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Messages - wsmithjr

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136
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: July 08, 2013, 04:06:40 pm »
I certainly agree with you about knowing where all your guys are and hitting the weakest one.  However, in my mind, the leaders should be able to psionically attack at least see the guys that other aliens see and try to hit those guys, strong or not.  The leader I captured was hiding out in one of the center rooms of the UFO.  No way he's going to see anybody from there until it's too late, but he should have been able to do something to at least the guys that had been seen by the aliens.  Maybe those 2 missions were just a fluke and the next one I'll get pounded by psi.  The vanilla behavior was completely unfair and often frustrating but my experience currently seems to indicate it has been nerfed too much.  But, I'll be happy to learn otherwise in a future mission.  Well ... relatively "happy" anyway.  ;D

137
Oh guys, I'm a little concerned how floaters seem to walk around depending on their reaction fire.  I'm taking on a very large ship.  My men are all over the corridors and the floater walks out and stands facing the wall.  Ordinarily I get hit by a lot of reaction fire, but maybe theres some way you can set priorities so that they go for the kill?

Saw something similar on a terror mission with Cyberdiscs.  I was trying to get the Cyberdisc and at one point it positioned within LOS of 3 of my units and was still alive by the end of the turn.  None of them were even shot at during the alien turn, but it still did reaction fire when I tried to move one of my soldiers out of it's blast zone.  Wonder if the "Sneak AI" option is having this kind of effect ... it wants to hide from my guys so ends up doing nothing.  I should have lost at least 1, if not 2 soldiers from that particular situation (or at least been fired at).

138
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: July 08, 2013, 03:35:18 pm »
In vanilla, the AI cheats massively by knowing where all your dudes are all the time after spotting just one of your guys, at least as far as psi is concerned. Not so in OX, where the alien team needs to spot your guys on each turn - also meaning your frontliners will suffer psi attacks much more, even if they're not psionically weak.
At least, this is what I believe is happening...

That sounds good in theory, but it seems to have really crippled the Sectoids.  Aside from reaction fire when I'm running around corners or out in the open, there doesn't seem to be any reason to fear the Sectoids anymore based on the 2 missions I've done that had the possibility of Psi attacks.

139
You could create a folder named "user" in each of the installations, ie. d:\Games\OpenXcom\user and d:\Games\OpenXcomMod\user.
That way you bypass \\User\My Documents\OpenXcom completely (you can even delete it, that's what I did)

Thanks, but I've tried that and it's not working.

I have game in d:\Games\OpenXcomMod, latest GIT version.

I have a folder d:\Games\OpenXcomMod\user which has save games and options.cfg.  I have a folder at d:\Users\Warren\Documents\OpenXcom with IDENTICAL contents to the other folder.  When I run the game by just clicking on openxcom.exe, everything works and it sees the saves and options.cfg in c:\Users\Warren\Documents\OpenXcom.  If I set up the short cut to execute "openxcom -user d:\Games\OpenXcomMod\user", it sees the save games, but completely ignores the options.cfg file all mods that are installed.

Here's the xcomutil.log when using the user folder at d:\Users\Warren\Documents\OpenXcom:

[08-07-2013 07:53:41]   [INFO]   Data folder is:
[08-07-2013 07:53:41]   [INFO]   d:\Users\Warren\Documents\OpenXcom\data\
[08-07-2013 07:53:41]   [INFO]   D:\Games\OpenXcomMod\data\
[08-07-2013 07:53:41]   [INFO]   D:\Games\OpenXcomMod\data\
[08-07-2013 07:53:41]   [INFO]   User folder is: d:\Users\Warren\Documents\OpenXcom\
[08-07-2013 07:53:41]   [INFO]   Config folder is: d:\Users\Warren\Documents\OpenXcom\
[08-07-2013 07:53:41]   [INFO]   Options loaded successfully.
[08-07-2013 07:53:41]   [INFO]   SDL initialized successfully.
[08-07-2013 07:53:41]   [INFO]   SDL_mixer initialized successfully.
[08-07-2013 07:53:41]   [INFO]   Attempting to set display to 1920x1080x8...
[08-07-2013 07:53:41]   [INFO]   Display set to 1920x1080x8.
[08-07-2013 07:53:41]   [INFO]   Using slower scaling routine. For best results, try a resolution of 640x400 or 1280x800.
[08-07-2013 07:53:41]   [INFO]   Loading ruleset...
[08-07-2013 07:53:42]   [INFO]   Ruleset loaded successfully.
[08-07-2013 07:53:42]   [INFO]   Loading resources...
[08-07-2013 07:53:42]   [INFO]   Loading extra resources from ruleset...
[08-07-2013 07:53:42]   [INFO]   Resources loaded successfully.
[08-07-2013 07:53:42]   [INFO]   OpenXcom started successfully!

Here is the openxcom.log file when using the "-user d:\Games\OpenXcomMod\user" parameter as indicated above:

[08-07-2013 07:54:13]   [INFO]   Data folder is:
[08-07-2013 07:54:13]   [INFO]   d:\Users\Warren\Documents\OpenXcom\data\
[08-07-2013 07:54:13]   [INFO]   D:\Games\OpenXcomMod\data\
[08-07-2013 07:54:13]   [INFO]   D:\Games\OpenXcomMod\data\
[08-07-2013 07:54:13]   [INFO]   User folder is: d:\Games\OpenXcomMod\user\
[08-07-2013 07:54:13]   [INFO]   Config folder is:
[08-07-2013 07:54:13]   [INFO]   Options loaded successfully.
[08-07-2013 07:54:13]   [INFO]   SDL initialized successfully.
[08-07-2013 07:54:13]   [INFO]   SDL_mixer initialized successfully.
[08-07-2013 07:54:13]   [INFO]   Attempting to set display to 1280x960x8...
[08-07-2013 07:54:13]   [INFO]   Display set to 1280x960x8.
[08-07-2013 07:54:13]   [INFO]   Using mediocre scaling routine due to screen height.
[08-07-2013 07:54:13]   [INFO]   Loading ruleset...
[08-07-2013 07:54:13]   [INFO]   Ruleset loaded successfully.
[08-07-2013 07:54:13]   [INFO]   Loading resources...
[08-07-2013 07:54:14]   [INFO]   Loading extra resources from ruleset...
[08-07-2013 07:54:14]   [INFO]   Resources loaded successfully.
[08-07-2013 07:54:14]   [INFO]   OpenXcom started successfully!

The log itself indicates it doesn't know where the options.cfg file is located.  This is the shortcut I'm using to run the game:  D:\Games\OpenXcomMod\openxcom.exe -user d:\Games\OpenXcomMod\user

Maybe I'm doing something wrong, but this sure seems like a bug in the program to me.  But, I'd be very appreciative if somebody could point out the obvious that I may be missing.

As an aside, I also find it interesting that the line about the resolution is different between the 2 log files, when the contents of the files in both locations is identical.  I'll change that at some point, but that's not really my current problem.

Thanks for helping.

140
Open Feedback / Re: Steam led me here
« on: July 08, 2013, 08:34:45 am »
Looked at Steam for the first time in months.  Thought I might try a game of the old Xcom and saw the linked article.  Read it and soon after DL 0.9 to give it a spin.  LOVIN' IT.  No hints of issues... except, just hit my first terror mission and there are no civilians?

Yeah, my last terror mission only had a single civilian.

Also, didn't have any Psi attacks against my soldiers in both the Sectoid terror mission and also a Sectoid Harvester assault.

141
Open Feedback / Alien/Sectoid Psi attacks
« on: July 08, 2013, 08:32:45 am »
Started a new game on Veteran difficulty.  Have a bunch of mods installed (Combat Armor, Sniper Rifle, More Enemy Ships, etc.) but haven't fiddled with Psi to my knowledge.  Haven't changed the default ruleset, just added additional rulesets to it.  Had a terror mission with Sectoids at the beginning of February and thought it was odd that the aliens never attempted a single Psi attack against any of my soldiers.  Just now, shot down a Sectoid Harvester, and once again, not a single Psi attack the entire battle.  This time I know a Sectoid Leader was present because I captured him.  Anyone else find it odd that not a single attack in these battles?  There's no way I kept completely out of sight so they couldn't get a bead on me as I lost 3 soldiers in the assault and had a number of non-lethal shots taken at my soldiers.  I used to dread those early Sectoid terror missions because of the possibility of Psi attacks.  I feel guilty about picking up a Leader so "easily".

142
list it AFTER xcom1Ruleset

Thanks, I've gotten it working, but perhaps I am doing something else wrong.

I want to keep separate installations of OpenXcom, so that I can fiddle with modding without affecting my ability to play the game as is.

So, I've got 2 folders ... d:\Games\OpenXcom and d:\Games\OpenXcomMod.

The default for Win7 is to use \\User\My Documents\OpenXcom for the saved games and configuration files.  According to the website, a -user parameter can change the location of this folder.

So, I have options.cfg file in a userdata subfolder as recommended on the "Installing" page of the website at https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom).  Then I have a shortcut set up as follows:

d:\Games\OpenXcomMod\openxcom.exe -user d:\Games\OpenXcomMod\userdata

When I run this, it finds the save games just fine, so it's seeing the new userdata folder as it is supposed to.  However, it seems to ignore the options.cfg file within that userdata folder because my changes do not show up.  If I run the game without the -user parameter, and have the files located in \\User\My Documents\OpenXcom, then everything runs fine, including the mods.  So, am I doing something wrong, or is there another parameter I have not yet seen that is needed to point the location of the options.cfg file?  Or do I need to put the options.cfg file in another location?  As it stands currently, I can't figure out how to run 2 independent installations for OpenXcom.

Thanks for any help.

143
I'm having a similar problem in that my changes are not being seen by the program.

I want to mod laser weapons the way Xcomutil did requiring alien materials to build the more powerful weapons.  So, I've created the new entry for Laser Rifle:

  - name: STR_LASER_RIFLE
    cost: 300
    points: 10
    dependencies:
      - STR_LASER_PISTOL
      - STR_ELERIUM_115

However, it didn't require Elerium to be researched before I could research Laser Rifle like I expected.

For manufacturing, I created:

  - name: STR_LASER_RIFLE
    category: STR_WEAPON
    requires:
      - STR_LASER_RIFLE
    space: 3
    time: 400
    cost: 20000
    requiredItems:
      STR_ELERIUM_115: 1

However, it doesn't display the Elerium requirement as it should.

I tried putting my "altlaser.rul" file both before and after the "Xcom1Ruleset.rul" listing in options.cfg, but it didn't seem to matter.

Can anyone help me figure out what I'm doing wrong?

EDIT:

Further fiddling ... and now things are going all wonky.  Mods that I had installed and were working are no longer working.  Think it might be something wrong with my configuration.  I've tried moving the "user data" file location from c:\user\documents to a subfolder of the OpenXcom folder, ie., d:\Games\OpenXcom\userdata so that I can have a stable mod to play and one to fiddle and experiment with.  To access, I use a command line of d:\Games\OpenXcom\openxcom.exe -user d:\Games\OpenXcom\userdata.  This works and it's finding the save files appropriately.  Is there some other command needed to access the options.cfg file which is also in the same location?

Thanks for any help.

144
Work In Progress / Re: New Ufopaedia entries
« on: June 30, 2013, 01:13:56 am »
Just modded-in Laser Sniper Rifle in my game. Really looking forward to research it and replace conventional sniper rifle. Thanks for the ufopedia text  ;D

Do you have a mod for that you're willing to post?  Would be interested in that as well.    IMO, the "sniper" weapons are particularly necessary when you've enabled the advanced option for range-based accuracy ... I miss being able to shoot across the entire map accurately. :)  Anybody working on a plasma sniper version?  Love the one in new XCom.

145
Work In Progress / Re: My new project :)
« on: June 30, 2013, 12:59:15 am »
Any update on the mod?  Interested in a number of your changes/additions.

Just wondering, this thread kind of has 2 different versions of your mod changes.  First post says that Heavy Plasma won't be available to research until Heavy Laser is researched.  However, the 2nd post indicates lesser versions of plasma weapons is also required.  I'm assuming 2nd post is most recent changes and IMO, is how it should be.

As to producing items that require alien corpses ... is it only required that you research the alien corpse, or are they needed in inventory and used up like new Xcom?

Looking forward to mod.  Thanks for sharing.

146
Work In Progress / Re: OpenXcom - War
« on: June 25, 2013, 07:33:12 am »
it's based on 0.4.5, i haven't gotten around to updating it yet, because i've been busy fixing all the bugs and adding mod support. i never played with the ufopaedia in that version.

Thanks.  Was just trying to access the UFOPedia to see what the stats were on the new weapons.  Thanks for all the work on the mod and OpenXcom.

147
Work In Progress / Re: OpenXcom - War
« on: June 22, 2013, 06:29:08 pm »
I'm having trouble getting this mod to work correctly.  It sort of runs, and I see all the new items that can be purchased and whatnot, but when I try to use the UFOPEDIA, the game crashes.  The README says to copy the files from the original UFO folders.  So, I do that first, and then install the mod in that same folder.  Am I getting the order incorrect or missing something?  I think if I switch the order, older files will overwrite newer ones.  I've played a little bit and the game seems to run ok as look as I don't try to look at the UFOPEDIA.

Thanks for any help.

148
Work In Progress / Re: UFO upgrades
« on: June 18, 2013, 03:26:25 pm »

There is a NEW RULESET that i just tested been added into the UFO download file on the MOD SITE : HERE IS A LINK
openxcommods.weebly.com/uploads/1/1/8/4/11849982/lukes83_expanded_ufos_v0.4a.zip

Thanks.  That's very helpful and I had fun playing my first new ship.  Just finding Openxcom, I don't know anything about creating my own ruleset.  Probably should start figuring it out, though.

149
Work In Progress / Re: UFO upgrades
« on: June 17, 2013, 04:50:44 am »
Recently found Openxcom and the various mods.  Very interested in the new ships.  I've copied all the files from the mod into their respective folders.  However, when I run the game, after selecting "New Game", it crashes with the message:  yaml-cpp: error at line 4707, column 9: key not found: inDogFight

I've made no other changes to the files and without the mod files, it runs correctly.  Thanks for any help.

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