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Topics - SIMON BAILIE

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1
Troubleshooting / CRASH WHEN MINDCONTROLLING LOBSTER MAN
« on: October 01, 2023, 08:15:58 pm »
In my current TFTD game, I get a crash when I try to access lobsterman inventory when I have him mind controlled-see attached.

2
Open Feedback / HWP'S
« on: April 23, 2023, 09:55:31 pm »
Something I've been wondering about recently. When soldiers are injured or craft damaged they may need recovery/repair time, does this not apply to HWP'S or is it the way the game handles HWP'S? IMO if a tank has been 99% damaged should it not require repair time?

3
Troubleshooting / HOW DO I CORRECT THIS ERROR?
« on: June 02, 2020, 02:30:32 pm »
I was playing ReaverXcom Full v1.42 and everything was fine but as soon as I updated to v1.45, I got the following error for one of the mods(acid capsule gun)-see attached.

4
Open Feedback / IS IT POSSIBLE?
« on: October 17, 2018, 04:07:14 pm »
I mind reading one time that the number of enemies spotted on any turn is the number of green squares showing on the right hand side of the screen but is this limited to ten(see attached). In other words if all enemies were spotted and there were 24 enemies how would this be displayed?

5
Open Feedback / WHEN DID THE MIND CONTROL FORMULAS CHANGE?
« on: September 20, 2018, 01:24:56 am »
I was wondering why I was getting a percentage range on a mind control attempt, when did the formulas change to the following:

Psionic Formulas
The equations governing psionics are as follows:

 Attack Strength (AS) = (Psi Strength * Psi Skill / 50) - (Distance / 2) + Random Number(0 to 55)   
Defense Strength (DS) = Psi Strength + (Psi Skill / 5 ) + Difficulty 

   If AS > DS then psi attack is successful
   
   Where:
      Distance is the number of tiles between the attacker and defender.
      Random Number is a dice roll that produces a value between 0 and 55
      Difficulty represents the difficulty of the attack mode. Mind Control = 30, Panic = 10

I remember the old formula as:

perentage chance=100/56(AS-DS-D+C) where AS was attack str, DS=defence str, D=distance and C was a constant(25 for mind control, 45 for panic)

I actually like the introduction of the random number.

6
Playthroughs / ALWAYS NICE
« on: July 05, 2018, 11:46:23 pm »
Currently have just started a run through of basic TFTD and this is always nice to see!

7
Open Feedback / HEAVY LASER
« on: June 06, 2018, 09:06:20 pm »
Has anyone ever tried to get burst mode or full auto for the heavy laser as in ufo extender or is this even possible in openxcom?

https://www.ufopaedia.org/index.php/File:Burst1.png

8
Playthroughs / MISSING @ A VERY HIGH PERCENTAGE
« on: June 01, 2018, 10:09:46 pm »
In my run through of FMP v2.0b I have missed this Sectoid 3 times in a row, why when the chance is 194% and they are both on the same height level?

9
Open Feedback / MISSING @MORE THAN 100% CHANCE
« on: January 06, 2018, 11:25:40 pm »
I know this has been discussed many times before but is this one of the worst misses ever?

10
Released Mods / VIEWING RANGE
« on: January 04, 2018, 10:47:11 pm »
Remembering an older mod called Real Vision that used a custom .exe to give up to 100 squares vision, I created this simple add on. It does require you to use either OXCE or OXCE+. I have created this for enemy unknown but if you change the metadata file to xcom2 will it work for TFTD?

11
Work In Progress / Why does this mod not work?
« on: July 27, 2017, 12:38:20 am »
I'm just about to start a run through of Area 51 v 0.94 using OXCE+ 3.9 with the exe dated 14/07/17 and was able to successfully put on a lot of mods but when I tried the powerglove mod, either the ordinary version or the one edited to destroy terrain, the game won't launch and gives an error "Empty destination palette". I have no idea what this means but without this mod the game launches fine. I even tried the mod in question as the only activated user mod and get the same result. Can anyone advise as to why this mod doesn't work, either versions?

PS If any of the remaining mods conflict with or are already included in Area 51 v0.94, I can easily remove them but by my limited knowledge none of the rest should cause any problems?

12
Fan-Stuff / XCOM 2-LONG WAR2
« on: April 20, 2017, 03:58:14 am »
Having finally got xcom2 to work a year after I bought it, turns out I needed windows 10 reinstalled, I have 2 points to ask on:

1. I'm in the middle of a campaign and started on veteran but find it's becoming less challenging, so I changed it to legend at the beginning of a mission, had no save from before the mission. I'm assuming the changes in alien stats, numbers and everything else won't apply until after this mission as the first two enemies I've encountered still have veteran hp.

2. For my next run through I wouldn't mind trying the mod long war 2 but need a bit of information/advice(see link below). I assume I just extract the files as below into Program Files (x86)/Steam/steamapps/common/XCOM 2/XComGame and overwrite as needed. Obviously making a back up copy of the entire XComGame folder first. Or do I extract the entire LW_Overhaul folder into the XComGame folder?

https://www.dropbox.com/sh/0byfiarj84hphx3/AAC1CPXODJhUZdgL__myQTFAa?dl=0

Thanks in advance.

13
Offtopic / NICE LITTLE TOUCH
« on: March 16, 2017, 10:02:28 pm »
Playing my current game of area 51 with meridian's exe and got a nice warning just before the end of April regarding my finances. Thanks for this.

14
Open Feedback / MULTIPLE RESEARCH FROM ONE LIVE ALIEN CAPTURE
« on: August 05, 2016, 05:19:37 am »
I know this has been reported before but I thought to report it again as it's happening with a Tasoth Medic that I captured in my current TFTD game with Illamasqua's TFTD rework v1.3e. I have only ever captured one such alien but have been able to research it and get reports at least 6 times and it's still in my alien containment. I have filed a bug report, hopefully nobody else has.

ps Do all mods have to have "item destroyed" after research is done even for live aliens as I've the option that the body will be added to stores after research activated? Or is this related to the get "one free" part of the research?

15
Open Feedback / DELAYING/STOPPING ALIEN MISSIONS
« on: May 25, 2016, 10:06:58 pm »
In my current game of hardmode I'm more inclined to follow a ufo and let it land rather than shoot it down but and this might seem like a novice question. I know shooting down a ufo can delay/stop that particular mission but if you let it land, even though you do the land site, does that particular alien mission proceed to the next wave as the aliens will have successfully landed for at least some time before you wipe them out?

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