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Messages - Solarius Scorch

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The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 18, 2019, 08:46:56 pm »
Please send feedback. I am not Blizzard, I can be reasoned with :)

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 18, 2019, 02:00:18 pm »
Sorry, such weapons do not exist yet.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 01:59:35 pm »
Well, they use alien weapons but have human stats... So this outcome is inevitable.
This is balanced by the fact that they appear rarely, unless the RNG says otherwise (as in your case, it appears).
Still, I find it surprising that you think the MiBs are tougher than Mutons and Ethereals.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 18, 2019, 01:56:23 pm »

Cool, thanks. That was a nice surprise!

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 18, 2019, 10:44:40 am »
But.. I've just said in the very post you respond to.

A reminder that the bug I've reported months ago with both "OpenXcomExPlus.exe" and "OpenXcomEx.exe" mentioned in the mod's readme is still there.

Okay, after reading your post like 10 times I still don't know what the issue is.
I think it's about some discrepancy in the readme. I will check when I can.

Can you check if researxhing the driver’s license doesn’t remove it feom inventory (thus allowing you to research the same license three times for the combat analisys of three different civilians)? It is possible I just had four licenses instead of one (leaving me one license to seçl afterward), but I didn’t check and I’m playing ironman so I cannot recheck.

There was such a bug, but not in the latest version.

Also, unrelated question, but I assume that all the dossiers unlocked through interrogations give extra points towards the council evaluation?

Yes, all dossiers give 50 - 200 points.

In my mind the only real bug is that the Laser Pistol doesn't need research to be equipped. Of course I don't have a battery yet so it is dead weight.

Why the hell would it need research to be used? It's literally just a man-made pistol! Seriously, WTF?

Whether you need or don't need Std Lab for disassembly of super high tech weapons is arguable. I think that the science team will want to at least put it in an industrial level tomograph before playing with the screwdrivers. It is possible that there are microscopic shaped charges that would destroy critical parts of the design. But your point of view is also valid.

Well, I changed it regardless. You convinced me.

When I finish a Hybrid farm mission with an alien drone stunned, it does not appear in the list of loot. However, it is correctly added to the base store. To reproduce, load the attached "cannot sell drone.sav" and shoot the last hybrid. (3rd base, "China".)

Reported ad nauseam. It's because robots aren't stored in any kind of prison despite being "live" units. Fixing this wouldn't be modding related.

I studied "Alien Data Slate", was told that it requires workshop processing, but no such task appeared in the "Manufacture". What am I missing? I've got Standard lab + Intelligence + Bio and workshop on the same base.

Do you have Alien Encryption?

Why does MAGMA only sell a limited selection of tritanium ammo? Why don't they also sell Magnum rounds?

They could, but it's cheaper to make it yourself.
If you like, I can think of buying Magnum rounds from them.

Do you plan adding body armour for rats?

I am not against it on principle, but I can't see what kind of armour you could put on a rat.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 17, 2019, 09:08:25 pm »
If someone made other maps for the other vessels, it would be possible to spawn them with verticalLevels. But only if there was code to place the right vessel map based on Geoscape data.

The X-Com Files / Re: Dossiers wanted!
« on: June 16, 2019, 05:57:46 pm »
Well if you write it, and it's good, of course I'll add it. That's the point of this thread. :)

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 16, 2019, 01:37:51 pm »
Everything compatible with current saves I assume?

Yes of course. Sorry for the delay!

Yay, a new update! We're getting close to the final release at last! Unfortunately I'm afraid the air combat is still not as good as the rest of the game, unless there have been major changes compared with the previous versions.

The air game in X-Com as such is underwhelming. I don't know how it improve it. I don't even like it enough to be willing to work on it, sorry.

What's the point of the Heavy Tactical Suit and the Alloy-improved variant? What use can they have in your opinion? The first one seems to be quite bulky and protective yes, but the Tactical Vest with shield gives slightly more protection, while the improved Titranium variant is logically way better, especially against bullet weaponry, but it's still too heavy compared to the regular Alloy-based armors.

Because the vest with shield is one-handed (duh), so only fit for a very specialized unit. And the tritanium vest is good if you get the tritanium, which is far from guaranteed.
...and that's assuming these two are inherently better, which is a risky statement if you consider resistances.
This armour was actually introduced as a way to plug a very real hole, not something I added just because I wanted to (which admittedly happens sometimes).

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 16, 2019, 01:26:36 pm »
Random chair on building during Jarhead terror mission

Lol, how did it happen. Probably justifiable, but I removed this chair :)

OK, that is fine, but why does the laser pistol need an Std Lab and the Gauss rifle doesn't need Std. Lab?

To me it is logical that either both need Std Lab or both doesn't need it.

Also the laser pistol can be equipped even if it is not researched.

You know, you're right. I saw it differently, but it could be confusing to the player. I'll change it.

A reminder that the bug I've reported months ago with both "OpenXcomExPlus.exe" and "OpenXcomEx.exe" mentioned in the mod's readme is still there. :P

Sorry, what was it? You know, over 100 pages. ;)

In the chain of houses the doors on the 3rd level open to the pit. The part of the 3rd floor left from Mechela Lebna in inaccessible. And thus the 2nd floor of the leftmost building is inaccessible too. (I had to shoot the mongorn through windows.)

Fixing, or even remotely understanding Hobbes' maps is a task for long winter evenings, so I can't promise I'll sort it out it soon. But I've never experienced it before, must be a rare fluke.

P.S. By the way, after the update the icons denoting rank disappeared. What did I update incorrectly?

Eh? I can't see anything wrong. No idea what you did. :D

The X-Com Files / Re: Dossiers wanted!
« on: June 16, 2019, 01:11:07 pm »
Well I know these exist, I just can't see how they're related to the X-Com setting. :)

XPiratez / Re: Succesion-Style Collaborative X-Piratez Let's play!
« on: June 15, 2019, 04:01:50 pm »
Guavamoment is an X-Com LP-er who is generally considered the X-Com LP-er, when it comes to written LPs. I've ready his LP many years ago and it is truly a great standard.
I recommend reading it here:

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 13, 2019, 11:25:47 pm »
OXCE engine 5.5.1 refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "

The problem is described here:,3287.msg113764.html#msg113764 If i understand correctly, mainly 2x2 units are affected.

Just update to 0.9.9d.

The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: June 13, 2019, 11:23:26 pm »
OK, I am not against such an idea. I'll think of a fire extinguishing grenade.

EDIT: 0.9.9d has been released.

- New Dossiers: Baba Donka (by Tarkalak), Arastoo Namdar (by The Third Curry), Gabriel 'The Bone Father' Nadeau (by Dirty Skeletons Done Dirt Cheap).
- New unit: Samael of Apocalypse.
- New mission: Project Samael.
- New weapon: Staff of Samael.
- New armors: Heavy Tactical Suit, Heavy Tritanium Suit.
- New bigobs for natural weapons.
- New death and attack sounds for some units.
- Improved Ufopaedia background (by Kato).
- Fixed Slovak and Czech name lists (by Bartojan).
- Fixed a crash on selling X-Rats.
- Minor fixes.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 13, 2019, 10:37:34 pm »
I'll leave the sonic weapons concept to Finnik.

Unrelated question. When an enemy weapon is too big and covers the body, it's unclear if the body is stunned, bleeding or dead. Is it possible to do anything about it?

I don't think so, sorry.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 10, 2019, 09:09:38 pm »
I have released a new version: 2.2e.
- New Hybrid graphics.
- New Jungle landing block.
- Overhauled bigobs to remove negative indexes.
- Increased Auto Cannon's aim range.
- Fixed FRNITURE death tiles association.
- Fixed some fences.

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