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Messages - humax

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16
Tools / Re: OPENXCOM TRAINER
« on: June 13, 2021, 11:27:13 am »
And could you please provide a solution for the future if this error appear again?
Sorry, I don't know what else the developers of the respective MODS like 'The-X-Files', '40k' etc. put in.... So i only can react.

17
Tools / Re: OPENXCOM TRAINER
« on: June 13, 2021, 11:24:26 am »
Still waiting for trainer 1.0 ;(
I could rename it to v1.0 :P, of course, but that would have no effect. 
No further development is planned, only bugfixes

18
Tools / Re: OPENXCOM TRAINER
« on: June 13, 2021, 11:22:21 am »
Changelog and new version 0.9.8.8 in #1

19
Tools / Re: OPENXCOM TRAINER
« on: June 13, 2021, 10:10:30 am »
I guess I can fix that if you provide your Savegame file

20
Tools / Re: OPENXCOM TRAINER
« on: May 14, 2021, 06:56:51 pm »
So everything is working for you now?

21
Tools / Re: OPENXCOM TRAINER
« on: May 14, 2021, 05:15:43 pm »
Does this path exist?

22
Tools / Re: OPENXCOM TRAINER
« on: January 13, 2021, 05:38:26 pm »
The first error should be fixed by itself. The second error you can ignore. To fix it i need your savefile!

23
Tools / Re: OPENXCOM TRAINER
« on: November 22, 2020, 09:31:05 am »
Have managed to open it up, thanks for the fast response  ;D but initially, I don't see any changes to the save game. But maybe it's certain things that don't have support. Cool mod and good work on future works!
Just went into the advanced mode and works as far as I can tell, so great mod :)
Just tried it in simple mode, with a new started game. I treid the following cheats, and they worked.
-Money
-Soldier-stats
-Research
-Finish buildings
-Speed up transfers (buying things)

I upload a new version in #1 for supporting battlescape for 40k.
I tried it with following cheats and they worked:
- Show all aliens on map
- kill all aliens

24
Tools / Re: OPENXCOM TRAINER
« on: November 21, 2020, 09:07:45 pm »
I have tried and unfortunately unsucceeded, but obviously, this wasn't made for OXCE nor that mod so it's understandable. still a good idea for those who can't be bothered opening up notepad constantly  ;D

Have you tried latest Version?

I have made an update, which should be able of processing 40k, at least simple cheat mode...

25
Tools / Re: OPENXCOM TRAINER
« on: November 20, 2020, 09:07:47 am »
The tool was actually developed for openxcom, but the main functions should also work in other versions. This is not entirely true for the extended cheat mode, where you will have to live with some limitations. But if you provide a savegame and describe exactly what you do and what doesn't work then I can take a look again...

26
Tools / Re: OPENXCOM TRAINER
« on: November 19, 2020, 07:22:44 pm »
Version 0.9.8.6 at #1
Changelog:
Increased compatibility for 'The X-COM FILES'
Added partially support for '40k'"

27
Tools / Re: OPENXCOM TRAINER
« on: November 18, 2020, 11:03:18 pm »
unable to open OXCE saves. most notably with mod "X-COM Files" loaded.

error message reads "can't determine XCOM version"

first three lines of save file are:

name: geoscape
version: Extended 6.5.3
build: " (v2020-05-28)"

save file attached
Sorry I never got a notification about this reply. I will have a look into it...

does this trainer work with OXCE Warhammer 40k?

I never tried, but you can. If not you can reply here again.

28
Tools / Re: OPENXCOM TRAINER
« on: January 14, 2020, 03:07:39 pm »
0.9.8.5 and full changelog in #1

29
Tools / Re: OPENXCOM TRAINER
« on: November 26, 2019, 08:08:14 pm »
0.9.8.4 in #1
Changelog: Speed up processing rulesets

30
Tools / Re: OPENXCOM TRAINER
« on: November 24, 2019, 09:27:06 pm »
Uh, that's odd. There aren't many duplicated files in XCF, other than some armor variations for those available to your regular agents and "special" ones. I do have some redundant files, but these are edits I did ingame to change things to my liking and stored for security reasons, in order to re-apply them later once a new version of XCF shows up. I guess I'll wait for the next version of your trainer and see what happens.

Try new Version, it should work, but loading rulesets while take a while. If you choose a mod-path where no mods are stored it will process faster and will work also, but then some properties (maxfuel) for example is unknown, etc.)

I will try to get it work faster...

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