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Messages - BBHood217

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496
Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: November 14, 2014, 11:01:22 am »
After suffering another instance of an alien moving and afterwards only having enough TUs to throw a grenade without priming it only for the grenade to explode anyway, I have to ask:

Is this fair?

497
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 13, 2014, 08:54:12 am »
I'm having trouble with Solar's UFOs via YetMoreUFOTypes.  Sometimes missions involving the fighter, sentry ship, excavator, and lab ship run just fine; and other times I get the "invalid vector<T> subscript" error (whatever that means, especially since I don't play nightlies) upon trying to start a mission with those UFO types.  I have no idea what the cause could be, so I've resigned to just using Solar's UFOs as large scout variants instead of separate types (i.e., using YetMoreUFOs instead of YetMoreUFOTypes).  I guess that also means no lab ship, unless it's a battleship or supply ship variant?

Speaking of supply ships, there's a weird supply ship map that looks like it's not finished.  It's like half a ship, and obviously not an intentional design because it's missing UFO components like power sources.  And y'know, there's a giant hole in it.

498
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: November 12, 2014, 09:14:52 am »
Uhh, I think you forgot a couple of WAV files.  Namely:
Resources/Doge/DogeAttack.wav
Resources/Doge/DogeDeath.wav

very error :(

Edit: Solved it by getting the WAVs from the original mod.  Now everything's running smoothly... so far.

499
Work In Progress / Re: Craft sonic weapon, no ammo
« on: November 10, 2014, 08:46:20 am »
Unless storage limits are enforced (it's an advanced option), Alien Containment can actually hold probably an infinite number of aliens in OpenXcom.  But with storage limits, they can only hold 10 live aliens for each containment (as the UFOpaedia text states).  If after a mission you go over this limit, you'll have to select which live alien to keep and which to turn into a corpse to meet the limit.

500
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 08, 2014, 03:06:02 pm »
@BBHood217: I'll try to get v1.03 out to you soon.

No no no, not to me.  To us ;)

Also, turning does not actually trigger reaction fire.  If one turns around to move, that'll definitely get them shot; but turning alone shouldn't cause reaction fire.

501
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 08, 2014, 02:48:49 pm »
@BBHood217: There's not really any point in running Solar's "Alien Armoury Expanded - UFOs" mod along with YetMoreUFOs, as they contain the same thing. I'm not 100% sure it would crash or conflict, but it complicates things for nothing.

If you want to reproduce the same experience you would get with Solar's AAE-UFOs, use the "YetMoreUFOTypes" ruleset of YetMoreUFOs, since it keeps the new UFO types introduced by the AAE-UFOs separate. You can still run the other AAE mod to get the weapons as well, so you get the full AAE experience + all the new UFOs.

Somehow, I forgot that the Solar UFOs are actually a separate ruleset from the AAE.  Whoops :P

Okay then, so I'll turn off both Luke's and Solar's UFOs since this mod apparently already has them integrated.  My next playthrough oughta be more interesting.  Yay mods!

502
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 07, 2014, 02:54:11 pm »
I play with the Expanded Alien Armory mod, which has Solar's new UFOs integrated into it.  Will there be conflicts if I play with both the armory mod and this mod, since they apparently both have Solar's new UFOs in them?

503
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 07, 2014, 10:16:33 am »
I finished my game not long after updating to v1.02, so now I'm just waiting for mods to finish (like this one with v1.03) before I start another game.  It's how I play OpenXcom.

504
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 03, 2014, 07:56:59 am »
Wait, the DE Gauss Cannon's range is supposed to be 18?  Because it still says 14 in my game, same as the normal Gauss Cannon.

505
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 05:00:10 am »
Turns out that I have a couple more questions.  Are the Raven and Sentinel crafts fueled with elerium?

And about the Lightning.  I noticed its fuel capacity has been bumped up to 1200.  That sounds like a lot of elerium... unless that's been changed?

Edit: I'm looking at the DE Gauss Cannon, and it seems to be barely an improvement over the regular Gauss Cannon.  The ammo needs elerium to be made, and for what?  Just 10 more damage, and nothing else...?  Also, I think the DE Gauss Cannon's UFOpaedia text got cut off a little.

506
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 03:26:34 am »
Speaking of Research and Manufacture, would it be too spoilery to ask for a tech tree?  For subsequent games using the XAE, I'd like to prioritize certain research (like l4z0rz) and as such knowing the prerequisites for them would be very helpful.

Also... are alien electronics and energy cells used for anything other than research?

507
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 01:53:35 am »
Oh, the HWP ammo is there after all.  How did I not notice that?

So I agree, the ammo should be listed below the tank hull instead of above it.

The XCom Armoury Expanded does not add or change any content for aliens, so it has nothing to do with lab ships UFOs. Where did you get that one from?

Oh wait, you're right; the Lab Ship is actually from the Expanded Alien Armory mod.  I'm getting my Expanded Armories confused :P

Must be some kind of conflict with the Raider Ship from Hobbes' Terrain Pack because neither have UFOpaedia entries even though by all rights they should have.  Oh well, it's just UFOpaedia entries anyway...

508
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: October 31, 2014, 07:13:10 pm »
Wait I almost forgot, I also noticed something else.  There seems to be no HWP Cannon and Rocket ammo, I can't buy or make any.  I thought it's because they now use the aircraft ammo since the tanks are assembled with aircraft weapons, but the UFOpaedia entries still refer to the HWP ammo so I'm not sure.  Doesn't help that I don't actually use Cannon and Rocket tanks.

Also, the Lab Ship UFO has no UFOpaedia entry?  Actually, I'm not sure about that one; might just be a mod conflict.

509
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: October 31, 2014, 07:07:44 pm »
I found a few things regarding hovertanks.  I haven't updated yet so this is still for v1.01:

- The vanilla Hovertank/Plasma and Hovertank/Launcher still appear after finishing the Firestorm research topic.  So after researching the Hovertanks topic, there are two Hovertank/Launchers in the manufacture list.
- On that note, there seems to be no way to assemble a Hovertank/Plasma.
- Hovertank/Elerium Laser has no UFOpaedia text.  Or rather, it does but the text says "STR_HOVERTANK_ELASER_UFOPEDIA".

510
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 30, 2014, 04:42:44 pm »
Here's something for v1.02: The Skyguardian apparently has an HWP capacity of 16.

Also, "Mind Probe Disasembly" is misspelled :P

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