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Messages - cjones

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46
That's odd, I just did a clean install, loaded up piratez and everything is gravy so far.  Course, I haven't built any large quarters, still in first month, so who knows. 

It crashes after any battle? Or just since you built large quarters?  Are you getting error code or crash to desktop with no warning?

I have found from playing many mods that there are a million and one things that can go funky with em, whats always helped me is being as detailed as possible on the forums. also doesn't hurt to try and attach a save game and/or cfg file that has as savestate just before the crash.

The peeps that are on this board are superhelpful when it comes to getting these mods to work, I am sure someone knows exactly what the prob is.

That being said, I will try and outline how I installed mod, just to see if maybe you left a step out? 

Before I do though, I am sure this isn't the easiest way but this is how I load mods.

1. Clean install of openxcom using v1.0 installer with data patch
2. Grab latest nightly
3. install mods per mod creator instructions, really, be very THOROUGH to make sure you read all mod creators notes.  Dioxine does a very good job of explaining everything just so on the mod portal.  Other modders also are usually very detailed. 

It also doesn't hurt to be a board lurker like me, you would be amazed the stuff you pick up.  Heck, I have even learned some basic editing (with supervision by these wonderful peeps) myself using notepad++. 

IMO playing with mods on openxcom is kinda like restoring and building custom hot rods.  You really don't just go and grab a fully functioning one of the shelf, you might take someone else's plans and build your own version, tinkering all the while to get utmost performance and tuning.  Heck, half the fun for me of playing all these cool mods is getting them setup to work properly, its like tuning a performance engine.

As for the idea of someone uploading a ufo defense+mod file, I am pretty sure that would be a violation of some copyright laws.  and I would hate to see this site taken down by a DCMA act complaint or some such. 

Enjoy the ride and don't lose hope, these mods are worth it!

47
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 03, 2014, 10:03:07 pm »
hehe, yeah, It was cool how Cydonia gave me deja vu going back to month 1.  All my cool weaps suddenly felt way underpowered. 

Its just not natural for a bug to take 2 blaster bombs and still live, lol

48
Edrick,

I recall similar probs when I first started the piratez mod back in .85.

As for the dirt filled crafts and stuff I recall you had to load another mod/update fix, think it was a MCD file.  the open xcom mod site has the instructions for using that.

I also had map not found crashes that dioxine was nice enough to fix by attaching all the maps a few posts back on this thread.

I also recall that the mod needed the last nightly, as I was getting crashes due to large living quarters.  actually I think that was FMP that I had that prob, but may apply here as well.

On a side note, I just finished another mod and am looking forward to firing up another piratez campaign!

Yarr!

49
Work In Progress / Warning, may contain spoilers
« on: October 03, 2014, 09:15:42 pm »
Just finished a playthru, gotta say A+!

Thanks for the mod and your hardwork!

Cydonia was friggin awesome, I really like the changes, it did always feel kinda anticlimactic in the vanilla, you really amped up the challenge!

I do appreciate your one concession, which I won't mention lest I spoil it for someone else, but was a pleasant surprise.

Thanks again for the awesome work!


50
New piratez UPDATE?! awesome sauce, once I finish my xeno ops playthru I am gonna start a new campaign.

Just a quick question, this may be irrelevant but what difficulty do you recommend this mod is most balanced for.  What I mean is, if I understand how most mods are created, everything is balanced just so to work together.  I usually play on experienced, maybe veteran, as I find that at superhuman especially, all the extra aliens per mission just get tedious.

I also noticed insane low stats for my recruits in previous versions, but also insane high levels for others, I chalked it up to the fact that my girls were just a buncha mutie misfits.  I find the best way to really enjoy this mod is to realize that you won't really be able to create uniform troops.  you really have to improvise.  the girls stats contribute to this but also the difficulty and randomness of getting bits to manu stuff.  I almost drove myself insane trying to get my squad full annahillator (spelling?) armor for cydonia.  I stopped at about 6 sets, as it was taking forever to find enough wrecked power armor.

I find this mix/match loadout/skillsets really adds to the flavor of piratez.  Think about it, ragtag pirates in real history didn't all carry same weapon/armor or come from same backgrounds.  Sure that one pirate was an ex soldier and has great fire accuracy, meanwhile that other was a blacksmith apprentice and has massive str but low fire accuracy.

If you really think about, pirates would have weapons they looted from enemies, or cobbled together uniquely.  this adds to the overall flavor also as each battlescape battle plays out like  a cool movie in my head.  I am sure we have all seen movies where a band of pirates attacks a ship, they are all ragtag going against the navy or maybe just civvy security, then out of a cloud of smoke a huge pirate comes lumbering out with a massive weapon the other pirates don't have, completely changing the battle.  Or a scrappy pirate, about 100lbs soaking weight, sinks the enemy's morale by running at their captain with dynamite.

On another note, one of the funniest things for me personally in Piratez is when you get your first "power" armor.  Its called juggernaut I believe and it looks like something out of warhammer, specifically Orks armor.  Its obviously cobbled together from bits and stuff.  Its amazing how that armor changes the playing field.  most of the low to mid tier enemies simply don't have the firepower to even put a dent in you, on the low tier stuff, say a shuttle attack, you can simply walk up to the enemies while their bullets bounce off.  of course you have to watch for those trade engineers with their hi ex, but I digress.

This is fun as heck, battle plays out with your regular troops leaping out of transport in pirate gear, followed by a lumbering power armor armed only with a cutlass, running around stabbing enemy while bullets bounce off of it.

So, in summary, or TLDR, best advice I can really give to someone playing this mod for first time, is throw everything you know about xcom out the door and enjoy this game for what it is, a whole new game with the xcom engine.  Its a blast, and I promise you won't regret it!

Thank for letting me ramble here, I cant sing the praises of this mod enough!  I love it and all you other awesome modders!

51
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 02, 2014, 08:38:16 pm »
That fixed it!

Thanks soooooo much! Now I can continue taking down the 10+ alien bases in my save, lol

52
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 02, 2014, 07:41:37 pm »
Heya again, still playing and loving the mod,

I just realized when a floater jumped out and tried to knife me, I never fixed the alien melee problem.  Still using latest nightly as of 9/30.

My question is, is it possible for me to edit the ruleset to fix this myself?  I have no idea what I am doing except I have notepad++ and I tried to add a line just under damage type on the alloy blade and plasma sword in the alien arsenal ruleset that said clipSize= -1.

After I save the edit and try to load, it says alien arsenal mod failed to load due to error at the line I edited, illegal tab indentation?

I realize I sound like a complete idiot and I am sure I am going about this all wrong, but I appreciate if anyone could point out the proper way to edit the ruleset for this fix.  I guess I'm more of a playtester to this forum vs. modder, lol

I have also attached my save, since I recall Dioxine said it helped with modding since it allowed modder to see other peoples playstyles and what not.

Thanks!

Thanks!

53
Gonna do another playthru soon as I finish Xeno Ops.   can't wait to see the new stuff!

54
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 02, 2014, 12:32:56 am »
Loving this mod, some observations if I may.

First, the bug I had encountered before may have also been something on my side.  I did a clean install, installed the 9/30 nightly and havent encountered a single bug since.

The X3 craft, the name escapes me as of now, but i noticed I was able to take a battle ship down with minimal damage using plasma weaps, is this intended?  seems a tad OP

My other observations aren't really specific to this mod, but having played a number of mods I was wondering if anyone knows if it would be possible for manu items to go "obsolete".  Reason I ask is my manu screens always get cluttered with stuff I haven't made since the 2nd month of the game, would be nice if you could filter out the obs techs.

Also, when it comes to global radar, it would be cool if you could filter out the fluff ships, like the very small and small ships.  or maybe even only show ships with a certain race.  I dunno, I guess the prob is me, I tend to linger before doing cydonia, and it just gets annoying dealing with all the UFOs when you are sitting on most of the tech and tons of alien stuff such as elerium and alloys.

All in all, love the mod, great work, now if I can just get my nerve up to take on those armored mutons...

Thanks!

55
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 01, 2014, 05:09:35 pm »
Hey,

Solar, love the mod, good stuff, I just started another play thru after beating piratez and noticed something weird on this play thru.

The Gauss pistol doesn't seem to be affected by range like the other weapons.  I have ufo extender accuracy one, but my Gauss pistol is way OP since it seems to keep its accuracy at almost any range.

I was using latest nightly and latest edition of FMP.  Sadly, I lost the save or I would attach.

Thanks!

56
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 29, 2014, 03:59:55 pm »
Heya,

Everything looks cool, started a superhuman ironman campaign to take it for a spin.  Downed a very small ufo with no prob.

Only prob I have now is on my first terror mission.  I don't deploy a single soldier on round 1, I just pop a smoke just in front of my first soldier on left.  Then I pass to alien turn.  About 5 secs into alien turn, game crashes to desktop, no error given.

Only mods I have besides XENO OPS are the ones solar pointed out that work with this mod, which are luke's extra ufos and ubase expanded.

I was using HQ sounds, but turned it off thinking that could be it.

I am using all recommended settings, except I think I may have changed explosion to 1 and I think alien pick up weaps=yes.

I have the latest nightly build (9/29), I was using an earlier nightly build, i think 9/24, upgraded and still got crash.

I have attached save if anyone cares to see the crash and tell me what I am doing wrong, lol, but of course it is an iron man save, so you would have to abort to goto GEO.
I am really looking forward to playing this megamod, having just finished PirateZ and previously FMP, I am a fiend for megamods, if anyone knows of any other please let me know, thanks!


57
Awesome sauce, I may wait until I finish my current save, hehe, before updating.

Thanks!

58
Oh, and on a side note, I installed that map pack, worked great!

Also, on another side note.  I loaded up my leviathan with about 20 rookies in pirate armor with top of the line stuff like future bows, force blades, light discs, tesla coils and didnt let myself use voodoo.  I slaughtered em!  of course i took some casualties, but since I am in process of creating a voodoo resistant force for my big star god push, figured what better way to separate the wheat from the chaff! I forgot how much fun it was without Voodoo!

Thanks!

59
Hehe, thanks.

As for the spamming of voodoo, allow me to express my thoughts on voodoo.

As everyone knows, PSI is basically game breaking in vanilla.  Mods to limit PSI to line of sight correct somewhat by handicapping the player a bit.  IMO this method doesn't really make sense without also disabling line of sight ability to target an alien another soldier can see.  Even taking into account the soldiers have communication headsets and maybe some sort of overall commander relaying commands to each unit, how would this work out?

Soldier A:  I see a muton at my 12 oclock

Soldier B:  I am 300 feet away and it is pitch black out, I will take a shot at your  "12 oclock"  .

Now in the case of the Piratez mod, the whole enemy sighted by another unit can be shot at by a third unit really makes no sense, since I doubt the pirates have such sophisticated comm tech.  That being said, perhaps a way to balance this would be, yes, another unit could take the shot, but at drastically reduced accuracy.  Its akin to me saying:

Pirate A (yelling across the battlefield):  Yarr!  I see a Landlubbing flabby on the roof of that building by the burnt out truck.
Pirate B( yelling back, possibly opening both pirates to detection by enemy and random reaction fire?) : I see the building, Imma shoot my minigun at the roof top at that blur I think you are talking about.



So, that being said, I originally limited psi to line of sight when I first started Piratez.  Then I noticed something, none of my piratez had psi over 60 and skill was apparently capped at 50.  I could Voodoo 90 percent of the EZ factions such as traders, acedamy and don't even get me started on Mercs, so easy to Voodoo mercs.  Then I noticed I had trouble Voodoo'ing other faction PSI users, the church and NEVER was I able to MC a star god.  I figured this was your attempt to balance voodoo without breaking the game and turned PSI line of sight off figuring why double handicap myself.

That all being said, I noticed yesterday, that I was able to SOMETIMES MC a star god if I was very close to it.  I playtested this and it worked again and again.  The same voodoo unit could MC a star god if close, but not far away.  This seemed to consistent to be a result of the RNG, so I figure that Voodoo in your mod has limited range based on voodoo str of enemy.

All that to say, yes, I spam Voodoo, lol, I know its potentially game breaking, but I figured since you appeared to have balances made against it, it wasn't totally against the spirit of the mod.

I appreciate your thoughts on voodoo usage, specifically do you feel that to keep in spirit of your mod, should I enable voodoo line of sight?  If so, prob a good idea to put that on the settings recommendations for the mod.  That being said, it may have said that and I forgot, lol.

Whew, Thanks, and honestly my next playthru I am going to LOS voodoo anyway and enable TFTD manu rules.   I just want to complete my current game first.

Thanks again for the great mod!

60
oh, and what is the Public Enemy?  I know thats a ranking for missions, but you mentioned catching one?

THanks!

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