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Topics - SIMON BAILIE

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61
Open Feedback / MINOR GLITCHES
« on: January 12, 2015, 09:55:46 am »
First of all the following few glitches aren't fatal and can be worked around but since I'm picky and want everything to be perfect I thought I would ask the community on how to solve these glitches.
   Firstly in current game which I've been playing from the start of November I added the mod "New Races Mod" to add some more aliens for variety and a challenge but anytime I try to assault a crashed/landed terror ship, battle ship, terror mission, alien base or if an attacking battleship gets through the base defences the game crashes to my desktop. Seemingly atm this seems to be only involving Calcinites/Deep Ones on the previously mentioned missions. Is this just too many mods conflicting with each other as I've 50 active atm.
  Secondly and this is very minor, the ufopaedia entry for the first clip of the Mechtoid Scorcher weapon doesn't show the text explaination. I've tried editing the ruleset with notepad+ changing the extra string entry from en-US to en-GB and I tried using OX ruleset editor without any success. Thanks for any advice.

62
Open Feedback / WEIRD SECTOPOD STARTING POSITION
« on: December 04, 2014, 12:23:34 am »
Am I missing sumthing or is it just random placing of the aliens/terror units @ the start of a mission but how on earth did this Sectopod get into this room as there are no 2x2 doors?

63
Open Feedback / EXTENDER ACCURACY
« on: November 25, 2014, 04:51:27 pm »
I was wondering if it's possible to amend the accuracy distance for the advanced option "UFO EXTENDER ACCURACY". Personally I wud like to change the auto shot from 7 to 10 and the snap shot to 20 (limit of visual range). I have looked @ the attached file but can only amend it to false or true. Please advise.

64
Open Feedback / MEDI KITS
« on: November 22, 2014, 11:52:24 pm »
I was wondering if it's possible to self heal yourself with the medi kit, like in the 2012 remake as the no of times I've lost a troop trying to get him healed by a unit with a medi kit is frustrating. Maybe I'm not the first to ask or maybe the coding wudn't support this but please advise.

65
Open Feedback / SUPER FUEL TANK
« on: November 21, 2014, 12:11:28 am »
Not that I wud be complaining as I thought I had got my hands on a super fuel efficient firestorm but notice the % fuel in Firestorm 1. Unfortunately as soon as u launch the craft for any distance the % drops below 100. Not a bug or a problem but I thought a funny little quirk worth noting.

66
Open Feedback / MECHTOID TERROR SHIP PROBLEM
« on: November 17, 2014, 05:45:02 pm »
Was ending my go on turn 4 and the following happened, during the "hidden movement phase" of the aliens turn the screen wouldn't change to my go for turn 5. Managed to work around by putting on debug mode and killing all remaining aliens, 4 or 5 I think. However I'm concerned that this may happen again, perhaps on an alien base mission or the Cydonia mission. My limited knowledge is guessing that it's one of two things happening: (1) The civilian @ (24,39,0) is messed up somehow or (2) There's a problem using "Yet more UFOs" version 0.6 as, far as I'm aware, the new terror maps haven't been fully checked out yet. Please advise for future reference. First .sav file is @ the end of my turn 4 and the second one is after that with debug mode on and it seemingly sticks on the civilian and the aliens turn won't end.

67
Open Feedback / VIPER ASSAULT CANNON
« on: November 14, 2014, 02:19:51 pm »
With regards to the above mentioned mod, I'm currently having problems with it that I never had before. The game crashes when my troop fires this weapon in the battlescape. I don't know if this this is a conflict with another mod I've got running or what? Would have sent this post direct to the author "Laika Muunen" but there's no option there to attach files. I'm at the stage in my current game where I thought this weapon could replace the auto cannons I'm using as they're not cutting it with Waspites or more especially Mechtoids. Any advice would be helpful. I also use the Jones software generic mod enabler so I don't tweak the original files.

68
Open Feedback / Is it possible?
« on: October 15, 2014, 11:40:09 pm »
In order to keep track of what each of my troops are and what some of their more vital stats are, I name them as follows 60/70/100-100 PS1 for example where the first two figures are their unmodified, by armor bonus, reaction stat, then firing accuracy and finally PsiStrength-PsiSkill with the letters @ the end denoting either a scout, assault, heavy, blaster, sniper or psionic. Is it possible or am I expecting miracles that these could be updated automatically by the AI as I only update all troops @ all bases @ the start of each month or a particular ship's crew post mission. See the attachments below. Thanks for any input on this one as with having 200 troops over 8 bases it takes a while to update them all.

69
Open Feedback / MINUS SICK DAYS
« on: September 17, 2014, 02:45:03 am »
Just being a bit picky as it has no effect on gameplay but why does it show a soldier who has never been injured in the record section as minus no of days?

70
Open Feedback / MECHTOIDS
« on: September 12, 2014, 01:47:14 am »
Apologies if this is the wrong way or section to post this in but there doesn't appear to be an attachment option in the personal messages section otherwise I wud have contacted harald_gray, author of the above mentioned mod, directly. Really enjoy the mod but having some probs with it atm. When I've researched a corpse or live prisoner I've got the ufopaedia entry but without the detailed info, see attached. I only updated to version 0.51 yesterday and that hasn't helped. Can I be advised on this please?

71
Open Feedback / UFO LANDS @ SEA?
« on: September 10, 2014, 02:26:10 am »
A weird thing happened on my current game and I'm wondering if this has happened to anyone else. A very heavy raider ship ship seems to have landed at sea and I can assault it but to be picky I can't see any land on the Geoscape image and unless it's some virtually unheard of desert island I don't know what island it landed on (even looked up an atlas and it appears to have landed at sea)
ufos:
  - dest:
      type: STR_WAYPOINT
      id: 0
      lon: 3.470218224082669
      lat: 0.05133149647199854
    speedLat: 0.0009586915203409351
    speedRadian: 0.001551403779550515
    speed: 3840
    type: STR_RAIDER_SHIP
    id: 122
    lon: 4.367501973710038
    lat: -1.409790141781441
    speedLon: -0.007608560412577357
    damage: 0
    altitude: STR_VERY_HIGH
    direction: STR_WEST
    status: 0
    detected: true
    hyperDetected: true
    mission: 27
    trajectory: R0
    trajectoryPoint: 0.   

72
Open Feedback / REAL VISION & COMMENDATIONS
« on: September 07, 2014, 06:03:59 pm »
Just 2 enquiries. Firstly is it possible to have Real vision running at the same time as the Commendations mod as I finally have got the commendations to work but to a novice like me it seems that u have to choose between which .exe to run off. My only thinking is to reinstall the real vision mod replacing the commendations .exe with the real vision one and hopefully getting the benefit of both. Can anyone that knows more than me advise on this?
 Secondly I think that one of the latest mods "Mortar Tank" is brilliant especially for clearing annoying buildings in the way but, there doesn't seem to be a Ufopaedia entry for it?
As you will see in the attached files I have the commendations working but vision is back to 20 squares.

73
Open Feedback / ZOMBIE TANKS
« on: September 05, 2014, 01:36:34 pm »
Is this a glitch on OPXC or just my current game? Anytime a tank scout doesn't survive a Chrysallid attack it turns into a Zombie next turn. Has anyone else experienced this as I thought if a HWP didn't survive such an attack it was just destroyed.

74
Work In Progress / EM CANNON
« on: August 13, 2014, 06:41:48 pm »
If I was into compiling mods I would attempt this if no one else has already. Could an EM cannon for your craft like in the 2012 remake of Xcom be implemented for opencom?

75
Open Feedback / MODS & COMPATIBILITY ISSUES
« on: August 11, 2014, 03:43:51 pm »
I wanted as many mods as possible to keep the challenge level up but I seem to be running into problems, the main one is that the game crashes if I attempt to assault alien base 3 or 7 which are Calcinites. I've also noticed a few minor glitches such as the rocket launcher's image is a sniper rifle, APFSDS rockets and mind missiles come up as wrong type of ammunition. I never have been able to get the commendations mod working but have left it set @ yes to avoid the missing mods message when loading a game. All mods apart from the following have been set to yes (Aliens Pick Up Weapons, Armor Repair, Firestorm Gfx, Funding Rebalance, Jump Armor, Jumpsuit UP2, LukesDarkUFOs, Moriarty Armor, Radar Rebalance, Raven, Ryskeliinis Guns N Gadgets 1st Pack{which caused problems}, UFOextender Psionic Line Of Fire, XcomUtil Always Daytime, XcomUtil Always Nighttime, XcomUtil No Psionics, XcomUtil Starting Defensive Base and XcomUtil Statstrings). Also in all the time I've been playing I've never encountered Gazers, Anthropods, Mechtoids or the Muton Commander. Can anyone advise me please? Attached is a copy of my latest saved game file. Currently in the middle of a crashed battleship mission of "mixed heavy" aliens.

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