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Messages - Ridаn

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241
Released Mods / Re: [HWP] Attack Dog
« on: March 03, 2015, 11:10:51 am »
I have taken the liberty in editing the rulset to make the dogs more effective
improved TU to 90 (prev 80)
improved stamina to 110 (prev 90?)
improved energy recovery to 40 (previously 30)
improved str to 40
improved reaction to 90 (prev 60) so they always react to anyone going past them

improved acc to 100 on his bite attack
bite attack scales of melee skillApplied: true

selling dogs is 0 ..you don't sell them you simply give them away for adoption when no longer needed

disabled inventory for dogs they no longer show up in initial  loadout screen and if you click on their inventory just goes to next unit instead and does nothing. they can no longer carry anything. no more sword wielding dogs :) healing dogs would be nice. maybe a dog that has a healing kit built in like a saint bernard.

use  them with alternate moving run to enemy..bite few times..come back. or use them for scouting.

their bite is not strong s they cannot kill anything mechanical or high health. really useful against lower tier enemies.
Uuggh, like, why? Dogs were already a uber weapon. With a reaction of 90 they get a guaranted first turn scouting, without being shot on the ramp. And all other bonuses are excessive too.
Disabling inventory is nice, though.

242
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 02, 2015, 11:41:51 pm »
So I finished my version of the translation. If there are some bugs/errors, please, PM me and I'll try to correct them.

And also I'd like to say thanks to Solarius Scorch for his great work. Even the volume and the quality of the texts impresses, not to mention a gameplay part of the modpack.

Looks great, do like.

243
Got another "vector::_M_range_check error" on Terror mission Railroad terrain, now it`s a Reaper causing trouble.
According to this
https://openxcom.org/forum/index.php/topic,3410.msg39662.html#new
thread it`s something about Bonaventura.

Also when you jump down from Bonaventura roof (level4) on it`s ramp (level2) gals behave weird and do extra steps and stuff.

244
According to WarBoy, the stunrod is hardcoded to Always hit.  Therefore no hitsound or indicator is necessary for the vanilla stunrod.  That said, I have no idea if Dioxine has altered this at all, in the Piratez mod.

In Piratez it`s a two handed weapon with 125% basic accuracy and is affected by operative melee skill, according to Bootypedia description.

By the way does it make a difference if I keep a second hand free when using a melee weapon with stats like that? Because I try to :)

245
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: March 02, 2015, 06:32:16 pm »
Sure thing

246
Dioxine, I got a request, a non-humble feature request :)

Hit animation for Stun Rod.
As of now there is no way to deduct if Stun Rod`s hit connected or not. Other melee weapons got a distinct SFX on hit, while Stun Rods do not.
I does not have to be a custom made one, there is one in Tazer pistol mod (although it`s ranged), and, I think, XenoOperations Stun Rod has one (I do not really remember though).

Also would it be possible to change mission order, and make first missions involve tourist ships and traders transports?
reason: starting is hard. At least there are guys with Magnums on tourist ships and people could research up to Handcannon sooner. Also an extra reason to utilize a dozen of those starting Handles.

247
Got it. Posted the problem into a Troubleshooting subforum.
Had to remove 2 Cyberdiscs (both caused the same problem) by editing save file, and around five test turns later there is no crashes. Hope I can keep playing now.

edit:
it's an error in the RMP files of the mod, note that node 119 is linked to node 120, which doesn't exist.

248
Released Mods / Re: matching laser / matching plasma weapons minimods
« on: March 02, 2015, 10:32:07 am »
I might replace the handles of plasma and laser pistols making laser handle red and plasma handle blue. Any thoughts?

Yes, do it. It was the first thing to come to my mind when looking at the picture in OP.

249
Got another critical terrain/node (or so I think) related bug.
Game crashes with a
Code: [Select]
[FATAL] vector::_M_range_check error.
After turning on a debud mode and enabling AItrace latest entry I got was this:
Code: [Select]
[02-03-2015 01:10:11] [INFO] #1000022--STR_CYBERDISC_TERRORIST
[02-03-2015 01:10:11] [INFO] Unit has 0/16 known enemies visible, 2 of whom are spotting him.
[02-03-2015 01:10:11] [INFO] Currently using Patrol behaviour
[02-03-2015 01:10:11] [INFO] Escape estimation completed after 1 tries, 5 squares or so away.
[02-03-2015 01:10:11] [INFO] Ambush estimation failed
[02-03-2015 01:10:11] [INFO] Firepoint found at (37,28,1), with a score of: 141
[02-03-2015 01:10:11] [INFO] Attack estimation desires to move to (37,28,1)
[02-03-2015 01:10:11] [INFO] Scout  found on patrol node! XXX XXX XXX
[02-03-2015 01:10:16] [FATAL] vector::_M_range_check

I do not know much about modding or code but that double space between "Scout" and "found" seem suspicious to me.
Here is a screenshot of terrain, because I have no idea whats it`s name is.
And sorry for dumping it here instead of Hobbes terrain thread :)

250
Here it is.

251
Looks great!

Found another floor with messed up SFX, it makes a ricochette sound and destroyed-cyberdisc sound, when walked on.
Or should I post it to Hobbes terrain thread?

Also there was a guy blocked by furniture, who almost made me carry all loot manually, because it was 30th turn and he did not come out. I now hate this particular terror terain even more then before :)

252
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 27, 2015, 01:05:15 pm »
Just saw a Meridian Let`s Play FMP last episode (15th), and it looks like there is a hole in the 2nd floor of that Very Large Research/Lab ship, somewhere around it`s single ground floor entrance. You can see alien fire at around 25:53 and at 27:50 in the video.
It`s weird, because I remember it being patched up a long time ago.

Also a Commander probably should not be on that ship.

253
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: February 26, 2015, 11:21:58 pm »
openxcom_git_master_2015_02_22_0621 nightly
Hobbes Terrain Pack v3.1.4
luke Expanded Terror v2.2(1) from mod portal page

The roof landing I got on the previous page had the same mods enabled (and also XOps, but I do not think it has anything to do with mapscripts, and Expanded U_Base, but it was a Terror Mission, not a base assault) and it was a 1st month terror mission. When I got a second one, a Skyranger exit was blocked by a building wall, and most of the Skyranger was inside said building.

254
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: February 26, 2015, 07:49:04 pm »
Looks like they do conflict, on a 2nd Terror mission I got a Skyranger stuck in the building with both TerrainPack and TerrorPack enabled.

255
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: February 25, 2015, 11:03:11 pm »
Regarding new Synthsuit armour - around October 2014 there was a bug with multi stat modifying armour, making operatives wearing said armour unassignible to any transport and making them not appear during base defence mission (and I think you can`t "sell" them too).
I`ve lost quite a few nerve cells because of that, and I`m not sure if that bug is fixed.
Only time (to my knowledge) this problem surfaced was in Piratez mod, with late-game armours pumping operatives full of battle drugs and modifying a lot of stats, including STR. Singular STR bonus worked okay (Synthmuscle suit etc), but in conjunction with other stat bonuses you were guaranteed a no-fun time.
Only method of fixing it ingame I found is to remove said armour from operative (or equip some another one) and run any mission with different crew (even just making battlescape appearance and aborting should work, I think).

Posting this just in case this bug still persists, because FMP Synthsuit modifies a lot of stats, STR included, and someone might lose a favourite operative by just unassigning him from craft (or him getting a wound), never to assign again.

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