me new things. I really like how tediously long the research tree is, even with 100 scientists working 24/7 its taken up to late September and there's no end in sight.

EDIT:
Solarius, I have a question for you, what are the armor stats of Sectopod at Genius difficulty? HE + Rockets feel like shooting fireworks against a tank. :D

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 05, 2020, 10:00:19 am »
It is not the newly updated version, but you just have to replace the commendation resources folder to update the ufopedia entry.
If you should be annoyed by some text of the commendations mod being to long to display i have edited the language file accordingly and will attach it here. Feel free to use it in any shape or form

Spoiler:
copy and paste the resources folder of the commendations mod to C:\Users\(username)\Documents\OpenXcom\mods\Final Mod Pack and overwrite the existing commendations folder. The language file goes to C:\Users\(username)\Documents\OpenXcom\mods\Final Mod Pack\Language
Regards Carfax

Thank you. Done. :D

Commendations & soldier diaries is one of my favorites, I really like how it makes generic soldiers into individuals. Back in the day when I was playing the original game, I made up such a system myself, made up symbols for different accomplishments and added them at the end of the soldiers name and kept track on it. I still mark down which soldiers are the most experienced and decorated, when ever they bite the dusts, then just the name tells me who is who. Another layer of micromanagement there.

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 04, 2020, 03:39:09 pm »
Tested before I checked back here, works like a charm. I'm curious, which version of the commendations mod is in the latest FMP version?

Little update on my game, those god forsaken sectoids just rolled out sectopods to hang around them! I haven't seen this before... I had to do two quick dust offs , only weapons which do more than scratch them are explosives and rockets. The scientists are way too busy interrogating captured aliens and they seem to not care much about how the troops are doing on the ground.... Those darned eggheads at the R&D.  ::)

I didn't poke around to see if that was some mixed crew or just sectoids having a stroll in a park with their favorite robot toys, that remains to be seen. But Solarius, you're just plain evil setting up stuff like this and I love it.  8) Another new curiosity was to see a mixed crew of MiB, hybrids and sectoid leader in the mix. So now they're totally in cahoots as I expected.

I'm playing an almost ironman game, letting my poor soldiers die and be replaced, I'm in September '99, only half way in and so far its second deadliest month. but no worries, I got 26 million $ so plenty of money to push new rookies into the meat grinder. To hell with ethics, the bugs must perish no matter the price.  >:(

EDIT:
I just had the first glimpse of some of the new terrains, really nice work! I'm yet to see what's done with the alien base terrain. :D Can't wait.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 04, 2020, 10:51:57 am »
Thanks for the kind words, and I'm please to announce:

FMP 2.8 has been released.
- New terrains: Muddy Rocks, Arboreal Rocks, Chilly Rocks, Sandy Rocks, Sandy Rocks Alternative, Snowy Rocks, Tropical Rocks, Mountainous Rocks, Tundra Plains, Arboreal Plains, Muddy Plains, Chilly Plains, Sandy Plains, Sandy Plains Alternative, Tropical Plains, Wasteland (by Bullet Designer), Rice Farm (by the C.M.P. Team: Luke83, b__0 & Efrenespartano).
- Overhauled and expanded Alien Base.
- New Forest map (by Brain_322).
- Obliterator Autopsy picture (by Brain_322).
- Fixed some minor Forest and Swamp issues.

Awesome! Do I have to start a new game or does the update work with my current save? I'm so far in the game and had so much good luck with things I wouldn't want to start another game right now. :D

I upped the difficulty from Veteran to Genius and its intense!

This time around I started using attack dogs extensively, also for attacking, not only scouting. Helps a ton clearing the LZ and taking aliens down in rapid succession which often results in all out panic on their end. I had to do a tactical retreat once too, really cool, the suicidal Sectoid commander decided to nuke half of my squad with blaster bombs and send couple of cyberdisks my way so it was better to dust off.

FMP is my favorite mod, there's no way around it, every addition feels organic and in the right place.

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 22, 2020, 01:42:33 pm »
Wow, this thread has been quiet for a long time. :D

I got back into playing FMP since ages ago and I love it. Too addictive this is. I just downed my first ever golden UFO, that was intense! Made it with only one casualty, only alloy ammo and ordinary weapons, lots of high explosives and smoke did the job. And I got a prisoner.

I'm hoping to finish this playthrough and then I'm on to X-com Files. Great to be back at it.

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 26, 2019, 11:23:16 am »
Thanks for the tip. ;) I started a new game on the side of the old one as I'm bit more aware of the tech tree now... Mutons sure are a royal pain in the ass.

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