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Messages - Blazen

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1
XPiratez / Re: Bugs & Crash Reports
« on: March 09, 2024, 01:05:45 pm »
I can't build boom plantations, I'm confident I have the relevant research but it doesn't appear in the build list.

Edit - In the same save I've researched 'stop targeting civilian traffic' but they still appear occasionally.

2
OXCE Bugs / Re: "Not enough mana" flash message from enemy.
« on: November 02, 2023, 07:26:43 pm »
I've also encountered this bug, however when I've reloaded the save it no longer occurred. The enemy isn't using a mana requiring weapon, however I was trying to train mana growth so I may have tried to use one when the soldier didn't have enough mana.

Edit - I think it happens when one of your soldiers tries to use an ability without having enough mana, and if a different soldier then successfully uses an ability it resolves it.

So to replicate have a soldier use a mana required ability and then move someone.

Edit 2 - It has to be an innate ability, not a staff or glove ect... but something like the ignite ability.

3
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: November 01, 2023, 09:51:29 am »
Minor bug, I think when a soldier wearing the hazmat version of the wooden armour dies, they don't leave behind a damaged suit of wooden armour for repairing.

4
Thanks for the fix.

5
I'm playing the X-Chronicles mod but I believe it's a bug with the game rather than the mod.

I've fired an explosive grenade from the grenade launcher and it went off the map and now the unit's turn won't end.

To reproduce though get a grenade launcher, fire explosive rounds at an enemy next to the map edge until it misses off the map.

Edit- I couldn't access the options menu to close the game properly so I alt-f4ed it and ran it up again, the ironman had saved it from just when I fired the round but I could select other soliders again so I finished the turn, which was fine, the aliens had their turn, which was fine, I continued with my next turn which was fine until I tried to move the solider who had fired the grenade round. As soon as I tried to move him he didn't do anything but his turn won't end again and I can't access the options again.

In the attached save just try to move the solider which starts selected.

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Released Mods / Re: X-Chronicles Release, v.0.99.14
« on: September 25, 2023, 10:35:32 am »
My game crashes when I try to build a detention centre.

In the attached save at the end of the day the detention centre research is completed, but the game crashes when I build one.

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XPiratez / Re: Bugs & Crash Reports
« on: September 14, 2023, 11:56:36 am »
I've checked the special project tab, I've done the collapse anomaly and there is nothing else unfamiliar in there.

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From the Ashes / Re: From the Ashes - initial release!
« on: September 12, 2023, 05:16:04 pm »
That looks like a neat feature and little mini-game. Looking forward to the release.  :D

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XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2023, 04:12:28 pm »
I've gotten to November 2601 and I haven't gotten the codex yet.
I've never had trouble getting it before so I don't think I've forgotten any obvious steps to get it and I've gotten the spacious hull and the bio-plasma gun.
I believe I'm just waiting for the anomaly to stabilise, but I've been waiting about 6 months now.

Edit - I accidentally added the wrong save, this is now the correct save.

10
XPZ Strategy/Tactics / Re: The Newbie Guide
« on: June 22, 2023, 11:48:32 am »
Additional bases are used to provide more facility space, while at the start of the game 1 base can have everything later on new facilities and larger facilities will mean that you won't be able to have everything you will need. They also can provide additional radar coverage, storage space, interceptor hangers, and teams to do missions. It's also not uncommon to specialise bases, you can fill a base out with just manufacturing facilities, of which there are a lot, money bases filled with plantations, storage bases with a lot of vaults ect...
As for when within a few months you should probably have a 2nd base up, I normally wait until I've maxed my brainers in the main base out and can build crew quarters and plantations before starting new bases.

It's a good idea to build new bases at the start of the month that way you have a guaranteed month at least to get them set up and defended before they'll get attacked.

11
The X-Com Files / Re: X-Com of the XCF, good or bad
« on: June 06, 2023, 11:07:32 am »
I find the Shogg arc to be have particularly interesting parallels for X-com's morale compass.

X-com finds a new world hitherto unknown to (our) civilisation.

It's populated by cultures that are clearly intelligent, they use tools and construct buildings, but we can't communicate with them, they are technologically inferior to us, and they look different to us. So we shoot them and nick their stuff.

Later as we get more information about the place we ally ourselves with a small local ruler whom we support and put into power, we then trade them guns in exchange for them attacking other Shogg factions on our behalf. (The scorpoid palace assault and acquiring the reptoid ship)

We now have a foot hold in this new land, not controlling it directly but though a local puppet leader, whom we 'help' but could easily destroy if they don't agree to cooperate with us.

This always strikes me as being extremely similar to how the British empire grew. And as I am British this means that X-com are clearly angels who can do no wrong  8)

12
If you select a healthy agent, it should tell you how much time till full sanity.
If you know how fast sanity recharges at your base, you can calculate how much they are missing.

Then subtract this from their max sanity and you have how much they have left.

I would also really like a way to just see sanity% of soldiers at a glance.

You can sort by missing sanity in both the agent list and the crew list. And if you ctrl click in the sort menu it will just display it without changing their order. It shows it as an absolute number however not a percentage.

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XPiratez / Re: Bugs & Crash Reports
« on: April 23, 2023, 02:50:54 pm »
In the hostile environment bootypedia page it still says that.

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XPiratez / Re: Bugs & Crash Reports
« on: April 23, 2023, 02:07:25 pm »
The cold damage mechanic doesn't seem to be working properly. My soldiers are suffering health damage even though their cold resistance is below 200%, but low enough resistance does protect them.

1 of my soldiers, Grinnin Cat, has warrior armour and a shawl, she isn't suffering damage if I take the shawl off though then she starts to. Another soldier, Voodoo Devil, has only warrior armour, no shawl, and she is taking damage.

In the attached save just check their health before and after an end turn.

Likely version upgrade problem. No mission in the last build requires this non-existing region.


Might it be this again? And how do I fix this, I've downloaded N4.0.2 and that's what the log says is being loaded so I assume I installed it correctly but the previous issue I had where the game crashes at the end of the month due to it trying to do a mission in a non-existing region still occurs.

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XPiratez / Re: Bugs & Crash Reports
« on: April 17, 2023, 12:34:32 pm »
I don't know what happened, but there is no such region as REGION_LOC_LOKNAR_VILLAGE_DEFENSE. However, there is a region called REGION_LOC_LOKNAR_VILLAGE_DEFENSE_2. Maybe try to edit your save file and replace REGION_LOC_LOKNAR_VILLAGE_DEFENSE to REGION_LOC_LOKNAR_VILLAGE_DEFENSE_2?

So i went into my save file and it had both REGION_LOC_LOKNAR_VILLAGE_DEFENSE and REGION_LOC_LOKNAR_VILLAGE_DEFENSE_2. I changed the former to be the same as the latter so I had 2 of them but I don't know if that helped or not as I overwrote that save with a later save in the same play through and that got rid of the duplication.

I suspect it wouldn't have however as the game still crashes at the end of the month for the same reason despite the save now having only REGION_LOC_LOKNAR_VILLAGE_DEFENSE_2 in the save file.

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