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Messages - 8mono

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16
I'm so happy this mod hasn't been abandoned!

On a really odd note, I've been running this mod on XCF 2.5 for quite some time now and haven't had any crashes, startup errors, etc. The only thing I've encountered is a single armor item had a messed up name, but that hasn't actually impacted my game as far as I can tell. I wonder if there is something odd about my setup. I will say that I haven't gotten into the late game and am playing with a few other adjacent mods, so it's entirely possible I'll encounter some game-breaking bugs later on.

glad to hear, from what I've seen its stuff like armor changes and script changes that will break the submod but if I catch them they're very easy to fix (most of the time)
What I can't do and the reason why I split it into two releases is having the github version work with the stable release, sometimes theres big changes to systems that won't allow it

17
For the convenience of translators, please remember to move the text strings from scripts at "battle_game.flashMessage" to "extraStrings" file. And from the "objectiveComplete" in the "alienDeploymentsXCFA.rul" file.

just to know if im understanding correctly ( I uploaded two pictures below to illustrate)

the string in scripts STR_TARGET_IS_BLOODCLOT should be defined in extraStrings like this ? and the objectives something along the lines of
objectiveComplete: [STR_WAREHOUSE_OBJECTIVE_COMPLETE, 500] while the extraStrings has STR_WAREHOUSE_OBJECTIVE_COMPLETE: "WAREHOUSE RAIDED"?

18
I'm currently adding the last content to the mod, it is currently very out of date so my objectives in the next few days are as follows:
1) Update mod to make sure it works with XCF (it seemed to work some weeks ago, I'm not sure if Solarius has changed anything recently)
2) Merge the "Worskhop" content with the main branch (This is the Metalloid, Chryssalid and Zombie expansion)
3) Make sure the merge didn't break anything! (Currently I've correctly merged the two branches and the scripting part seems to be working which means the hardest part is done for this)
4) Integrate the new content into the campaign + making sure it works!

After this I'm not going to add anything else so this might be some sort of "final" official release, anything else after this will be making sure it keeps working and squashing bugs/organizing the files

19
The X-Com Files / Re: [submod] Expanded Markers
« on: August 09, 2022, 02:20:30 pm »
This looks great!

20
I will be doing some maintenance to make sure the mod is 100% compatible with the current XCF, don't expect a lot of changes since i've gotten a bit rusty at this whole modding business... maybe a few fixes here and there

21
I've been using this alongside a mod that starts the game two years earlier, and it's been a ton of fun exploring various strategies with low-tech weaponry before the big invasion. The higher-accuracy shotguns are a total game changer.

I did have one thing I noticed which may be a bug. There is a WP 7.62 extended magazine which is listed under the AKM, but which is not in fact compatible with it. (I can't remember the exact name, but it has a wider curved graphic.)

Glad you're enjoying it! I believe the 7.62 extended might be RPK only but I don't see why it shouldn't also work with the AKM/AK-47.

22
To both Mrvex and Praevasc

I haven't ignored both of your replies, but I've been extremely busy lately. I do have some plans to address some of the concerns and it was something that was part of the next versions. I want to address each point individually in a better fashion since almost all of these are actually things I want to change.

I don't like the state of stock and bipod versions of weapons at the moment either and I might need to implement them better through either smarter stats or scripting

The Mp5 is good because the aimed shot has range to it and you can double tap at close range, but unless you're playing on the easiest difficulty the armor will reduce your damage output by a lot, rifles will outrange and be able to perform much better against armored cultists, like Pravasc said you often need more specialized weapons.

To really make things super short I want to make BlackOps Weapons unlock somewhere around ALMOST Promo 3 or make a Promo 4. Money is not a constraint for me and I really dislike how at some point I just use the non black ops weapons because of flavor and fun, they definitely need to be either more expensive or unlock more progressively the same way the cult weapons do.

Auto shotguns are not an instant win, up close sure they can pretty much decimate anything if its not armored. But try using it against an armored unit or at further distances and you will struggle. They also can't use non lethal ammo and only the BoOps auto shotgun can keep using tritanium, neither the AA12 or the USAS-12 can use trit ammo. KS12M can also use some exotic ammunition thats non lethal. I've actually struggled to use the AA12 or USAS-12 outside of monster fights, and even things like spikeboars are not that straightforward since they can outrange you and have some armor. UAC Shotgun is also pretty strong, and works better against armor. What I suspect might have happened is the shotgun mechanic change I did might have given them more power than they should, I know exotic ammo like Dragonbreath and Frag-12 is still unbalanced which can add more to that power creep

These weapons are also alternatives to just using auto shotguns:
The RPK and Galil-ARM are high capacity and very manageable weapons against monsters while being lighter than machine guns like the PKM or Minimi
You can also just literally use miniguns if the PKM and other machine guns are not cutting it
M16 Beowulf/Grendel and Shak-12 (and the Rsh-12 to some extent) are more versatile and sacrifice capacity for power, use the heavier subsonic ammo against monsters or the AP against harder targets. While they do have shorter range than rifles and not that much range than shotguns they do not lose power over distance unlike shotguns.
The Kludge has better ammo capacity and its more powerful cousins are also amazing at a secondary that can stop monsters on its track if not outright kill them
VSSK is like a mix between a VSS and a Nitro Express, absolutely adequate against monsters and hard targets alike.

Against chryssalids you DO NOT want to use an auto shotgun ,let alone against uber chryssalids or the new uber chryssalid variants im making, you want the range and stopping power at a distance.

23
What's wrong?

Turn the lazy loading option on and this will will fix it temporarily, I've issued a more permanent fix in the github version I am very busy at the moment so I can't update the official version, its not too different anyways it has some extra fixes and thats it

24
0.8 is out!

0.8 Anarchic Anachronism

Changed aiming formula for Blackops Scout Rifle and added auto firing mode (2 shots)
Added a snap shot for the NSV Machinegun
Added Accurized FN FAL
Added M-21 Rifle
Added VSSK Sniper Rifle
Added RSh-12 Revolver
Added ShAK-12 Rifle
Added M16 Beowulf
VSSK, RSH-12, M16 Beowulf and SHAK-12 can fire two type of rounds:
1) Heavier subsonic ammo designed for controlled penetration and maximum damage against soft targets
2) Lighter armor piercing ammo designed for heavily armored targets
Added milestones for attacking each manor tier and all the cult versions of that tier (They do nothing for now)
All Greater Manor assaults and above now have some of the new weapons and convoy cultists (as well as some of the appropiate cult weapons from this submod)
Greatest Manor assaults have 1 new elite cultist, theyre pretty dangerous so be careful!
Additionally all cult manors will now give Weapon Boxes (Regular, Reinforced for Normal and Greater Manors) Greatest Manors give Illegal Requisition Files for their cult
Red Dawn and Dagon Medium Convoys and Up have some of the new weapons recently added as well
Added 1 Tier 2 cultist in each of the Warehouses where they were missing(Witch, Chosen, and Sailor respectively)
Added DMR Category, Commendation (Scout) and Ufopaedia article
Fixed Sturmpistole Gas Grenade clipsize (was 0 , whoops)
Fixed missing string for clearing all Warehouse Raids
Added some TU damage to Nitro Express
Fixed missing EMP explosion effect for the Tactical Grenade Launcher
Both SKS and QBU now have firing accuracy scaling, stats adjusted to compensate
Fixed duplicate ammo box project
Now clearing all the warehouses and convoys at each tier wont give you all the leads at once, instead some are obtained at a very low chance from boxes as well as manor assaults
All Cult manors additionally have extra loot in them, which can contain Black Market leads or other items (Regardless of tier)
Cruise Liner now has destructible floor on the first and top floors, and the engines explode a bit...more
All cultists carrying Sturmpistoles now have a combat knife and have had their ammo doubled, Elite and Warehouse Boss have had it tripled instead and carry gas ammo for it as well (They literally only had 2 grenades before, now it should be 4 and 6 respectively)
Added LWP Riot Taser Overvolted Clip, made the same way the other Overvolted clips
All Overvolted clips now give more per corpse! (1 muckstar corpse = 2 Riot Taser or 3 Muckstar cannon or 5 Cyber taser overvolted clips rather than 1:1 ratio)
Adjusted H&K-51's stats
Adjusted H&K MP5K's stats and removed MPK clips altogether, HKMP5 and MP5K now use the same clips
Removed Scaling accuracy formulas for MP5K, HK51, Raging Kludge, BlackOps Executioner
Change sound for Grenade throwing and melee?
Fixed wrong death noises for some units
Adjusted Rat and Dog bites/barks to scale with 10% and 15% bravery as well as adjusted stats to compensate a bit
Removed MPK Clip
Slightly toned back damage for Laser Cannons
Fixed missing Tracite Rocket Ufopaedia entry
Removed Gilldog Gene Therapy for rats
Added Buckshot and Tritanium Buckshot for Assault Cannon
Added HP and AP ammo for MK23 Socom, Colt 45 and Desert Eagle
Added slight stun damage to Slugs
Added articles for Hollow point and Slugs
Added DMR Article
Added some more nameAsAmmo entries to the different ammo types (FMJ, AP, BS)
Added Tracite Rocket ufopaedia
Rats no longer can access Gilldog Gene therapy
Added "Buckshot" type ammo to Assault Cannon (Regular and Tritanium)
Added HP and AP ammo for Colt .45, Desert Eagle and MK23 Socom
Added DMR and Hollow point articles
Added a bit of stun to Slugs
Fixed Riot Vest requiring STR_NIGHTOPS and Colt .45/Blackops Scoped revolver buy crash
New units that show up in manors should be capturable now
Adjusted stats and nameAsAmmo for weapons
Galil ARM and RPK added
Experimenting with sprites changing based on ammo equipped/other effects
RPK Now changes (bigob,handob and floorob) if the following happen (EMPTY, RPK Clip, RPK Drum equipped)
Razor Shotgun (bigob only) when equipping Tracite infused shards
Shield sprites now change depending on their primed state or if they're broken (Bigob, Floorob AND Handobs!)
Added missing Mini Mortar Gas Shell bundle article
Added extra page to Mini Mortar's ufopaedia
Retouched some of the old sprites for Convoy cultists
Added strings to elite cultists
Added proper combat analysis and ufopaedia article to elite cultists
Added proper repair/armor extraction for Heavy Riot and Prototype Tactical Suits

25
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?

I think I know whats up, the brainer WILL automatically unlock operations if you were to interrogate it but the normal path is through unlocking one of the EXALT Operations prerequisite (Enforcer or Master) AND Psiclone

26
No, missions don't stop one another... Unless you specifically made it so.

oh they don't stop others from spawning if there's too many? guess that only leaves bad rng as the culprit

27
Pretty common for a lot of people I see, everyone gets that one cult that just refuses to spawn missions. That being said, remmeber that manors will generate missions that might clog up your mission list unless im misunderstanding how mission geberation works in general

28
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?
That doesnt sound right, it should be the same with this unit interrogation process:
Infiltrator, Goon, Enforcer, Master and brainer (corpse too) for
Safehouse, Outpost, Base, HQ and cult termination respectively, double check im pretty sure I dont alter any of base game progression

when I get back home ill check, but im 99 percent sure I dont touch base progression

29
I've uploaded the project as a github repository since its getting a bit too big to properly patch small fixes!
Current version as I post this is 0.8 very very WIP! but playable, just be ready for some weirdness
GitHub page (Not responsible for your computer bursting into flames!):
https://github.com/8mono/XComFilesArsenalAdditions

30
The X-Com Files / Re: [submod] X-Com Files Medical Rework
« on: February 22, 2022, 06:26:12 am »
So from what I've played:

The amount of uses on things seems okay, no issue at all with that, the sprays are also pretty nice. The gauze is a nice addition, but I would actually set the weight of all the items to 2 (Painkillers, Stims, Gauze) they're too light for their usefulness
The gauze should take a bit longer to apply as well, its just as fast as using a spray at the moment
Additionally I just re-enabled the medpack but thats entirely on me, I edited to have 4 charges and heavier I think
I attached the config I play with now, having tons of fun with it! If you were to expand and wanted to add any sort of weird healing effects like regen etc that require scripting I'll gladly be willing to help you with it :)


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