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Messages - Alex_D

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316
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 04, 2019, 11:27:44 pm »
Not wanting to necro this thread (https://openxcom.org/forum/index.php/topic,5893.msg90765.html), or derail the XCF main thread too much, but was there any progress in convincing TPTB (e.g., Meridian et al) about having smaller hangars or multiple small craft on a single normal hangar?

Currently, if I'm not mistaken, any facility of any size can host any number of crafts (default is 1), but the size can result into unrealistic fits.

The goal is for XCF, cars and other small craft can fit into small 1x1 garages (or multiples in one single large 2x2 hangar). Very large crafts (like the Conqueror of Piratez) may require their own docking facility (3x3?). Even a special facility with unmanned tiny crafts (like missiles?) can be also used to hit long range crafts.

Ideas:
- Vanilla is the same, obviously. Hangar facility hosts one default craft.
- Vanilla would assign all Vanilla craft to the default type.
- A ruleset block indicates the types of craft a mod would have. Examples: Normal, Small, Tiny, Big, Huge. [N,S,T,B,H]
- Type would also include some other minor variables for cosmetic reasons. Such as to display the craft within a facility size (1x1, 2x2, 3x3, 4x4?).
- Per facility, a line would include which types and how many of each type can be included (all of one type OR all of the other type). Examples:
  - Hangar (2x2): [1,1,1,1,1] (Vanilla)
  - Hangar (2x2): [1,4,8,1,0] (mod)
  - Hangar (3x3): [0,0,0,1,1] (mod)
  - Garage (1x1): [0,4,8,0,0] (mod)
- Of course manufacturing, buying and transporting would add their own restrictions.

Of course, I'm not familiar with the code, so, maybe I'm asking for the moon or something.

(At Solarius, please move it to a new thread if it applies).

317
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 31, 2019, 11:48:03 am »
Congratulations on your victory! I hope you'll come back some day to play an even more developed version of the mod. :)

Thanks! I can't get enough of X-Com, so naturally I just started another campaign! Enforced Ironman, but on a lower difficulty level (Veteran), so to avoid grinding some missions too much. I read that Veteran in some ways is actually more difficult than Superhuman, mainly because lesser loot to sell.

In the mean time, I got a mission with one of my least favorite critter sprite: the Giant Rat. I found the movement of the rat N-S or S-N was non-existent, so in an OCD rage :),  I fiddled with the .png to give it something of a "shake". Please find it attached for your consideration.

318
OpenXcom Extended / Re: OXCE Future plans
« on: January 25, 2019, 08:48:21 am »
(testing the waters with a request item wish list)
How hard it could be to make a auto-save feature that saves the game at certain in-game intervals, with a specific name each time (configurable if possible)?
Examples:
"My Campaign - end of month 1999-10-31.sav"
"My Campaign - end of month 1999-11-30.sav"

The idea is this would come in handy for people who want to keep a "log" of their campaign saves especially those who play on YouTube.

319
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 22, 2019, 07:35:11 pm »
you haven't destroyed the Tasoth Factory yet.

Thanks for the tip. Indeed, after a bit, the Tasoth Factory mission spawned, and some new research became available. Let's see where does it leads to.

EDIT:
Finally!
Serious spoilers and mini-review follow:
Spoiler:
After some in-game time, the Atlantis mission spawned. Essentially the last level of TFTD where Cthulhu is. I forgot what it was to fight Tentaculats! Fortunately I brought every yellow suit soldier and a wall of sonic weapons kept them at bay. The tasoths are a tough race. They go down faster with darts than sonic weapons. Is there a way to manufacture the ammo for these? Maybe I took off before finding it out.

The result of this battle, as the hint said, was the analysis of the Stone of Atlantis, then Cydonia or Burst. When this research was on-going, I assembled my team with every soldier with a P rating of 90 or more, so to be essentially immune to psi attacks. As soon as the research was completed the Avenger, which was waiting for months, took off.

The surface battle of Mars (pyramid level) was sort of easy, except for the insane number of very dangerous cyberdisks. No casualties but several wounded yet able to continue. The next level is where the fun really started:
Spoiler:
The chryssalid hive was a nightmare level. Compact teams to hopefully hit them with reaction shots. It sort of worked, but the progress was painfully slow. No deaths but several Zzzz, essentially to Snakemen's grenades when blocking the elevators (the chryssalids cannot attack up/down). Also all my hover tanks were with very little health left from the previous battle. Not much for them to do anyways as the doors weren't wide enough and carving a path with their plasma guns was too slow.

For me the trick to this level , discovered by accident during reaction fire, was to put a hole on the green floor where the soldiers spawn so to open a path down. This floor is fairly weak to heavy plasma gun fire. Then a flying unit was able to explore and take pot shots. Eventually the exit was found at the ground level and everyone rushed. A scout team managed to approach via the maze that is the regular access to the bottom level. Thanks to the motion scanner no casualties. Good thing the yellow suit allows kneeling otherwise it would be impossible to have compact reaction fire in those one-wide corridors of the maze. The first one shots then kneel. The second in line does the same, then kneels. Then the third, and so on. The ground level was sort of easy as there are wide corridors for plenty of reaction fire. I admit I reloaded when in a bout of overconfidence I over-extended and had several killed at once, because there was no enough TUs left for reaction fire. Congratulations to the Level Designer.
The next level was the regular brain level. This is when I got lucky. My main team spawned next to the brain level. I know, because one of my tricks (is it a cheat?) is to move the cursor around looking for the missing pixels of the hidden shapes. At the other side of the wall, there was this empty giant room, and then a spherical thing was pulsating. Next turns, it was to carve a small path using pick axes and then a Blaster bomb. The End.
My comment is the end game screen repeated twice. Like when the Brain tried to negotiate and it's blasted away, the whole sequence of screens repeated a second time. If I remember correctly it was the same content as vanilla. I re-loaded and cancelled the mission to see what the Losing screen looks like. The same as Vanilla, and also repeated twice. I don't know if this screens repetition is a sign of a bug in the .exe or in the mod.

Thank you Solarius for the XCF mod. It was fun to play.

320
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 21, 2019, 10:43:32 pm »
So, in my current campaign, I'm kind of stuck. There is no new research to do (over 500 scientists playing with their thumbs), other than the occasional alien Engineer and craft type research. I have the Avenger built but it can't go to Cydonia.

And then I got a Red Dawn HQ mission, in-game years after the Red Dawn was defeated.
Spoiler:
Now I have fully armored soldiers with Heavy Plasma guns, not a match for the Red Dawn HQ. Upon landing I'm greeted by Hybrids. I'm still playing the mission.

Is it supposed to be normal? (I'm attaching the file save)

Also what else I need to do to advance to the next stage? Maybe I'm missing something obvious.

321
Some mods make the RL a must two-handed weapon. In those cases put something on the free hand (usually a pistol or a motion scanner), to prevent the RL reaction fire.

322
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: January 18, 2019, 08:56:32 pm »
I was asking if someone can tell me what in the new OXCE is laggy.

I'm not sure if laggy is the right description, but I noted right away on the battlescape that units appear to move a bit slower (almost like smoother?). I fixed the "problem" by increasing the speed of the animation on the options menu.
I don't know if others have noted something else.

323
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 18, 2019, 02:30:59 am »
Updated to 0.98e, sadly there is still an undefined string. See screenshot.

324
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2019, 12:25:20 am »
Not yet reported. :) Thanks!

With regard of the viper:
Spoiler:
Finally I got a Reptoid mission where the craft is supposed to be. Then I noticed the craft range is minuscule, it almost requires the mission to be next door from the base where the craft is stationed. Luckily I had a secondary base that was within range, so I transferred the whole craft there. I have yet to play the mission. Is this craft range supposedly to be that short?

325
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 30, 2018, 08:45:07 am »
That's... weird.
Do you have a save? I honestly can't say much from the minimap.

No, sorry. I don't have a save file at this point (I over-wrote it). The unit spawned at the first corner tile of the bottom level. Fortunately I brought some pickaxes and dug an access path. Once that was done, the enemy unit quickly charged me with a sword, but was met with reaction fire from everybody waiting around.

Also I found another missing string, I believe already reported. See screenshot, just in case.

326
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 29, 2018, 07:46:11 am »
Hi Solarius,

I'm not sure if this error has been reported before, so it goes again just in case.

Spoiler:
Spawn location on Mummy map. I looked all over the map until the bug hunt showed me this odd location for a Male Tomb Guardian

327
XPiratez / Re: Newbe questions
« on: December 28, 2018, 06:34:47 am »
They get no experience if retreated from a fight before it is over (interception window for that craft closes).
I normally don't want the ground assault window to pop up for the intercepting crafts, thus when the interception windows says the craft is down, I immediately press disengage to all crafts.
Based on your research, then by doing so, the pilots won't get their experience increase because I "retreated" so I won't get bugged by the ground assault windows?

328
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 20, 2018, 08:26:49 am »
I found myself using the crossbow (and later the heavy crossbow) well into the game, even when Sonic guns became available.
The crossbows can 1-shot kill several of the enemies during underwater missions.

329
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 16, 2018, 09:44:05 pm »
One question about underwater missions:
Spoiler:
Advanced Underwater Operations  makes the larger sub "Trident" available. However, afterwards, many other underwater missions still show with the smaller sub "Calypso". Is it supposed to be this way? Is there any way to know in advance which sub is going to be when?

330
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 13, 2018, 08:02:56 am »
I think I saw this one before, but I post it just in case.

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