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Messages - SIMON BAILIE

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646
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.

647
Open Feedback / Re: Is it possible?
« on: October 16, 2014, 01:09:43 pm »
Will try the "statstrings" rulest asap. The stats were a "bit" of creative editing of the Xcom1ruleset, starting troops now have the max starting amounts. Well your troops are supposed to be the best earth has to offer plus they could have gone through genetic manipulation. Also when the opportunity presents itself I mc the last few aliens into their ufo, blocking all exits and have all my troops empty a smg clip into them via reaction fire. This gives the max increase in firing and reaction stats per mission so long as the aliens don't die too quickly, mutons, ethereals are good candidates for this procedure.
   On another point has anyone an idea when the mods portal's going to be back up again as I'm getting the same error message that has already been noticed by other users?

648
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.

649
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 10, 2014, 02:05:48 am »
By trial and error I'm beginning to be able to manually edit the ruleset files of the different mods I have on to the type of game that suits me but can't seem to work out how to correct the ufopaedia image of the reinforced shotgun shells from a corpse to what it shud be. I have just updated to final mod pack 0.9.5 today and it's still there, help please!
 One final note if I may ask, I assume the "machete" damage=0 as strength is applied but can't locate it on the purchase screen or manufacture screen. The same is true for "dynamite" but it's there in the ufopaedia.

650
Open Feedback / Re: MINUS SICK DAYS
« on: September 17, 2014, 01:04:07 pm »
Thanks for the info as per example already mentioned my limited knowledge wud have thought it shud have been 0 days

651
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?

652
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?

653
Open Feedback / Re: UFO LANDS @ SEA?
« on: September 11, 2014, 04:46:48 pm »
From looking over the .rul files and my very limited understanding of all this it appears to be using trajectories from both the final mod pack and the Xcom1 rulest.

654
Open Feedback / Re: UFO LANDS @ SEA?
« on: September 11, 2014, 03:28:42 pm »
Upon testing it I found it was jungle terrain, see attached image. As far as I know the mods I'm running atm have no major incompatability issues but see attached file. Attack dog appears to have been added to version 0.9.3 of the final mod pack which I only updated to the other day.

655
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.   

656
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.

657
Open Feedback / Re: ZOMBIE TANKS
« on: September 06, 2014, 05:04:47 pm »
Here is a couple of screenshots and the saved game file as requested

658
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.

659
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 06:58:33 pm »
Yep that did the trick version 0.9.2. By the way I think Ironfist is brilliant as u have a chance to catch Supply ships now without blowing them to bits and losing all the E115. What's in the future versions of the Final Mod pack or is it wait and see?

660
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 01:44:43 pm »
I'm currently running of the nighty of 08/21/2014 11:20 and using version 0.9 of the final mod pack. An interesting thing happened last night, one of bases had to do a defense vs Ethereals in April, is this just another random part of the mod as I thought Ethereals didn't appear til @ least June!

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