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Messages - SIMON BAILIE

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601
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: February 19, 2015, 08:32:47 pm »
Yes I c what u mean RAA mod goes from 0-2 in the item levels but AAE goes from 0-3 so as u said if an alien gets 3 - TROUBLE. One last point though, on looking at "Solar's New Ufos v1.1" from 2014-09-14 there doesn't seem to be any item level within the rul file so surely this shud be compatible with RAA, all I wud need to do is double the reload and break off times for the 4 ufos to bring them into sync with current nightlies as my current game is running off 2015-02-17. But I'll await ur words of wisdom b4 adding this onto my game.

602
Nice chart for the research tree, my "Item list order" .rul is almost complete, prisoners and stiffs to go so here's what I'm working with atm. Yes the smoke pellets shud be up along side the HWP dispenser but it's one I forgot about when I was putting the sectopds in order and I can't be really bothered to redo the entire list order numbers for one thing. Please tell me if I've forgotten anything from all the mods I'm using. The only trouble with this rul file is that once u add other mods on it'll go out of sync. Also it doesn't involve the ufopaedia, that's beyond me. What I wud like to do with this to take it a stage further is to subdivide the whole list into sections like the manufacturing screens but I'm unsure how to do this so feel free to offer any suggestions.

603
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: February 18, 2015, 11:50:22 pm »
Was wondering if ur mod is compatible with "Research alive aliens v1.3" as "Yet more ufos v0.6" is from the end of October prior to all the map changes and earlier today I had to give up in my current game with using "Lukes dark ufos" as it seemed to be crashing the game to my desktop when I got reaction shot at. I refer to message:

Just tried this mod, v1.3 and the following happens on the 1st mission, see pictures regarding the black areas. I've the following mods on:

rulesets:
  - Xcom1Ruleset
  - Acid_Weaponry
  - Batman
  - CUSTOM STATSTRINGS
  - CivArmorRich
  - CraftMissleSound
  - EleriumFlare
  - Enforcer
  - ExtraPockets
  - Extra_Explosions
  - FireStormGfx
  - GaussWeaponry
  - GenderDetail
  - GuidedMissile
  - HWP_Mortar
  - Improved_HandOb
  - Improved_Recruit_Start_Stat
  - Ironman Super Suit
  - Laser_Sniper_Rifle
  - MassAccelerator
  - PSX_Static_Cydonia_Map
  - PowerSuitHelmOff
  - Predator
  - SECTOPOD_HWP
  - SPACEMARINES
  - SniperRifle_custom
  - SniperRifle_u2s
  - TacticalNuke
  - UFOextender_Gun_Melee
  - ViperAssaultCannon
  - WeaponNaymore
  - WeaponTranquilizer
  - XcomUtil_Fighter_Transports
  - XcomUtil_High_Explosive_Damage
  - XcomUtil_Improved_Ground_Tanks
  - XcomUtil_Pistol_Auto_Shot
  - XcomUtil_Skyranger_Weapon_Slot
  - small_rocket_small
  - Research_Alive_Aliens
  - Alternate_Lightning_Thunder
  - 2012DeathSounds
  - Commendations
  - CommendationsUFOpedia
  - ITEM LIST ORDER
  - XcomUtil_Starting_Defensive_Improved_Base
  - LukesDarkUFOs

Have tried various things like reloading, taking off Luke's Dark Ufo's but it seems that if any of my units get reaction shot in a dark area the game crashes to the desktop. I'm using the nightly of 2015-02-17 and I don't think any of the mods r causing a conflict but this is beyond my knowledge. Item list order is something of mine just to put stores/purchase screens in what I consider a more sensible order. Wud "Yet more ufos" work better?

Apologies if this is a bit long winded but I don't want to risk my current game messing up again. Once I took off anything involving maps, routes, terrain or using an .exe prior to November there seems to be no problem fingers crossed. Thanks in advance for reading through this waffle. The attached pics show what was happening.

604
After a lot of tweaking and reinstalling everything I've finally got it to work, fingers crossed, had to remove commendations and Luke's dark ufos as because they were done prior to all the map changes that came in November time I think that might had been causing the problem but not entirely sure on this point. Will just have to be careful in future and not use any mods that change maps, routes or terrain with files earlier than November. If I want to use any of these mods I'll have to use an earlier nightly which in theory shudn't be a problem as I've on my pc nightlies back to 03-02-2014. So thanks for all ur help and if any thing else causes probs I'll let u know.

605
Just tried this mod, v1.3 and the following happens on the 1st mission, see pictures regarding the black areas. I've the following mods on:

rulesets:
  - Xcom1Ruleset
  - Acid_Weaponry
  - Batman
  - CUSTOM STATSTRINGS
  - CivArmorRich
  - CraftMissleSound
  - EleriumFlare
  - Enforcer
  - ExtraPockets
  - Extra_Explosions
  - FireStormGfx
  - GaussWeaponry
  - GenderDetail
  - GuidedMissile
  - HWP_Mortar
  - Improved_HandOb
  - Improved_Recruit_Start_Stat
  - Ironman Super Suit
  - Laser_Sniper_Rifle
  - MassAccelerator
  - PSX_Static_Cydonia_Map
  - PowerSuitHelmOff
  - Predator
  - SECTOPOD_HWP
  - SPACEMARINES
  - SniperRifle_custom
  - SniperRifle_u2s
  - TacticalNuke
  - UFOextender_Gun_Melee
  - ViperAssaultCannon
  - WeaponNaymore
  - WeaponTranquilizer
  - XcomUtil_Fighter_Transports
  - XcomUtil_High_Explosive_Damage
  - XcomUtil_Improved_Ground_Tanks
  - XcomUtil_Pistol_Auto_Shot
  - XcomUtil_Skyranger_Weapon_Slot
  - small_rocket_small
  - Research_Alive_Aliens
  - Alternate_Lightning_Thunder
  - 2012DeathSounds
  - Commendations
  - CommendationsUFOpedia
  - ITEM LIST ORDER
  - XcomUtil_Starting_Defensive_Improved_Base
  - LukesDarkUFOs

Have tried various things like reloading, taking off Luke's Dark Ufo's but it seems that if any of my units get reaction shot in a dark area the game crashes to the desktop. I'm using the nightly of 2015-02-17 and I don't think any of the mods r causing a conflict but this is beyond my knowledge. Item list order is something of mine just to put stores/purchase screens in what I consider a more sensible order. Wud "Yet more ufos" work better?

606
Playthroughs / Re: Ethereals attacking my base. Watch me handle it.
« on: February 18, 2015, 06:58:51 am »
Nicely done, the ethereals were falling like it was a turkey shoot!

607
Work In Progress / XENO OPERATIONS
« on: February 17, 2015, 04:58:05 pm »
Was wondering on a couple of small points. Firstly after the 1st turn on a mission the uav rockets that I have on board doesn't seem to regain any tu's for its next turn, I'm about to change all uav's to xcom enforcers so its not a major problem. Secondly I've noticed on recent missions that the blaster launcher seems to have more than 9 waypoints, is this an updated feature in general? My current game runs off nightly 27-10-2014 but I'm using the custom exe of real vision atm.

Here are all the mods I've got running and the order they're loaded in:
rulesets:
  - Xcom1Ruleset
  - Acid_Weaponry
  - Batman
  - CUSTOM STATSTRINGS
  - CivArmorRich
  - CraftMissleSound
  - CustomGrenades
  - EMace
  - Enforcer
  - Expanded_UBase
  - ExtraPockets
  - Extra_Explosions
  - FULL_Expanded_UBase
  - FireStormGfx
  - Flamethrower
  - FlashBangGrenades
  - GaussWeaponry
  - Grenade_Graphics
  - GuidedMissile
  - HE_HandOb
  - Improved_Recruit_Start_Stat
  - Ironman Super Suit
  - MassAccelerator
  - MediKit_HandOb
  - OXCE_4_Weapon_Aircraft
  - Optical_Elerium
  - Optical_Elerium_Plus_Tanks
  - PowerSuitHelmOff
  - Predator
  - SECTOPOD_HWP
  - SPACEMARINES
  - Scanner_HandOb
  - TacticalNuke
  - UFOextender_Gun_Melee
  - UFOextender_Starting_Avalanches
  - ViperAssaultCannon
  - WeaponBreachingCharge
  - WeaponNaymore
  - WeaponPowerGlove
  - WeaponTranquilizer
  - XcomUtil_Fighter_Transports
  - XcomUtil_High_Explosive_Damage
  - XcomUtil_Improved_Ground_Tanks
  - XcomUtil_Improved_Heavy_Laser
  - XcomUtil_Pistol_Auto_Shot
  - XcomUtil_Skyranger_Weapon_Slot
  - XcomUtil_Starting_Defensive_Improved_Base
  - anthropod_alien
  - cover_alien
  - gazer_alien
  - small_rocket_small
  - XenoOpsAlienArsenal
  - XenoOpsAliens
  - XenoOpsArmors
  - XenoOpsCrafts
  - XenoOpsCydoniaChallenge
  - XenoOpsFacilities
  - XenoOpsHWP
  - XenoOpsWeapons
  - FinalModPackRanks
  - Alternate_Lightning_Thunder
  - 2012DeathSounds
  - Alloys and Elerium on top

I know this is a rather old nightly but I'll be using the latest in my nxt game.

608
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: February 04, 2015, 12:09:42 am »
Just updated the gauss weapon sounds to your new versions and I think they are much better than the original sounds, a more sci-fi feel to them now.

609
Hardmode Expansion / Re: [CRAFT] THUNDER the Alternate Lightning
« on: February 01, 2015, 06:23:25 pm »
Just thought I wud let u know that it does seem to be the older nightly I'm using atm as u'll see fr the screenshot, no pink columns in the latest nightly of 02-01-2015 so I'll be looking forward to my nxt new game with that build.

610
Open Feedback / Re: NUMBER OF BASE DEFENSE MISSIONS
« on: January 31, 2015, 03:39:55 pm »
My current game is running off the nightly 2014-10-27, nxt game I play I'll be using the latest nightly as I noticed there that FMP has been updated to v0.9.8 to work with the latest nightlies. So maybe it's cos of the older nightly or just plain bad luck! But thanks for your advice.

611
Open Feedback / NUMBER OF BASE DEFENSE MISSIONS
« on: January 30, 2015, 06:43:31 pm »
I was wondering if the no of base defence missions and their frequency increases as the difficulty increases as I'm currently playing on level 6 difficulty and seem to be getting much more than I got on superhuman level? Ps I'm only into my third month and have dealt with 4 or 5.

612
Hardmode Expansion / Re: [CRAFT] THUNDER the Alternate Lightning
« on: January 29, 2015, 11:42:43 pm »
Thanks for all the work u've put in so far and I look forward to anything more in the future. Btw I've got the latest nightly of 2015-01-23 but I think some of the mods (which are quite old, June 2014) I enjoy cause probs or the whole nightly won't run with versions later than 2014-10-27. For example on some of the relatively current nightlies I kept getting an error message about the units height being 25. I think this issue has discussed widely so more than likely it is the older mods that are causing the problem.

613
Hardmode Expansion / Re: [CRAFT] THUNDER the Alternate Lightning
« on: January 29, 2015, 10:31:42 pm »
Well the nightly I'm using atm is the one from 2014-10-27 so maybe this is having an effect but I don't know. This was one of the last ones before all the map script changes came in. In future games I'll try a much more up to date build as I've been keeping all the nightlies I've downloaded back to 2014-03-02. However I'm more than happy with the way it plays atm and the columns don't really bother me. I also have 46 other mods running on this current game so if a few pink columns pop up inside the new Lightning (and no effect on movement) is the only conflict that I have I'll not over worry. Will keep a look out if u update your current version past 1.1.

614
Hardmode Expansion / Re: [CRAFT] THUNDER the Alternate Lightning
« on: January 29, 2015, 05:53:45 pm »
That's great now, still have the 4 pink columns but that a very minor thing on graphical looks only so it's very playable atm.

615
Hardmode Expansion / Re: [CRAFT] THUNDER the Alternate Lightning
« on: January 29, 2015, 03:39:46 pm »
Lovely mod except there was no routes file so my "temporary workaround" was to copy the original "lightning.rmp" and rename the copy as "thunder.rmp". Don't know if this will work in the long term as u can see from the screen shots. But on my limited testing the 4 pink columns don't appear to interfere with movement but just look out of place.

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