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Messages - Solarius Scorch

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16
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 21, 2019, 06:49:33 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

No, I don't think so... Why?


Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the (...)

Yeah, by this point money don't even matter. Carry on.

Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that

This is as intended (though doesn't always happen). You should look for other methods to fight Gazers, there are a few alternatives to guns.

At least I have (...)

Well. The game would be boring otherwise, no? :)

None of this should be interpreted as criticism, as I am loving this playthrough.

Au contraire, thank you for the meaningful feedback!

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?

Definitely not. It throws the entire balance out of the window.
(Also, TFTD model sucks balls IMO. but that's my opinion.)

17
Fan-Stuff / Re: Has anybody tried computing travel time from Mars?
« on: June 21, 2019, 06:43:10 pm »
This mean UFO energy source should have enough energy to destroy whole city.

It depends whether all this energy can be released at once.
An instant ramen pack has enough chemical energy to rival hand grenades, but it can't just explode.

18
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 20, 2019, 05:26:02 pm »
Just an empty place. No enemy, no corpse, nothing. They did count as "civilians killed".

That's actually pretty worrying.
I'll run some tests, but can anyone confirm this problem?

The cannon was available in some earlier versions.

Yes, things change. I don't really have more to say.

19
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 20, 2019, 05:22:47 pm »
I just want to say thank you for this amazing mod. On tuesday I lost a skymarshall (filled up with the best agents and best gear (cyber armor with UAC rifles) I could muster to take on a downed small ufo) to an alien fighter. It was the first time I encountered one and I was unable to flee from it. Afterwards I started a new anno 1800 campaign but here I am stunning gang members with my two man team today.
This run I'm selling all the plasma gear I get as it takes way to long to get to that research path, it's probably better to have the funds for new bases etc.

Thanks for the kind words. Sorry about the shoot down, but at least you should get all your agents back (they normally jump out with parachutes, Air Force One-style, unless something goes terribly wrong for someone).

I never really played Anno, but have been planning to for quite some time. It looks pretty swell.

tldr: your mod is better than anno 1800 and I love anno, do you take donations?

Yeah, I have a Patreon site, thank you for asking: https://www.patreon.com/user?u=2957095

Actually, going by the way resistance and vulnerability to it are distributed, I cannot help but assume that it is meant to be a damage type done not by elirium, but to elirium, so elirium-infused/based/armored creatures are the only ones vulnerable to it (after it is implemented). Am I warm, Meridian Solarius?

Yes, precisely!
It is basically a chemical agent which causes catastrophic overload of Elerium molecules. Which is commonly found in some aliens, such as Chryssalids or Zombies.

20
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 20, 2019, 05:09:48 pm »
Allright I will have to keep my eye out for those. Can't recall if it was cyberweb or Osiron that had those, but i've already destroyed cyberweb.

I think Cyberweb doesn't have this stuff, though I might be wrong. Osiron should.

I really need to make more openable crates to ensure a weapon is always accompanied with some ammo...

21
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 20, 2019, 03:55:37 pm »

Perfect, I just completed that mission.

On another note, I'm a bit confused about the tech tree for mass driver & gauss weapons. I'm able to manufacture gauss rifles, but I can't create ammo for them. I haven't yet researched each type of mass driver though. I do already have HWP gauss hovertank & can make its ammo.

Yes, you need to examine a Gauss clip before you can manufacture it.

22
XPiratez / Re: A thread for little questions
« on: June 20, 2019, 03:19:01 pm »
If Ratmen were disciplined, I agree they would be great for certain specialized roles (like their namesakes in 40k).
But they are not psychologically fit for being soldiers. They make barely acceptable bandits!

23
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 20, 2019, 12:35:43 pm »
I was more concerned with corpses and living specimen to study. Already found the "Metamorphs" research.

Yeah, I decided to skip the entire standard corpse - > autopsy chain, as this mission only comes up once and is all sorts of weird.

If stunned metamorphs should die instead, just say so :) Dart pistol has the same effect as shockers.

There is no place to give this info, because ENEMY UNKNOWN! :P

Not likely. I ended up removing all old files and installing OXCE and the mod anew.

Well, I'll keep an eye on it... But I've certainly never seen civilians just disappearing instead of turning into metamorphs... Maybe they turned into metamorphs, but you couldn't see them because they're short?

UPDATE: I can't install cannon to Thunderstorm. It only allows missiles. Why?

Because that's how it was designed.
Honestly, what other answer did you expect?

I might have misunderstood when should training end, but this guy doesn't progress at all and is still elligeble for training. Might be the Trowing or Melee accuracy.

No, you're correct. Throwing is 1 point less than the training maximum, and melee - 3 points less.


EDIT:

I'm getting a crash on the Samael mission. If you load my save, the last remaining enemy should be visible. Shoot it with the selected character who can see it. I have the option for ending the mission automatically when all enemies are disable, so I immediately get the end of turn indicator then the error.

Found and fixed. If you like, you can now download the GitHub version for an instant fix.

24
XPiratez / Re: A thread for little questions
« on: June 20, 2019, 12:06:11 pm »
They can surrender:

Code: [Select]
  - type: STR_BANDIT_RATMAN
    race: STR_RATMEN
    rank: STR_LIVE_SOLDIER
    (...)
    canSurrender: true

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 19, 2019, 09:35:08 pm »
Yep, they are aliens that search for the ultimate question of life, the universe and everything.

Right, so not the X-Rats. :)

Also the idea of Dogons wielding Heavy Plasma in one hand and their own poetry in the other is terrifying.

And easily doable!
...well, not exactly, but a sword + a poetry tome would work. Poetry ruins your morale.

EDIT:
About training in the Gym:
As far as I understand you must hit 100 Bravery and 100 Reactions to finish training. However neither is trained at the Gym resulting in soldiers that can be put into training but who cannot improve at all.

May be you should drop the requirements for both of these skills?

Good point, done.

1. After the mission I got no loot. To reproduce, load the attached "no loot-2.sav" and shoot the last enemy. If it's a bug, what is the correct loot for the mission? (To add it manually.)

There is no loot. Or rather, points are the loot.

2. Taser and electric club kill enemies. Is this intentional? To reproduce, use the same "no loot-2.sav" — all agents have both.

Hmm, I can't see anything out of order...

3. At one point I saw metamorph hit a civilian turning him into another metamorph. Then I heard screams and several other civilians screamed, fell and disappeared. Who were they? Victims bitten offscreen earlier? Then why did they disappear instead of becoming monsters?

I don't know, but something could be wrong with your install... These things shouldn't happen.

26
XPiratez / Re: A thread for little questions
« on: June 19, 2019, 08:54:36 pm »
Ever seen a ratman panic?

Maybe once.
(Except when put on fire - then they panic like everyone else)

27
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 19, 2019, 12:59:00 pm »
But mice aren't rats! :)

28
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 19, 2019, 11:20:38 am »
The pictures are an example how the suit of armor can be put on a rodent protecting most of its body.

Yes, but I am more concerned with usability of a rat armour. It would have to be pretty thin compared to dog armour (which is pretty flimsy itself), and would still undermine rat's speed and stealth - its main advantages beyond dark vision. So I think it's not tactically justified.
I don't want to impose such decisions on players, maybe they think otherwise... But I don't want to waste working hours on something I don't believe in either.

Actually, there was such thing as bullet-shooting crossbow, which shot lead or stone balls. The use of the long pipe and the trigger would be immediately obvious. Recharging — not so much.

Interesting.

Thus any alien point-and-click alien weapon should be usable on the battlefield without research :)

And this is mostly true!

Now, reloading and proper storage do require research, in my opinion. More so for manufacturing.

Manufacturing certainly, but I just assume X-Com, as an organization directly responsible for alien technology research, can manage the minimum of maintenance on tech they don't understand. After all they aren't a military organization and they have goddamn Stark as the chief engineer. :)

29
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 18, 2019, 09:31:38 pm »
Let me try to go full detail: X-Com Files readme file, in the section mentioning installation, mentions both old "OpenXcomExPlus.exe" and "OpenXcomEx.exe" file while only one of them is still used and included nowadays as per design as you've told me last time I've mentioned this.

It's a minor thing, but may cause confusion.

Ah, gotcha. Thanks, fixed.

If you give a modern rifle to a medieval crossbowman, will he be able to use it properly for a long time without proper instructions?

Not straight away, but a laser pistol is sufficiently similar to a normal firearm.

There are two classes of items which you cannot use without some legwork:
- Stuff which is truly different from what we know, like sonic weapons or psi weapons
- Stuff which was purposefully made to be unusable by you, like most Cydonian weapons

But you ask good questions, I admit.

I'm getting a crash on the Samael mission. If you load my save, the last remaining enemy should be visible. Shoot it with the selected character who can see it. I have the option for ending the mission automatically when all enemies are disable, so I immediately get the end of turn indicator then the error.

Screenshot of the error "Segmentation Fault" and log attached too.

OK, I'll check later, thanks.

No. And the text for "Alien Data Slate" speaks of workshop decryption as of something immediately available, rather than something that needs to be researched first.
May I suggest a better description?
(...)

Thanks, this is good!

And speaking of new ammo, how about tritanium rounds for Desert Eagle?

How many times must I explain this?
If I make tritanium rounds for just one real weapon, I'd have to make it for all the fucking weapons in the mod!
No. Fuck no. Tritanium allows stronger explosions, and Earth guns aren't meant to withstand such forces. DEAL WITH IT.

Or do you mean you need inventory pictures and sprites?

Yes, that's what I need... But also, what is the point in putting a goddamn bandage on a rat? What is the gain here?

30
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 08:48:55 pm »
Well, in short, you need to make a niew alienRace and then add it to the appropriate alienMissions. For more info, go here.

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