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Messages - Recruit69

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31
Suggestions / Manufacturing Shortcut Error
« on: August 26, 2014, 07:55:20 pm »
So, my first base, has a workshop.

I construct a second base, transferred all my manufactuing stuff and engineers to that base with two new workshops.

I dismantle the workshops in my first base.

Every time research item is complete and a manufacture window comes up, saying items are now available for manufacture. Clicking on the button in the screen to go straight to the manufacturing window only goes to the first base with non-existent workshops and engineers....

32
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 07:43:08 pm »
Solar, should Alloy Skyranger be sold at a NIL price, given that it is a rental item at a reduced price if we build it for the owner?

33
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 25, 2014, 09:51:37 pm »
What's happening with the Alien Data Slate, seeing this remains researchable forever with one item with the latesst version you uploaded?


34
Troubleshooting / Re: Disappearing aliens bug?
« on: August 18, 2014, 11:38:56 pm »
I'm not 100% sure about TFTD, but I think your memory fails you.

the original game engine treats bodies (live or dead) as objects. those objects have an armor value like any other object in the game. if an explosion exceeds that armor value, the object is deleted. no conversion of live body to dead body, they simply disappear. same with explosives on the ground: if an explosion exceeds their armor value, they don't explode but disappear.

I just played TFTD on Steam, I can confirm that it "kills" the stunned corspes.

I also just quickly played UFO Vanilla on Steam, it is exactly the same as OpenXcom, with the aliens not being registered as killed when their bodies are destroyed.

35
Troubleshooting / Disappearing aliens bug?
« on: August 18, 2014, 12:32:41 am »
So,

I stun two aliens. I find that they both are "soldiers" therefore not essential to my research requirements.... I figured.... I don't need them alive.

I pick both of their corpses up, and chuck it in a pile, away from the precious artifacts i want.
I chuck a grenade at the pile.

BOOM.

The corpses disappear. But the game doesnt register them as killed... just... as they never were there??

Is this normal?

I remember in Vanilla (well, TFTD), I used to check when aliens were shot down, check their bodies if they are still alive... if they are... i'll leave a grenade, and it'll explode, the corspes remain there, the status changes from stun to dead. obviously, another grenade would destroy the dead bodies then.

using latest nightly build by the way!

EDIT: The game doesnt count the alien as killed when their stunned corspes are destroyed.

36
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 18, 2014, 12:12:07 am »
Yeah, it'd work, but I think a Cyberdisc/Cannon would be more understandable from the user's point of view. Unless you think it's a bad idea?

Makes complete sense, I agree with you there. Doesn't leave the users confused going "WHERE'S MY BL&&DY CYBERDISC"!
The amended code is just so that I can carry on with using the mod being played as it should be played.

Crap.

Well, it should work well with the "completed research destroys the item" option turned on... Which is why I haven't noticed until now.

I may be forced to remove this. :( This is just a helping hand to get plasmas anyway.

It seems like a good idea though, maybe suggest that the mod is to be run with "destroy item when researched"?

P.S. I'm in first year May now and haven't got to Plasmas/Laser/Guass just yet! Though I'm furiously working on trying to stun much aliens I can, with nav/medic/engineer being a bonus if it happens!

37
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 17, 2014, 11:35:17 pm »
Yeah, it should be fine...

Maybe I should add another, with a heavy machine gun? :)


This is the temporary fix for Xcom cyberdisc.

In my case, xcom cyberdisc becomes researchable. When researched, nothing happens! Presumably, manufacturing department will confirm this can be manufactured when laser or plasma has been researched. This may baffle other users though!

Code: [Select]
  - id: STR_XCOM_CYBERDISC_LASER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_LASER_CANNON
    requires:
      - STR_XCOM_CYBERDISC
      - STR_LASER_WEAPONS
    text: STR_XCOM_CYBERDISC_LASER_UFOPEDIA
    listOrder: 1450
  - id: STR_XCOM_CYBERDISC_PLASMA
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_PLASMA_CANNON
    requires:
      - STR_XCOM_CYBERDISC
      - STR_PLASMA_WEAPONS
    text: STR_XCOM_CYBERDISC_PLASMA_UFOPEDIA
    listOrder: 1451

Another point to note, "STR_ALIEN_DATA_SLATE: Alien Data Slate".... I am able to constantly research this item over and over and over again till I received all of the information. Was this intentional? Or would it be better that this object is to be destroyed once researched?

38
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 17, 2014, 11:05:12 pm »
Yeah, it should be fine...

Maybe I should add another, with a heavy machine gun? :)

Good idea!! I just realised, if adding plasma weapons and laser weapons as a prequisite, this would pose a problem, it means both of these technologies would have to be researched to produce a Cyberdisc??? A little reshuffle of the research items may be required to divide these items into two?

Or perhaps, as you say, add Heavy machine gun or Cannon Cyberdisc, then this would act as a prequisite item required to research for laser or plasma cyberdisc?

Yes, it would make things a bit harder. Still, I wonder if it's so bad. Having a bigger facility has its positive sides, like shorter building time than 4 separate blocks.

I wonder if we could leave the basic one at 50 and make the big one 150 or so, and also give it some storing capacity to make up for the increased surface? It would be the "casual" setup, since you could not build the big quarters if you didn't want to, and still play as before.


Good idea..... that would make me consider it seriously.

 See what others think then!

39
Resources / Re: Neoworm Sprites dump
« on: August 17, 2014, 10:25:47 pm »
Nice work!

40
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 17, 2014, 09:30:41 pm »
Hmmm... You're right. I can't remember the tree that well right now, but if it is like you say, than I'll have to do something about it.

See your ruleset

Code: [Select]
  - name: STR_XCOM_CYBERDISC
    cost: 20
    points: 20
    dependencies:
      - STR_CYBERDISC_AUTOPSY
      - STR_ALIEN_ELECTRONICS
      - STR_UFO_NAVIGATION

I researched all of the above three dependencies.
Probably worth adding two dependencies, the laser cannon & plasma cannon?


Now, I wonder about adding Dioxine's Improved Living Quarters Mod. However, my main problem with this is:
- If I leave the current Living Quarters as they are (at 50 inhabitants), then the Improved Living Quarters would have to be something like 250 people. And that's way too much.
- If I do as Dioxine suggested and reduce normal Living Quarters to 25 beds (with reduced maintenance and cost) and set the big ones to 125, it would be much better, but some people here will put me on their hit list.
Any thoughts?


My personal opinion (dont know about the others), I would say it is unnecessary. Typically I build 2 Living quarters, to enable me to have 100 staff. More than enough for one base! So 125 staff as you propose makes sense...

But my major gripe is the fact of having 2x2 tiles, when it is normally 2 tiles to have 100 staff, is a massive loss of limited precious available space for building facilities in a base. I feel this would be a nuisance. unless a better balance is struck, this is most likely the area I would edit back to normal when using this mod. (Everything else is pretty spot on - well done Solar!)

41
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 17, 2014, 07:44:00 pm »
I've managed to research and manufacture a Xcom CyberDisk tank. But it is fitted with a laser weapon.

It seems daft to me that I havent been able to unlock anything about Lasers yet I can use and manufacture laser cannons in this tank?

Oh the same thing applies to Plasma!

42
Offtopic / Re: OpenXcom unstable after long periods
« on: August 17, 2014, 10:52:16 am »
I had a blue screen of death while playing OpenXcom with a Page Fault relating to memory.

As this only happened to me once, I'll consider it as a blip but will investigate if it happens again with OpenXcom

43
Troubleshooting / Re: Keyboard Tips
« on: August 17, 2014, 03:08:42 am »
if you have any shortcuts that are new in openxcom and not mentioned here
https://www.ufopaedia.org/index.php?title=Hidden_Features_%28OpenXcom%29
you should add it

Many thanks!

44
Troubleshooting / Keyboard Tips
« on: August 17, 2014, 02:08:52 am »
So, I cannot seem to find any keyboard short cuts that could come in useful. For example,

Right click soldier in Craft Soldier List to automatically equip the last used armour
Left shift toggles through soldiers in Inventory Equip

Any more that anyone care to add to the list?


45
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 15, 2014, 12:46:23 am »
Or you're unlucky in this, because in my game, I'm already using the Stormlances. Yes, I got so tired of not being able to research the other weapons that I've researched it so I'd have *some* new weapons and yes, I'm buying those Stormlances. I know them being for sale is almost certainly a bug but hey, the game is trying so hard to kill me I'll take this help. Especially since Stormlances are more like a convenience, they make easier a job I can do with Avalanches too.

Oh well, about time to go and let that muton battleship land.Pity they weren't willing to wait till I finish that laser rifle research  :)
Yes it is a bug 're stormlance, Solar mentioned earlier in this thread that the fix will come with next release

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