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Messages - SIMON BAILIE

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631
Work In Progress / Re: (Enquiry) Score system changes
« on: December 11, 2014, 01:13:06 pm »
Thanks

632
Work In Progress / Re: (Enquiry) Score system changes
« on: December 10, 2014, 06:52:03 pm »
you do that by selecting a difficulty level. you can alter your saved game difficulty to something higher than 4 (superhuman) and it will acheive what you're aiming for.
When I saw this post I upped the difficulty to level 5 on my current game for a bigger end game challenge, three questions tho. Does the number of aliens per mission increase beyond superhuman level? Is there any upper limit to the the difficulty level u can edit your saved game to as upon testing last night level 20 seems to work ok, tho I only had a look at a few of the alien stats in debug mode. And finally are stats limited to 255, as in the vanilla game, no matter what difficulty level is set. I'm not sure on this as my Xcom Enforcer HWP's have a Psi Str of 300.

633
Work In Progress / Re: FMP Ranks - a side mod {WIP}
« on: December 05, 2014, 01:25:09 pm »
Can you use this mod on its own or does it has to be used along with FMP?

634
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?

635
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.

636
Open Feedback / Re: MEDI KITS
« on: November 23, 2014, 02:56:48 pm »
Thanks for the info and I assume the second text " The medic cannot use the kit on him or herself (except in very special circumstances)", "The med-kit can be used on the western or northern borders of the map to apply aid to your first unit. Said first unit can use the kit on itself in this manner. Note that if you brought any HWPs on the mission, then this glitch is of no use (as they're always first in the unit table)." from https://www.ufopaedia.org/index.php?title=Medi-Kit_(EU) is a very specific scenario that was linked to the vanilla game and this exploit is no longer available in OPXC.

637
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.

638
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 01:30:57 pm »
Can't take the credit myself as this Skywarden is from "Xeno Operations v0.8 Beta By XOps". If u're thinking of using this mod I think there might be conflicts if u're using XAE @ the same time.

639
Released Mods / Re: Ironfist Dropship 1.2
« on: November 21, 2014, 12:51:37 pm »
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.

640
Open Feedback / Re: MECHTOID TERROR SHIP PROBLEM
« on: November 21, 2014, 03:01:41 am »
Thanks for the fix but I had managed to work round it. Will keep the zip file for future possible occurances/reference. Just one question I wud assume that I wud extract this over my .sav file. Also from what u have stated if it happens again will just making all aliens morale=0 get round this problem?

641
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.

642
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.

643
Open Feedback / Re: VIPER ASSAULT CANNON
« on: November 15, 2014, 01:46:34 am »
Thanks very much for the ammended .rul file, cannon's working again. Bring the aliens on! Atm I'm using the latest nightly 10-27-2014.

644
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.

645
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: November 05, 2014, 04:47:15 pm »
Really enjoying this mod atm as its breathed new life into my games and looking forward to version 0.9 and later but I've a couple of enquiries. Is there a compatibility issue with adding the mod "smoke rocket" as it doesn't recognise the ammunition type. Secondly to expand the aliens further I would like to add the mod "new races mod" that adds aliens from TFTD but on looking at what this mod brings it might mess up the deployments at least. I'm currently using nighty build 10-27-14 2040 but enable my 42 mods through the generic mod enabler JSGME v2.3 so as to not tweak the original files. See attachments.

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