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Messages - Solarius Scorch

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16


You're too good for this world.

17
XPiratez / Re: Bugs & Crash Reports
« on: September 15, 2019, 12:31:47 pm »
There are strings in the game, that are not in the transifex. I've found strings about sacks of vegetables. See the images.

I'll update the strings.

18
OpenXcom Extended / Re: Incorrect warning?
« on: September 15, 2019, 12:29:45 pm »
I don't know what is correct palette or the correct transparency index

How about this groundbreaking idea: take a picture which is known to work and use the same palette? :P

19
OpenXcom Extended / Re: [DONE] [Suggestion] Geoscape pop-up events
« on: September 12, 2019, 01:19:14 pm »
Thank you.

I'm having lots of fun with this!

20
Work In Progress / Re: FOXC - Fantasy OpenXcom
« on: September 12, 2019, 11:00:00 am »
Your bow seems to be set up as 1x3. ;)

21
The X-Com Files / Re: Some suggestions
« on: September 09, 2019, 11:29:55 am »
Well, the reality is, much depends on RNG. If you don't get any random infiltrations, then you must worry only about cleaning up early cults on time.

Corporate wars are a neat idea, maybe I'll expand this part when I have the time. I definitely want to do more stuff with the UAC, since it doesn't make much sense as of now - there are no explanations for its connections to the Cult of Apocalypse, and no limits on you appropriating their designs.

22
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 09, 2019, 11:21:33 am »
ALL human armours have (H) versions for hybrids.

23
The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 09, 2019, 11:20:17 am »
I'l check Atlantis, I can't remember such reports. But this mission will be removed in the next version anyway (I redid the end game, and also this mission isn't liked very much), so there won't be any fixing.

Cydonia is and will always (?) be the final mission.

24
The X-Com Files / Re: Alien data slate - 'revision'
« on: September 07, 2019, 10:25:49 am »
Thanks, I'll see about it when I'm back from the holidays.

My suggestion would be to tie alien vocabulary not to any advanced topics, but to interrogation of different alien ranks themselves - alien vocabulary unlocks once you have interrogated all of the alien ranks (maybe sans commander), and unlocks advanced topics that can be gained during interrogation.

Can you please elaborate why exactly you'd need all the ranks to get the alien vocabulary research?

Make the alien data / encryption researchable without alien vocabulary, but make it take a lot more time. As OXCE allows us to disable/hide research&manufacturing options, disable those options once alien vocabulary is unlocked and instead unlock an 'alternative' decrypt option that takes less time. That way players aren't potentially locked out of acquiring said research until they have unlocked a 'random' interrogation topic.

I'm not sure what you mean by "alternative" option - can you provide a clarification on how it's supposed to work (in terms of game mechanics)?

25
The X-Com Files / Re: Some suggestions
« on: September 07, 2019, 10:20:54 am »
Why not? Syndicate is subordinating to aliens, isn't it?

We're in the spoiler territory, but
Spoiler:
no, it definitely isn't controlled by the aliens. Their connections lead elsewhere.

They have amassed some secret knowledge related to exotic biology, and seem to probably know the aliens exist, but they don't have much information on them, and certainly aren't directly controlled by them.

What you're describing fits the Men in Black better. I'm planning to develop them over time,
so I'd be interested in hearing your ideas.

Basing on current mod's factions, the general chain of Cydonia's Puzzle, IMHO, should be look like this: http://prntscr.com/p2b365

Interesting, I appreciate it, but right now I'm in the process of overhauling this part of the mod (which is why I haven't rekeased anything for ov er a month), so a lot of things will change. I like your approach, though; will think about it further.

Could it be really possible? I'm playing the 3rd campaign (0.9.9c, 0.9.9d and now 0.9.9e) in a row and every time the first infiltration was made at the end of January 1999. The second differs from February to April. If the chance of avoiding (aborting) infiltrations is currently exist now, so it should be decreased to zero due to necessity of researching of alien brain for Cydonia's quest ;)

Well, sure it's possible, if you play too well. :)

26
40k / Re: Warcraft 3 unit response sounds mod
« on: September 06, 2019, 10:13:16 pm »
Thank you, Meridian! This looks great (though I probably won't use it in XCF, it's not that kind of mod).

27
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 06, 2019, 10:11:57 pm »
I have a question regarding the added alien races, I've so far had the questionable pleasure to meet chtonite, anthropod(my favourite newcomer so far, something about them gives me the creeps.), chaser and men in black... I know there's a nasty thing called gazer and what was it, a waspite? But that's not all of them, right? How many new alien species I can expect to kick my ass? I don't want to spoil the endgame too much, but just how many are there?

I think you got all of them. Of course, each race is accompanied by their own terror unit.

And I dread to think what is the terror weapon of mutons now... It must be something way worse than Celatid or Silacoid.

Yes.

28
XPiratez / Re: [MAIN] XPiratez - J17 - 1 Sep - I Stab At Thee!!!
« on: September 05, 2019, 06:35:42 pm »
Aren't they just Star Gods? They sound almost perfectly alike to me.

29
The X-Com Files / Re: Some suggestions
« on: September 05, 2019, 06:32:16 pm »
As for me, I'd like to see more types of scenarios, more missions for hunting down dossiers, more USEFUL artifacts and more complicated, interesting and logically righteous way for gathering coordinates of Cydonia:

I agree, missions and dossiers etc. are never too many (well, at least not yet).

1) Defeating Syndicate should give us clue how to find Cydonia.

Well, this one doesn't make much sense, as Syndicate wouldn't know anything about this.

2) Defeating Advent's Government (and researching at least one alien brain) should be necessary too.

I thought the same, but what if there are no infiltrations?

3) MIB arc. Oh... There is endless way to use it's potential, which is useless now. Covert operations, outposts, labs, bases, unique techs, persons and artifacts... And the main base, of course, which should be captured for gathering another part of Cydonias's puzzle.  ;)

Yes :)

30
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 05, 2019, 11:11:56 am »
for the mission, I was using 0.9.9d at that time.
as for the ammo, should be still the same in the bug.sav a few posts upwards. its 0.9.9e2 already.
(checked, its still persistent in that savegame)

The first issue was fixed long two releases ago. What's the point in reporting old shit like this?
The second is not yetb fixed in the released version, but you can download the GitHub version, it should work fine.

I guess researching the AA drum should also require alloy ammo, but not the drum iteself.

No, because that would prevent you from researching the AA drum if you find it. The point is to have the cake and eat it too.

I think the correct solution is this:

Code: [Select]
  - name: STR_MAGNUM_AA_DRUM_MANUFACTURING
    cost: 10
    points: 10
    lookup: STR_UAC_PISTOL_AA_CLIP
    dependencies:
      - STR_ALLOY_AMMO
      - STR_MAGNUM_AA_DRUM_PREQ
    unlocks:                                             < ---- added
      - STR_MAGNUM_AA_DRUM                               < ---- added
    listOrder: 520200

EDIT: I was wrong, of course. It should be lookup, not unlocks:

Code: [Select]
  - name: STR_MAGNUM_AA_DRUM_MANUFACTURING
    cost: 10
    points: 10
    lookup: STR_UAC_PISTOL_AA_CLIP
    dependencies:
      - STR_ALLOY_AMMO
      - STR_MAGNUM_AA_DRUM_PREQ
    lookup: STR_MAGNUM_AA_DRUM
    listOrder: 520200

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