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Messages - Solarius Scorch

Pages: [1] 2 3 ... 566
1
The X-Com Files / Re: Replacing music
« on: June 24, 2019, 11:53:00 pm »
DW Shock is one track from Distant Worlds.
Honestly, people still care about Distant Worlds?

2
The X-Com Files / Re: Replacing music
« on: June 24, 2019, 08:17:55 pm »
Addendum: He did that before today's stream and the music still played. So he went to the folder with all the music in and went through them one by one. Seems The Thing music is also in the game as a file called "dwshock". Though he can't alter files of course while the game is running. Will report in tomorrow if replacing that file fixes thing, in case anyone else asks about it.

But these are two different tracks. You asked about THING.OGG, so I gave you info about THING.OGG...

3
The X-Com Files / Re: Dossiers wanted!
« on: June 23, 2019, 06:41:12 pm »
@Solarius it's not possible to make them all the same race with different starting stats?

No, this sentence is contradictory - if it's the same race, then it means the same stats.

4
Im using the provided flag in this post. But im one of those maniacs that like uniform things, hope once you have the time and update the mod theres going to be a better flag for mexican names with the Same quality, format etc than the rest in your mod. Anyway im enjoying it a lot

Kato is working on some significant improvements right now.

Hi Solarius, is this already included in the FMP?

Not yet, but I'll take care of it.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 22, 2019, 11:11:55 pm »
I swear I'm not lying. Here are some pics.

Hm. What can I say? Works for me. And the file was there in the latest update. So it must be bad installation.

6
XPiratez / Re: Meridian's new LP plans
« on: June 22, 2019, 11:09:01 pm »
This intro is pretty good at evoking the setting, or at least its martial side:


7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 22, 2019, 09:09:15 pm »
Well, the entry in the Base Buildings section of the Ufopaedia, in latest available version still mentions it provides space for 1 more scientist while the INFO menu says it offers 10 spaces instead. If the incoming version has a different text already, then it's fine.

This is taken directly from the 0.9.9d archive:

Quote
STR_CYBER_HQ_UFOPEDIA: "An improvement of the standard HQ, operating with a state-of-the-art AI core. Its more efficient research facility allows for 5 additional Scientists, and its machine learning capabilities allow for better analysis of UFO sightings (more efficient detection). It is required for certain advanced facilities.{NEWLINE}This facility can be built as normal or over a standard HQ."

Someone's clearly bullshitting me and dragging me away from actual modding.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 22, 2019, 07:14:19 pm »
The Ufopaedia's entry on Virtualized Headquarters still mentions the building adds a single slot for a new Scientist, when it actually offers 10 spaces plus some additional storage to boot.

"Its more efficient research facility allows for 5 additional Scientists"
WTF

Also, will we ever get the Plasma equivalent of the Drone Bay? Currently Miniguns and Lasers are a thing, but not plasma-based Drones (or Gauss ones).

Not yet. I'm experimenting with the concept.

9
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 07:08:02 pm »
Oh, really? D:

What about some vanilla items with negative indices? IIRC, many terrorist units use them.

Recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.

Enviado desde mi LG-M400 mediante Tapatalk

Gracias por el mensaje esclarecedor!

10
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 06:54:08 pm »
Yes, recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.

11
The X-Com Files / Re: Dossiers wanted!
« on: June 22, 2019, 06:32:26 pm »
When I was first playing the mod I suspected that some of the Dossiers would allow me to recruit unique soldiers with the same name and very strange stats. It wouldn't take too much work (basically just design their stats and faces and implement a research for it), though it might break the game.

It's not exactly impossible, but a lot of work - basically each special character would have to be its own "race" (unless someone has a better idea). So I'm not crazy about this idea, though it's not fundamentally wrong or anything.

It would be nice if the dossier gave access to special items, units, etc. For example, a smuggler's file opened access to a new weapon.

That's more reasonable.
Suggestions welcome.

Some dossiers lead to missions (Lo Wo at least) and some do give unique stuff.

Yeah, there are 3 or 4 such missions now.

Staff input: Chief Engineer.
Prerequisites: Any Alien cool gadget after he is recruited and psiclone is researched.

Hello Commander,
I have come to inform you of the lack of respect that my fellow colleagues show to me. Somebody have drawn wolf ears and back swords on all my Ironman posters and written "WINTER IS CUMING" all over them and my personal workbench. This is a gross violation of my personal space and a mockery both to my surname and my favorite fiction character.

And this is not the worst. I have overheard that vile medical officer saying that she had seen me sneak in the lab and take a psiclone. She called me "STARK RAVING MAD" and also claimed that I have repeatedly used the device and that I roam the corridors at night naked and babbling uncontrollably. That has happened only ONCE, for Christ sake, and I was DRUNK. Drunk, not ... What commander? Where did I get alcohol? I ... uh ... I ... uhm ... I don't remember. No, no, no, no, no, you can't break the still, we need it for the ... um ... helicopter, yes, the helicopter. It has this anti-frost mechanism where pure alcohol is sprayed on the blades to prevent icing. I am not making this up, it is in the manual. Thank you for your time commander.

That would be totally out of character for the Doctor though... Knowing her, she'd probably join him :)
It's the Accountant who makes people's life miserable because she keeps trying to keep them in check, for the good of the project. (also, she calls them names, because they totally deserve that.)

And that poster vandalism sounds totally like the Intelligence lady!

To sum up: good one, but needs a bit of polish.

Staff input: Chief Engineer.
Prerequisites: Researching the flying suit.

With the help of the Chief Researcher I have finished the first prototype of this marvelous technology. Finally we can overcome that silly law of physics called gravity. We will never need to use my catapult or that rocket jump the Rookies are practicing in Hangar 2 again.

I'd like to inform you that the rumors, about me using nothing but scrap and duct tape to do it, are grossly exaggerated. That caresses my ego, but no. That duct tape there is not a structural component, it is only to protect from dust. NO, don't remove it. And we had to make the inliners from the janitor's bucket, but only because the aluminum sheet that we requisitioned from that bitch of an accountant will be here after 3 months. And that light on the chest is vital to the suit's work, we can't just turn it off. Yes, all of them must be red and yellow. No, you cannot put a cape on it. This is a solid serious piece of high-tech equipment, not some butaphoric superhero outfit.

Very nice. Except Flying Suit is not the first flying armour. I'd relegate it to the Grav Module (jumpsuit with a gravpack). Anyway, taken!

EDIT: Can I remove the reference to the Chief Researcher? It would complicate the tech tree, and also this guy doesn't like giving credits that much.

12
The X-Com Files / Re: Replacing music
« on: June 22, 2019, 06:13:46 pm »
Yes, you can replace the file THING.ogg with any other music file. This would be the easiest solution.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 22, 2019, 11:29:59 am »
The attraction of an ordinary pistol is maximum? Like a blaster rocket launcher? IMO it should be 5... well, or 7, like all the rest of simple weapons in this mod, including ammo for this pistol.

10 is not a maximum, it's just a number.
Yes, these numbers are kida all over the place. There are hundreds of items, and the effect of attraction is pretty marginal anyway. I realize it an be improved, but the effect will be negligible, and that's a lot of work...
But In this case, since we're discussing it already, I set attraction 8.

Research cost 10? It seemed to me that this is not the easiest device to study, to be the cheapest research possible. Seems just zero got lost. )

Okay, you're totally right. I misunderstood before. :) Fixed.

14
Fan-Stuff / Re: Has anybody tried computing travel time from Mars?
« on: June 22, 2019, 11:24:42 am »
This is good point to consider, probably similar to nuclear bomb / power plant. Question is to what end UFO is closer to.

I have no solid info here, but I think the big thing about the E-115 is not only energy density, but also fine control of energy release.
If a UFO Power Source could be turned into a big elerium bomb easily, it would lead to some unfortunate consequences. (Such as late game X-Com holding a strategic arsenal comparable with nuclear powers.)

15
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 21, 2019, 07:50:54 pm »
Deleterium!
:V

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