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Messages - 8mono

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31
Seems to be an unresolved dependency on the resound mod. If trying to run it without resound, it gives:

[FATAL]   FileRecord::at(Resources/Resound/judge.wav): requested file not found.

And as the current resound release no longer works with 2.3 XCF, I can't test whether enabling resound really solves it.

You know what, I think I need to ditch the current file naming structure because it results in things like this. If you want to fix it quickly I suggest you add judge.wav to that folder

Turning the resound mod on probably does fix it if this is the same case as before where I am using sounds from the mod but I might have forgotten to put them in this mod. The resound mod should work with the patch I uploaded in that thread, since I do have it running right now.

I'll be patching this but I have to see if I don't break some other sounds while doing it so it will take me a bit.

Update: well that didn't take long, and apparently the freaking file wasn't even in the right place to begin with!
It boots with AND without resound now, that being said I patched my resound to work so don't expect that to work if you just downloaded it since it hasn't been updated by Ksenni officially
Update 2: 0.7.9c has been released, thank you for your patience!, also I just noticed that the Resound mod has been officially updated so make sure you're up to date on that if you wish to run everything

32
The X-Com Files / Re: [submod] X-Com Files Medical Rework
« on: February 15, 2022, 06:27:55 pm »
this looks cool! will post thoughts after playing with 2.0 in a new campaign

33
0.7.9 is out! changelog is huge, tons of reworking and tidying up
(I will tidy up this changelog later im extremely tired and needed to post the update before I went insane im sorry!)

Added Gnawer (For rats) commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 4 max each))
Rats no longer gain Mauler commendations
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make
Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)
Added Dragonbreath ammo to the Kludge, and made its clipsize 6
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added AP Ammo for USP Match (and big clip for USP Match with a big AP clip as well) and Beretta 92/Beretta 93R
Fixed most of the missing manufacture projects for Tritanium ammo
Most LWP and LWP ammo have had their size reduced by one
Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Shotgun Damage mechanics:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Anti-Tank rifles accuracy has been halved (Kneel bonus is 2x accuracy, forgot to adjust accuracy for that) their range diminished slightly and snapRange reigned down so you can't overwatch as easily but the formula for aiming has been changed to use both strenght and firing acccuracy
Additionally the accuracy formula is now the same for all the AT Rifles, the bonus damage from firing accuracy has also been roughly set to be the same, the difference should come from the power and type of the catridge itself
Reworked clip sprites for Beretta 92, Mauser and Makarov's big clips
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!
Tactical Sniper Rifle now has a snap shot
Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything
Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)}
Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey
Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it
Shields now scale with 10% bravery but 10% less strenght, Guardian commendations give +10, +20 and +30 bravery (total) at level 2, 4 and 10
Riot Combat Shield now has the same cost to use as the other two shields, Armored and Tritanium versions have +5 and +10 power respectively
Added "Big Clips" for M-42 Carl Gustav and RT-20 Rifle, unlocked after clearing Dagon and EXALT warehouse respectively
Auto MP-9 now fires multiple bullets per shot
Sounds from the resound mod have been added to several weapons! Im still missing quite a few
Changed some paperdoll layers to be more in line with XCF's
Added Shield for Liquidator and Assault Suit/Stormtrooper Armor
Added Raging Kludge 513 and BlackOps Executioner as well as a 7-round version of the Kludge (the first ones are chambered in .454 casull, 28 gauge but can only carry 5 rounds... they're also notoriously hard to use without good aim and a strong two-handed grip)
Reduced price of Stratofortress by half, increased HP
Buffed range and damage of the anti tank rifles as Craft Weapons, fixed their sounds and icons as well
Fixed a bunch of Research Lookups
Fixed missing strings for LWP Autocannon's Night version
Added Share Tracite Tech research along with Tracite and Elerium ammo for all the M.A.G.M.A. cannons and a Tracite Rocket for the Launcher
All cannons, light-handed cannon, anti-tank rifles, tactical sniper rifle and both of the super heavy machine guns now have slight accuracy bonus from strenght (Miniguns might become a bit op with these so I dind't add it to them)
Adjusted spawn rate of Tier 3 cultists (Leaders/Logistics NOT the convoy specific ones!) on Medium Convoys, they're no longer guaranteed to spawn (don't know if I should remove them altogether, I don't want the progression to be easier for the cultists)
There is now ufopaedia articles dedicated to explaining the new ammo types as well as the changes to buckshot/HE ammo
Fixed missing death sounds for the unique Convoy units
PTRS41 now unlocks PTRD41 too
Fixed Hybrid armors showing up before being able to recruit them
Cult Convoys will now keep spawning until you unlock the next tier (Small will stop spawning when Medium is unlocked, then Medium w Large etc, Warehouse unlock will stop Large convoys and Warehouses are still one-time only once cleared)
Cult Convoys/Warehouse will keep spawning even after terminating the cult to avoid having to prolong terminating
Change icon and fire sound for the pintle mounted guns
Fixed some missing convoy spawn requirements
Fixed a spawn node in EXALT Warehouse
Fixed Mini-Mortar shells being buyable after only having Mortar Acquisition
Toned down commendations but Chemist and Arsonist give +4 Psi Strenght at level 10
Arsonist and Chemist now give proper Sanity bonuses
Added Night Scout Drone (Shotgun/Flare, worse heat vision, has some night camo , great night vision, almost no anti camo at day, slightly better anti camo at night than rat, slightly less reactions because of sensors and slightly less fast)
Fixed the RandomType on LWP Flare Clips
Added BS ammo for the door breaker shotgun as well as a snap mode
Fixed misbehaving Warehouse spawn conditions for Black Lotus and Red Dawn
Fixed Private Car/Motorcycle base sprites
Fixed Stratofortress missing strings, weapon slots as well as sprite for the base
Pintle-Mounted Guns have been buffed:
Machine guns have +1 damage (Not the HMG or NSV though)
Miniguns have had their firerate doubled
Rocket Launchers have had their accuracy increased from their measly 5 to minimum of 25 and up to 50 for the more advanced ones
Anti-Tank Rifles start at around 40 and go all the way up to 60ish, tactical sniper rifle does around 70 accuracy
Move Elerium/Tracite ammo for Magma cannons so its a bit more appropite
Streamlined LWP's:
Unlocking LWP's unlock the Machine Gun turret, you no longer have to manufacture individual LWP's for their turrets but you do have to unlock them to swap them
Cannon unlocks Autocannon and Twin Machinegun
Unlocking Night and Plate modifications works the same you still need to unplate/uncamouflage
LWP Machinegun (Can swap to research unlocked turrets freely)--> Camouflaging/Plating Manufacture project --> Night/Plated LWP Machinegun (Can swap to research unlocked turrets freely, night camo'ed/plated of course)
Added missing LWP Riot Launcher ammo manufacture projects
Fixed hit sound for M3 Carl Gustav's Flechette round
Silenced more debug_log lines
Added script for working wieldable shields! They provide two stats: extra Armor in damage calculations and durability
Just equipped you receive the armor bonus and a -10 aiming penalty
As long as they have durability remaining you can prime them to double that armor (and penalty), that will also double the chance to work for side attacks
When durability will be 0 or less due to damage it will automatically unprime itself
Four new shields: Riot, Xeno Combat, Xeno Tritanium, Assault, Stormtrooper

34
Will this make it savegame-incompatible, and only work on saves where the cults weren't yet researched?

I am 99% sure it is compatible, I am using different conditions to trigger the missions so if anything you're going to get more missions even if you cleared the cults
The rewards are retroactive so you will get all the events once the month ends and receive rewards for having cleared the convoys

35
A lot closer to release... the convoy system has been revamped a bit:
OLD: Any Cult Operations --> Cult Convoys --> Small Convoys unlocked
NEW: Any Cult Network (Tier 2 cultist) --> Cult Convoys --> Small Convoys unlocked --> Cult Operations --> Medium Convoys --> HQ Found --> Large Convoys --> Warehouse

The progression of convoys is now not only tied to having to interrogating the logistics officers but will also require you to advance the progress of the cult in general. You also start them a bit earlier to match the new pace Solarius is going for with the change to the Cult progression.

Now the unlocks for the Non-standard ammo are divided in 4 tiers that does not depend on cult.

Clearing a convoy the first time gives you a random unlock for non-standard ammo (One per convoy, they're called Black Market Leads). clearing all of the convoys in the same tier unlocks all the research for that black market tier. These leads work exactly the same as Illegal requisition files but they have tiers to them.
This incentivizes finishing the convoy instead of just snatching the logistics dude the first time. You'll also have something nice unlocked if you can't manage to capture the dude but clear the whole mission.

This is just one part of whats in the update, theres a lot more that isn't convoy related

36
0.7.9 is going to be a juicy one, we're still ways off but progress is going smooth!

Added Gnawer commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 5 max each))
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Added Dragonbreath ammo to the Kludge
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey

Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)

Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)
Most LWP and LWP ammo have had their size reduced by one

BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make

Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
Fixed most of the missing manufacture projects for Tritanium ammo

Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them

Shotgun Damage mechanics and other changes:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7

Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
All other HE and explosive ammo that is NOT based on grenades EXCEPT the assault plasma grenade (which now damages armor slightly) has some degree of armor damage
Tactical Sniper Rifle now has a snap shot

Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!

Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything

Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)


What i'm working on as we speak:

Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it

Don't despair at the balance changes I will include an optional item ruleset with the previous values so you can go back if you dislike it, but from testing it makes shotguns feel like shotguns now. No more sniping with buckshot.
I will make this stand-alone later

Have a look at some of the new sprites as well!

37
What is the name of the motorbike? I tried searching for it in-game on the research screen ("select topic"), as "motor" or "bike", but couldn't find it. The Stratofortress is in the list, so this submod has to be active.
It won't appear since it's not a research topic but rather unlocked as part of the private transport. If you unlock the private car it should be unlocked as well

38
So, I tried the latest version, but I got this error in the process.

[ERROR]   During linking rulesets of research:
Error processing 'STR_RIOT_VEST_BUY' in research: Unknown research 'STR_ANY_CULT_NETWORK'

Ahh my bad, that's a research topic from the Github version of XCFiles. You can download that or wait a few minutes while I patch it to work with the normal version.

Edit: It's done, both the version on the forum and mod.io are patched to work now

39
The fixes are much more comprehensive than described, and also involved some errors that were present since version 0.2
0.7.8
- Added NSW Heavy Machine Gun, unlocked by doing one of the Warehouses
- Added Tracer (not to be confused with Tracite) ammo for the HMG and NSV conventional ammo, slightly less armor effectiveness but can sometimes ignite the places hit, providing some illumination or morale damage
- Riot Vest unlocked a bit earlier, you only need to discover one network now
- All Convoys have been fully converted to the new spawn system, you shouldn't notice much differences
- Fixed compatibility regarding alienRaces changes in 2.2 (Missing Host previously and some others)
- Fixed missing sprites
- Fixed issues with the M3 Greasegun and enemies appearing without ammo
- All 3 Heavy Lasers have had a buff, they now cause a small AOE, inflict armor damage but are slower to fire and harder to aim

40
Ratasha is done

41
I am having way more fun than I should, I want these to show up as the reinforcements so you're fighting the regular MIB then suddenly the Special Forces come in

42
The X-Com Files / Re: [submod] XCom Files - Ratatat
« on: January 18, 2022, 09:43:50 pm »
;D
Will you change rat Glocks into Desert Eagles Berettas someday? Your rats will be like Killer Rats in Max Payne this way.

How did I not think of those, I will probably add new rat units and other things but they can get berettas and deagles as a treat

43
For X-Com Files 2.2 (Earlier versions might work for now too!)

https://openxcom.mod.io/x-com-files-ratatat-01

This is NOT BALANCED, do NOT expect to play this and have any semblance of balance.

Giant rats have a chance to spawn with glocks.
X-Rats have access to all soldier transformations
X-Rats get stupidly high stat limits, as well as buffed starting stats
X-Rats have a free hand slot, I don't know how to free both hands without sacrificing the tracking, so don't go trying to use a minigun on them.
X-Rats also have all of the other inventory slots unlocked, go wild!

0.2 The Rat Dawn

 - Nerfed rat bite, the scaling was incredible and I was eating through UFO walls to get to sectoids rather than walking around...
 - Reigned back the initial stats
 - Lowered cost of Rat Farm as well as unlocking it from the start, now only requires 2 Giant Rats to build
 - Increased cost of rat training while reducing time it takes to complete
 - Rattified the Red Dawn (Now Rat Dawn)
 - Added Rat Launcher (Can shoot other things too)
 - Added Throwable Rat
 - Added The "Rat Man" advisor
0.3 They ratted us out!
  - Rats In Black introduced partially
  - Changed some strings
  - Changed Natasha Morozova's dossier to be more "appropiate"
  - Added Rat-To-Rat combat commendations
  - Added Rat Warfare item category
0.3.1
  - Critical fix for gas weapons
You still need to capture and train them to these levels however, in the future I want to add the following:
Rat themed transformations
Rat Cult (Rat Dawn)
Rat UFO's,
Reverse Syndicate Experiment Mission (It's a rat and like 10 scientists)

44
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: January 17, 2022, 03:58:03 am »
Found out the newest github breaks because of missing units now, just deleting these two entries in units should fix it

Mod works great on 2.2!   :D

45
I just tried this with the recently released 2.2 version of the main mod. I get the following error at start:

[ERROR]   FileRecord::at(Resources/Explosives/medgasexplosion.wav): requested file not found.

It seems the "resound" mod is required. After adding that mod, the crash no longer happens.
Maybe you should add it to the description as a requirement?


Just got reports from this error, you shouldn't need to use the mod. When I get on my computer I'll fix whatever's missing. I do recommend using the resound mod in general, its pretty good.

Edit: Found the error, it's pretty dumb I missed adding the Resound folder in resources so its using the original one I'll upload a fix in a bit
Edit Edit: Done!

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