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Messages - cjones

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61
Sorry,

One more quick question, how does the prospector work?  It says it is supposed to make you extra income, but I couldnt figure it out.  Is it a WIP?

THanks!

62
Thanks for the map pack, I will try that tomorrow, and if that doesn't work due to my cluttered ufo install, I will take your advice on disabling the ruleset for that part.

Thanks for the info!  As for not using TFTD manu rules, I guess I like it better since it forces you to rely on raiding for your money more than just getting a bunch of seed money and making lots of runt factories, but of course, different taste for different people.  I will prob use TFTD rules on my next play thru.

Keep up the awesome work!  I feel like I met a celebrity, you responding personally to my question, hehe

63
Hello,

Dioxine, First let me say, I LOVE YOUR MOD.  I feel like a 12 year old again, playing xcom on my ps1 for hours.  This is THE BEST mod I have ever found, for any game.

I am hoping someone can help me out here as I am wondering if I am missing missions to complete the game, as I have reached a dead end in the research tree.

I keep getting map not found errors, usually some sort of CULTXXXXX map type, typically when trying to go after star gods.

I have downloaded every terrain pack I can get my hands on and still get missing map/terrain crash to desktop errors.  Is there a certain MAP pack I can download to fix most of this?

I wonder also, am I missing something, I have found Merc, Church bases but those are the only kind I have ever found besides the DOOM ones.  I capture Star gods both dead and alive (via Voodoo) and still cant research anything about them.  I have the death or glory researched, but when I captured the church commander it did not give me any special option. 

I have attached my save if anyone cares to take a looksee.  I know, its a messy game, but I actually am pretty strong, I can steamroll anything except star gods. 

Also, I feel like the Mod doesn't want me to manufacture anything for much of a profit.  I have been doing Finely Distilled rum for spending cash, but since I play without TFTD manu rules, I think my extra runts aren't making me any more money.

Sorry for the long post, but I wanted to make sure I wasn't missing something, lol.


64
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 05, 2014, 09:04:34 pm »
Just got latest build and it works like a top, thanks so much

65
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 05, 2014, 08:57:54 pm »
AH! Thank you so much for pointing that out, im such a noob.

Thanks again!

66
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 05, 2014, 08:44:25 pm »
On a side note, I would add I am playing the game off of a flash drive, if that matters.  It worked fine before using the FMP.

Thanks!

67
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 05, 2014, 08:37:34 pm »
Hello,

First let me say thank you to the mod creator and if anyone from OpenXcom is around, thanks to them to!

I have just started experimenting with mods on open xcom, tried a few standalone out and everything worked fine.

Found your wonderful mod pack and thought it would be nice to have a complete balanced mudpack instead of frankensteining a bunch together that might not be stable/balanced together.

Long story short, I followed the instructions for install to the letter and everything works fine until I try to place the expanded living quarters via a custom base setting.

I thought this might be a prob with custom initial base so I turned that option off.  I started a new game and now I can do everything except once I click to enter my base, openxcom crashes.

I am using the 1.0 windows installer (latest stable) version of open xcom.   I am only enabling the recommended options when starting a new game, ufo extender accuracy and research spent on use.

I am thinking the crash is related to the living quarters mod?  I have attached my save game.

Thanks!

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