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Messages - Solarius Scorch

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8371
So, I heard that recent nightly changes break mods.

Is this true? If so, how do I fix it?

EDIT: See Hellrazor's post for a neat explanation for this.

8372
Can't we just have melee attacks affect terrain? (:

8373
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 14, 2015, 04:04:09 pm »
I suspect the issue has to do with the latest nightly, which references introducing multiple soldier types.

If I use the oldest available nightly, no crashes happen.
Which seems to be confirmed again by the fact that the Android version (which uses an even older version), runs flawlessly.

Excellent (compilation of) mod(s)!
(In my eyes, a requirement if you've finished vanilla)

Thanks!

Also: oh boy... I really don't have the energy to update it now. But I'll have to :)

8374
The alien base blocks in FMP are taken from a variety of sources, mostly Civilian and Luke83. I wasn't too discriminating in what goes in, since they're all good and the alien base has no specific mapscript.

8375
OK, I'll consider spoiler tags. Just not today, I'm going to sleep. :P

8376
Everything in the blue square on the left is for the ranged attack, everything for the melee attack is under the "Melee attack" section. It doesn't seem too confusing to me, but maybe having everything in the same location, as Solarius suggested, and having specific names (melee hit chance, melee power, melee TU cost, etc, and then snap shot accuracy, snap/aimed shot TU cost, ranged power) would be better?

It was my idea too, so I'm not even sure if what I did is all right. I moved these melee stats to the infobox, the way I envisioned it when I made the box template, but I'm not sure if it's good enough - opinions are welcome.

Also.. I can't make a bayoneted musket, even after having researched flintlocks.. So it must require more than that! I would have thought it would be flintlocks + primitive weapons (it's a mix of gun and spear) but I already have primitive weapons, so it's not that either.. And I can't go look into Piratez.rul, too many spoilers!

Hmmm... I haven't researched it in my game, since I went a different route, but it appears it requires Tools & Blades and Basic Armor.

8377
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 13, 2015, 07:41:04 pm »
Well, I am complaining about random. My philosophy is that a system should break because of its errors, not random. Random should be just a factor which makes variety of different tests.

But X-Com is not the kind of game to care about that. It's a simulation game, not a puzzle game. There isn't always a solution, but on the other hand sometimes you have absolute control.
These two very broad game types are just different and shouldn't be confused with one another. They are also, I think, aimed at different tastes; I myself am more of a simulationist, but I'm not really that hardcore, so I do save/load games to avoid too much misery (which doesn't mean I don't rage quit once in a while).

8378
My composition is similar, but there are differences. Instead of rocket launcher, I rely on thrown explosives (mostly dynamite and elerium grenades), and I am now a fan of mortar. My shooty gals mostly use auto-cannons and LACCs, and if they are too weak - battle rifles. Most of my melee gals wear swimsuits for the better stats, but I try to never expose them to the enemy when possible. Smoke is mandatory all the time. :)

8379
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 13, 2015, 02:17:29 pm »
Well, I'm a bit baffled with you wanting to play fair, yet complaining about the AI being unfair.

Either you want a laid-back experience, or you want a war. There's no middle ground here.

There's nothing wrong with relaxing the rules, or even cheating as long as you only do it to yourself. But you must be honest with yourself about what you want to do, and how you want to play to have a good time. There's no point pretending you're hardcore when you are not.

8380
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 13, 2015, 02:07:45 pm »


You, good sir, are a candidate for my new favourite creator.

8381
I started working on the wiki with flintlocks and muskets.

Does the melee attack on the bayoneted musket seems easy to read for you?
https://bootypedia.wikia.com/wiki/Bayoneted_Musket

Thanks for the help! But I'm fairly sure this melee info can be added through the weapon template itself (I'm at work now, so can't check). But don't worry, I'll fix it later today if it needs fixing.

Tl:DR : i'm doing fan armor designs


Goddamn, Piratez fan art. And a really nice one too.

EDIT: THose walker bots made by Miguel... I wonder if they can be used for the Technocracy, or some cyberpunkish government/faction? :) (I think it's planned to have slight variations between governments, based on regions.)

8382
XPiratez / Re: Let's play X-PirateZ
« on: October 12, 2015, 11:57:25 pm »
Or an amateur radio buff. :)

That'd be a bit too literal, I think?

8383
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 12, 2015, 11:53:22 pm »
Thanks for the report, and the praise.

Well, frankly, this is a strange error... I'm not saying my mod is perfect, but it looks too severe to be a mod's problem. I guess there are several possibilities, but the most probable is that your data is corrupt (either original files or the Openxcom installation). The weirdest thing is that XCOM item in the shop - this is completely new to me.
I haven't tried the newest build though, so it's possible something changed. I'll check.

8384
XPiratez / Re: Let's play X-PirateZ
« on: October 12, 2015, 11:42:28 pm »
Oscillating Crystal

Nice, she must be a hippie! :)

8385
Am i the only one with bad luck that always runs into excavators or academy cutters?I did see something weird happening in the dark dominion so i might check that out with a proxy base

I thought these are nice targets. Would you prefer dealing with Gunships?

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