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Messages - wolfreal

Pages: 1 ... 17 18 [19] 20
271
XPiratez / Question about magna lite.
« on: January 19, 2017, 06:40:13 pm »
Hello.

I think this is kind of stupid, but... How do you turn off the magna lite?. I pressed L like there is no tomorrow but the magna lite never turn off. Or maybe it is not intended?.

272
The X-Com Files / Re: Dossiers wanted!
« on: January 19, 2017, 06:02:39 pm »
I have another... it is a kind of parody.

- Name Chris Carter
- Role: Screenwriter
- Details: Screenwriter of a famous science fiction horror drama TV series, it is actually looked for interrogation about his "Muses", because most of the material in the series is suspiciously similar to some of the phenomena this Bureau is investigating...
- Status:  Interpol Notified.

273
The X-Com Files / Re: Dossiers wanted!
« on: January 19, 2017, 04:53:34 pm »
- Name: Doctor Able Standard 
- Profession: PhD in Robotics Engineering (and several others)
- Affiliation: Many. Mainly private consultant
- Details: An authority in robotics, Doctor Standard have made a fortune advising about robotics for industrial and military uses around the world. After returning from a IEEE conference, he recluse himself in his mansion laboratory, murmuring something about Optronics, fusion batteries, and AI controlled autonomous powered armor.
- Status: Near retired. In psychological observation.


I did not find a good photo. I hope this can be useful. I guess that it need some language polishing xD

274
The X-Com Files / Re: Dossiers wanted!
« on: January 18, 2017, 10:35:37 pm »
Great!.

It could be a dossier about the doc from enforcer?. Professor Able Standard

275
XPiratez / Re: Bugs & Crash Reports
« on: January 17, 2017, 09:45:31 pm »
Does shipwrecked gal recruit supposed to add a hand to my band? I rescued one and have the option to recruit and to hire. Hire is adding the worker (BTW, I don´t see this workers giving me more vault space My mistake). But recruiting is not adding a gal to the band. Maybe I´m confused? But I read the manufacturing description and say it should add an Escaped Lunatic. I´m attaching the savegame.

Thanks.


276
XPiratez / How to survive your first pogrom?
« on: January 16, 2017, 11:05:47 pm »
I start playing  0.99E.3 and get into my first pogrom in the first month. I found some Humanists. i survived two turns (Not counting the first waiting turn). They totally obliterated me without any chance of survival. I reloaded the battle and success in stun and retrieve a instructor, costing me just two die hands and one in intensive care. Maybe I´m trying a too high difficulty (Jack Sparrow),  but at least I clean a cultist and a academy mission just with some causalities, no total carnage!. It is better just to show and run, or there are possibilities in the early game to at least capture something?.

277
The X-Com Files / Re: Early gun balance
« on: January 14, 2017, 07:09:12 pm »
I´m almost in December, and have to say that the Magnun is a life saver. I´m playing in Veteran. For the Strange Life form missions, guns are total crap, but I think this is really ok. I use Hunting Rifles + Shotguns. But it gets tricky to capture animals alive. I have been very lucky though, normally I get a bleeding one alive in the last turn. In the cultist activity missions, guns rules, normally I have a fast firing one (Glock, low damage, but against unarmoured folks rules, or to give the final blow) and the Magnun or if I´m in close combat, the small shotgun. I don´t see very useful the Pump action shotgun. Will test now the normal Shotgun, but the small one have a place in my squad hearth XD.

Oh, and BTW, I spam in a cultist mission just in the side of a house, total carnage, luckily I happen to have a grenade I got from another mission. Only one agent live to tell the story.

278
Great!. More LP to see!

279
The X-Com Files / Re: Doggie names!
« on: January 13, 2017, 04:10:59 am »
De la A a la C

Abby Abot Achim Adele Adieu Adler Adrien Aida Aissa Albrecht Alfa Ali Altar Amlyn Andina Anette Angela Angelika Anke Anky Annie Antu Anuk Ara Arette Ayura Azz Babuch Bailey Bakota Balboa Balto Barbi Barney Barney Berg Biley Bimba Bimbo Bingo Bisou Blanco Blondie Blues Bo Bolon Bolsas Boni Bono Briea Brony Bruts Buddy Buddy Buli Buster Cala Casey Celina Chacho Charlie Chelsea Chenin Chiara Chico Chuchi Chueca Chufa Chuny Cibel Clebo Cloe Coco Cody Coletas Connie Cooper Cosette Cosme Cotufa Cukita

De la D a la H

Daisy Dalia Dasha Dasli Dayo Delta Dibu Dieter Diva Dixie Dorcas Dorita Dosthy Drinda Duban Duke Duke Dunli Elfo Elke Elska Erik Etna Fany Fayna Fina Fito Flecos Foli Frechi Freida Freya Friskie Fritz Froy Ghost Ginger Grapis Guda Gugu Guinzo Guti Gutu Hada Harley Harley Heinz Helga Helmut Hertha Hope

De la I a la P

Ianka Imper Ina Inca Jack Jake Juck Kas Katie Keka Kika Kinko Kisi Kissy Kit Klas Koby Kolin Kras Lady Lasha Laus Lazaro Lena Leti Leya Lilo Lira Lucero Lucy Maggie Magou Mahou Maiky Margret Marlene Master Mavi Max Mecha Mia Mica Miki Mimo Mino Missy Molly Murdok Murphy Musa Naga Naima Naiz Nancy Negra Nemo Neptun Noel Nono Nord Nova Nuna Obby Obo Oli Omega Ona Opi Ortiz Oso Ossly Otis Pachi Padua Pasto Pecis Pegaso Pet Piluca Pingo Pinto Pipen Pipi Pitis Pitux Pixie Pol Polett Primi Princess Pulga

De la R a la Z

Rafita Ralf Randi Ranplu Rantam Rastro Rayo Redin Robin Rocky Rollo Roma Romi Rosco Roy Rozel Rufay Rusty Sabana Sabrina Sadi Salie Sally Sam Sancho Sandy Sasa Sasha Serpi Shelby Shelby Sila Slash Sol Sombra Sony Sophie Sorga Sparky Susi Takky Taky Tasha Tesla Tico Titi Toby Toke Topita Tossi Trenzas Trosky Trucha Truco Tyson Unkhas Varita Vegana Vilma Vito Willow Winston Wish Wolfa Yak Yana Yera Yves Zatin Zhako Zorba

Enviado desde mi ECOO E04 3GB mediante Tapatalk

Well, you basically cover almost all the Spanish dogs names I know XD.
 
I will add some names that I don´t see above, and some friends and myself have used for dogs.

Goofy (Gufy)
Tribilín.
Pulgoso.
Reina
Candy
Dalí
Django
Tintín
Obi
Luna
Camila
Perro
Tritón
Ariel
Artreyu


280
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2017, 06:38:38 am »
-> options.cfg
and set:   verboseLogging: true

Great! Thanks!.

281
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2017, 01:26:46 am »
I think it is OXCE+, using 3.5 on the vanilla and the mod installation it crash also. Will post in the correct thread

282
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2017, 11:38:58 pm »
Sorry if this have been reported before, I made a search and it seems like not.

My game crash everytime I use auto sort (Z shorcut in inventory). The log say nothing. I´m usign 0.5.2b, with the OXCE+ provided. The game log say nothing, just a standard segmentation fault. I leave the savegame attached.

BTW, how can I make the log more verbose?

Spoiler:
11-01-2017_15-32-35]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[11-01-2017_15-34-41]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


283
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 11, 2017, 09:14:28 pm »
Solarius, my Knowledge of github if near to zero, but I can try to update all the rulesets in the repository to 1.9.6 at least (making the corresponding branch), and try to post updates every time you update the pack.
 
BTW.  the MIB base missions is intended to work as a infinite time landing? Or it is just a workaround?.

I search for siteType: in all the .rul in X-piratez and don´t get any hit. Maybe they use something different?.

To end, as far as I understand, STR_ALIEN_BASE_ASSAULT for alien infiltration is because at the end of the infiltration mission, aliens generate a base, and you need that siteType: in every mission that generate at the end a place. TBH, I don´t know how the code works (Or any c++). It is just my guessing but, alien terror missions should not have a siteType: too?.

284
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 11, 2017, 08:13:14 pm »
Thanks Hellrazor (Taking care of writing it the correct way  ;) )

I added the siteType: STR_ALIEN_BASE_ASSAULT to the corresponded missions and it works perfectly.

I tried to look at the github of FMP to push the correction, but it says the version is 1.9.1.

285
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 11, 2017, 07:37:20 am »
Hi.

Sorry if I´m posting this here when I should post it anywhere.

Regarding the alien base behaviour that I see using FMP with OXCE+, I made some experiments. (I know, not intended to work this way, but backward compatible so...).

I set this experiments:

First Experiment:
Spoiler:
Mod list:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Gun_Melee ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "UFOextender_Starting_Avalanches ver: 1.0"
  - "XcomUtil_Fighter_Transports ver: 1.0"
  - "XcomUtil_Pistol_Auto_Shot ver: 1.0"
  - "XcomUtil_Skyranger_Weapon_Slot ver: 1.0"
  - "XcomUtil_Starting_Defensive_Improved_Base ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "oxce+strings ver: 1.0"

I know that OXCE+string is only needed with oxce+, but I did not deactivate it in the other ones for convenience.

Information from savegames:

Spoiler:
OXCE+ Savegame
name: DEBUG_OXCE+_ALIENBASE
version: Extended 3.5+
build: " (v2017-01-06)"

OXCE Savegame
name: DEBUG_OXCE_ALIENBASE
version: 3.5
build: " Extended"

OXC Savegame.
name: DEBUG_OXC_ALIENBASE
build: " git 2016-12-30 10:57"
version: 1.0

I added this alien base missions to the savegames:
Code: [Select]
  - type: STR_ALIEN_BASE
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: -1
  - type: STR_ALIEN_BASE
    region: STR_NORTH_AFRICA
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: -1

   
I run a game month and this is the result:

OXC   Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE  Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE+ Savegane:
     deployment: STR_ALIEN_BASE_ASSAULT
    
With this, I confirmed that the builds are working Ok with vanilla.

https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://https://

Then, I tried again, with FMP,
Spoiler:
mods:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Gun_Melee ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "UFOextender_Starting_Avalanches ver: 1.0"
  - "XcomUtil_Fighter_Transports ver: 1.0"
  - "XcomUtil_Pistol_Auto_Shot ver: 1.0"
  - "XcomUtil_Skyranger_Weapon_Slot ver: 1.0"
  - "XcomUtil_Starting_Defensive_Improved_Base ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "final-mod-pack ver: 1.9.6"
  - "hqsoundsfmp ver: 1.0"
  - "oxce+strings ver: 1.0"

Spoiler:
name: OXC_DEBUGALIENBASE
version: 1.0
build: " git 2016-12-30 10:57"

name: OXCE_DEBUGALIENBASE
version: 3.5
build: " Extended"

name: OXCE+_DEBUGALIENBASE
version: Extended 3.5+
build: " (v2017-01-06)"

Added the same bases mission in the savegames.
Run one game month.

Results:

OXC   Savegame: Both bases show.
     deployment: STR_ALIEN_BASE_ASSAULT
OXCE  Savegame: No base showing
     deployment: STR_TERROR_MISSION
OXCE+ Savegane: No base showing
     deployment: STR_TERROR_MISSION
    
So, the error appears when FMP is added and used in OXCE or OXCE+.

I read alienMissions_FMP.rul, and see this line
Code: [Select]
    spawnZone: 4 #Mission zone for alien bases

So, I modified the added alien base mission, and set a new experiment with missionSiteZone changed from -1 to 4.

Code: [Select]
  - type: STR_ALIEN_BASE
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: 4
  - type: STR_ALIEN_BASE
    region: STR_NORTH_AFRICA
    race: STR_FLOATER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: 4

run again with OXCE and OXCE+. Same issue, deployment is STR_TERROR_MISSION. The same happens with normal gameplay, not adding base missions by hand.




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