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Messages - wolfreal

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286
The X-Com Files / Re: The X-Com Files - 0.5.2b alpha: Wings of Fury
« on: January 10, 2017, 10:47:49 pm »
I don´t know if this is the correct place to say this, but GREAT MOD!!!. This is a incredible job. Having lots of fun with my first attempt.

287
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 10, 2017, 10:36:45 am »
Thanks Hellrazor. I will test some vanilla and post in the forks threads. It does not appear to be a problem with FMP then.

288
Work In Progress / Re: Dumb questions about modular Rulesets inheritance.
« on: January 10, 2017, 10:27:09 am »
Thanks Hellrazor.

So, to confirm that after reading the other forum post and this explanation, I´m not understanding, I will try to imagine the two scenarios.

Code: [Select]
  - name: STR_LEADER_PLUS
    cost: 0
    dependencies:
      - STR_ALIEN_ORIGINS
      - STR_LOBSTERMAN_COMMANDER
      - STR_LOBSTERMAN_NAVIGATOR
      - STR_GILLMAN_COMMANDER

Just have those four in any order and STR_LEADER_PLUS will pop up.

Code: [Select]
  - name: STR_LEADER_PLUS
    cost: 0
    requires:
      - STR_ALIEN_ORIGINS
    dependencies:
      - STR_LOBSTERMAN_COMMANDER
      - STR_LOBSTERMAN_NAVIGATOR
      - STR_GILLMAN_COMMANDER

In this case, STR_LEADER_PLUS will only appears after you have STR_ALIEN_ORIGINS, and get the dependencies. If you got those aliens interrogations before, you have to get it again.

I hope this time I understand well. If not, I will take pencil and paper tomorrow. :P

 I have another question. There is a way to replace the logic with require: using unlock: in another tech?.

Edit: Corrected Hellrazor name :)


289
Work In Progress / Re: Dumb questions about modular Rulesets inheritance.
« on: January 10, 2017, 09:25:06 am »
So, if we have in vanilla:
Code: [Select]
  - name: STR_LEADER_PLUS
    cost: 0
    requires:
      - STR_ALIEN_ORIGINS
    dependencies:
      - STR_LOBSTERMAN_COMMANDER
      - STR_LOBSTERMAN_NAVIGATOR
      - STR_GILLMAN_COMMANDER
How this will work? Do we need STR_ALIEN_ORIGINS and one of commanders?

If I understand well, you can get rid of the requires:, and just add STR_ALIEN_ORIGINS to dependencies.

290
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 10, 2017, 02:19:05 am »
Hello again.

 I have a another question. I know FMP is intended for "vanilla" OXC, but I´m curious about what can be the behaviour of this mod pack if you use OXCE or OXCE+. Obviously, I have tested the game with those two, and looks like playable. For the very short tests I did with a already started savegame, the only thing I see weird was that a alien retaliation mission that was not scripted in original savegame spawn from I don´t know where.

Does anybody have tested this? What are your experiences?. Does the mod maintainers (Thanks Solarius) (and Ktulu) have any opinion about it?

i will do a test myself, but it is not a "pureblood" test (I like to add other mods and well, I cheat a little adding some more missions in the first month in the base region).

Thanks.

EDIT:

I have done some tests. The game works almost flawless. I got a map error only, just a message about recording something in log, the only thing I found was this:

Spoiler:
[10-01-2017_01-21-14]   [WARN]   STR_TERROR_SITE_ not found in en

It appears to be something missing in the english translation.

The other details is that alien bases are not displaying. I have this in the savegame

Spoiler:
alienBases:
  - lon: 1.4691175686677607
    lat: -0.60509633944893593
    id: 5
    race: STR_SECTOID
    discovered: true
    deployment: STR_TERROR_MISSION

but the square of the base does not appears. I try to set discovered to false, and open the savegame in normal OXC, sending all the crafts again, checking it gets discovered, but the base does not appear. I will now try to put this same base in a new "vanilla OXC" to see whats happens.

Again, I know FMP is not intended to be played with OXCE or OXCE+.

EDIT2: Tried to correct some grammar.

-- posts merged - Solarius Scorch ---

EDIT2

Well, the string "    deployment: STR_TERROR_MISSION" on the alien base section sounds a little weird, so I remove it by hand and then the base appears in all three (OXC, OXCE, OXCE+).

Some idea why this happens?.

291
Work In Progress / Re: Dumb questions about modular Rulesets inheritance.
« on: January 08, 2017, 06:03:49 pm »
Thanks Meridian. So, I have to suppose that the behavior with dependencies: and requires: is the same as with unlocks:, it override precedent rulesets.

Great guidelines Solarius. Will stick to it. Thanks.



292
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 08, 2017, 05:30:51 pm »
Thats not an error. Your looking up one of the dropdown doors.
Or how else do you think this cyberdisc would be able to leave the second floor and terrorize civilians?

Thanks hellrazor!. That make a lot of sense! It is a little weird to spawn a cyberdisc in this little room if you ask me, but thinking in this way well, you got a point.

Sorry anyways. Just trying to give my grain of sand.

293
Work In Progress / Dumb questions about modular Rulesets inheritance.
« on: January 08, 2017, 11:47:37 am »
Hello.

I have what I think it could be a little dumb questions about the modular Ruleset mechanism. In particular, about research.

First: What is the difference between unlocks: and dependencies:. I understand one work upward in the dependence tree, and the other downward. but I´d like to have more details about each one.

Second:

Imagine the following Scenario. I have UFO1 Rulesets (Xcom1Ruleset), some large mod ruleset (Bm1Ruleset), and a little addon ruleset (laRuleset)

In this Scenario, "Bm1" make some important changes to the Xcom1 research tree (Like in hardmode expansion, FMP, etc), and "la" add a little item to the game. The load order is Xcom, Bm1 and la.

Let´s say "la" add a "ethereal cloak", and the idea is make it dependent of the personal armor and ethereal autopsy.

So, I have

Spoiler:
- name: STR_ETHEREAL_CLOAK
    cost: 3141592
    points: 271
    dependencies:
      - STR_PERSONAL_ARMOR
      - STR_ETHEREAL_AUTOPSY

 So, I want to unlock the research when the personal armor is investigated, so, I add this to the "la" ruleset

Spoiler:
- name: STR_PERSONAL_ARMOR
    unlocks:
      - STR_ETHEREAL_CLOAK


xcom1 and bm1 have an unlock item too, my question then is: when la ruleset is loaded, ¿this new unlocks override the other unlocks, or is added to the others?

I hope I made myself understand good enough. I have to said that I searched in the forum and the wiki and did not found anything that clear my doubts about this question. Thanks in advance.

Pd. Sorry for broken English.

294
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 08, 2017, 10:34:50 am »
Hello again.

I downloaded 1.9.6, and tested the supply ships. They´re working fine.

But now, in a debug game, I find a similar error in other ship

Take a look at the images. The soldier in the first floor can shoot the sectoid and the disc on the second one.

I uploading the savegames, the images, and here I copying what I think is the important part of the savegame that will help people identify in what map is the problem.

Spoiler:
width: 50
  length: 50
  height: 4
  missionType: STR_UFO_GROUND_ASSAULT
  globalshade: 0
  turn: 1
  selectedUnit: 30
  mapdatasets:
    - BLANKS
    - GRASSLANDMOUNT
    - GRASSLANDDESERT
    - GRASSLANDBITS
    - BLANKS
    - U_EXT02
    - U_WALL02
    - U_PODS
    - U_BITS
    - UFOL83
    - BLANKS
    - PLANE_ALLOY
    - CRAFTBIT
    - AVENGER_NEW

 I hope this can help.

Edit: I check and the other side of the ship suffer from the same issue.

295
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2017, 09:15:53 am »
They should not be able to see through the floor either. Need to make so LOFT screenshots to check if the really can.

The original Supplyship map had a missing floor tile, so the enemies were able to shoot through.

The savegame map is stored in binary format in the savegame, so yes once it is generated you have to live with it for the current battlescape save.

Sorry. They can not see neither. Confirmed. It was a confusion.

Thanks again for the fix.


296
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2017, 08:33:32 am »
*Hushing into the Thread...*

*Shudders, when seeing that the map bug is so old and known...*

*Downloads FMP 1.9.5b..*

*Fixes maperrors for Solarius...*

*Quitely leaves attached fixes..,*

*Leaving...*

Sorry for make you Shudders. I´m using FMP 1.9.5b for the record, and the last nightly build (Well, the truth is that I download the build in January 2).

Thanks for the fixes. I tested in some generated battles and it looks like working. Units can see but not shoot through the floor. In the savegame does not work but I think that this is obviously because the map is already generated.

Thanks again.

297
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2017, 06:48:48 am »
[Sorry for the broken English]

Hi Everybody. First, I want to congratulate the team for the great job compiling this pack. It make all the (Open) Xcom experience more awesome than ever.

I do not know if this is the correct forum to post this, but I think I found a bug in one of the mods in the mod pack. I think is the one that add new UFOs. Sometimes, it appears that the aliens can shoot trough the UFOs walls. See attached some pictures and the savegame where I find this error. I have to admit that I add some other mods to the FMP base, but none add weapons, or new scenarios, or new aliens. I tested this savegame without theses mods and the result is the same.

Some screenshots to make my point.



This first ScreenShot shows where was the Sectoid who can shoot through walls.





Those two images show where were the affected tittles/soldiers. The last one image have some very hard to see blue "circles" that show the plasma shots that can go through.

Those two savegames have the exact point where the issue is happening. I have been fiddling with the savegame in the geoscape before this mission, but only cheating with soldiers and adding more missions. I don´t think this can cause this bug. It is not the first time it happens, but it is the only one I had saved.

I hope this can help to solve this issue. Or maybe it is not an issue, and I hope some here illuminate me :=).

Thanks in advance.

PD. Need editing. Learning to proper add images to post.
Edit 1. Added savegame without the other mods, remove the other savegames, shoots made again.
Edit 2. I use the mod Veterancy, without it, I can not load the savegame. I think the same will happens with the airsoft pistol mod.
Edit 3. Added a savegame where you don´t need any aditional mod. Same issue.




298
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 07, 2014, 10:39:03 pm »
Hi all.

I'm having the same issues with FMP. Trying 05-12 night build, with 0.9.7.1 FMP. Crash in Terror Missions, and alien base missions show the "map could not generate" message. Tried with windows 7 sp1 and in linux debian 7 compiled from git. I tried with 0.9.6 and with early november windows nightly build, the same happens. Using the new battle options, I saw that some missions, like MIB mansion and other (did not take note on all that i test), the ship generating in middle of building is a regular issue.

I want to help in the debug of the issue. But when the game crash i don't know where to look for what happens.


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