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Messages - kazek

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16
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 04, 2016, 11:56:39 pm »
This mod is getting better and better!

I just had a seemingly simple mission: bust some Church of Dagon worshippers. My two operatives approached them at night with their flashlights on. Suddenly one of them (shotgun wielding) got a headshot and those basterds run of the building looking for my remaining officer (armed with glock, electric club and two spare clips). I had to turn off my flashlight and hunt them one by one in the woods staying on the verge of light (from the flashlight dropped by my dead soldier). Simply epic! Thank you very much!

Also small bug report. I got CTD when game tries to spawn postal mission. It says:


Quote
OpenXcom has crashed: Error proccessing mission script named: soldierRampage, race: STR_POSTAL1 is not defined.  Extra information has been saced to openxcom.log

Also from my earlier playthrough (maybe it was allready reported) in Red Dawn HQ some of my soldiers were spawned in room they couldn't escape from (there was no doors, lift, ladder and the walls were undestructible, at least for explosives)

And I don't know if this is intentional or not but EXALT has some high-explosive armchairs in their lair.

17
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 08, 2016, 11:59:56 am »

@Kazek, HelmetHair: Regarding the crashing map issue: can I have a save please? I haven't encountered this bug.
And SORRY.

No problem! Here it comes.

18
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 07, 2016, 12:22:16 am »
Yep, me too. OXF shit the bed first mission of a new game.

Well I've managed to find a workaround. Try switching places between soldiers in equip craft menu and giving them standard armor(suit). It only affects first cult mission (arrest single suspect) other works fine.

19
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 05, 2016, 02:32:07 pm »
Just as I get some free time nice surprise: an update!


Howewer I've encountered an issue right from the beginning. I can't start any cult/suspect mission. I get something like this:

OpenXcom Error
OpenXcom has crashed: Map generator encountered an error: no alien units could be placed on the map. Extra information has been saved to openxcom.log. Please report this to the developers.


After some tests i found out, that it only happens if I modify my soldiers name/flag, and only in cult missions. Strange life form works fine


EDIT1: Nope, nothing to do with changing their name or nationality. Must be specific map, bacause some works fine.

20
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 07, 2016, 03:56:37 pm »
Not consciously, but it's a brilliant idea!
Thanks, it gave me quite laughs, when I figured this out.


So... I'm one step from ascending into regular X-com, so here are my thoughts on balance. (if someone doesnt want to spoil themeselves fun, please dont read this) Sol, keep in mind, that these are not complaints, but only suggestions:

Spoiler:
1. After some time sky is swarming with UFOs, and I don't have means to shut them down. It is before my third promoion, but I did a speed run, accepting all important mission to get rid of the cults as quick as possible, but some (mostly bases and HQs) don't spawn very often. So in the end I'm waiting for Black Lotus to spawn while being unable to counteract against full-blown alien invasion. I'd suggest delaying UFOs a bit.
2. I really don't see the point in Jumpsuits right now. They require a special material, and by the time I get it(after Red Dawn HQ) I have my strike teams allready equiped with Armored Vests, which have much better protection. It is heavier, but thanks to gym all my soldiers have strenght at 70, so they can manage it.
3. The  EXALT HQ was one of the most awesome as well as hardest missions ever. Without special gear and heavilly outnumbered my men were droping like flies. And in those labirinths of rooms and corridors it was very easy to overlook someone. But after some time it became really frustrating, when chasing the last enemy alive (and previouslly stunned, who came to their senses) with only 8, underequipped men. After long time I gave up and hauled my soldiers along with the most important prisoners to the LZ. (by the way, the last, post mortem insult from EXALT: Terminate the EXALT doesn't has UFOpedia entry at all, i mean not a blank page with STR_TERMINATE_THE_EXALT, but it doesn't even show)
4. While i love the concept of camouflaged enemies, those damn ninjas tend to camp to much. Few times I had to resign from the mission in the same manner, because some of my men were bleeding to their deaths and I ran out of medicines to tend them. And getting every single unit (inclufing tired ones) to vechicles took so loooooong.
5. I don't know, if this can be changed (or is a part of game mechanics), but shotgun loaded with Breneka(or other AP rounds) can be used as sniper rifle and take down a target from a long distance. And because shotgun has so low AP cost it's currentlly better than SR.

None of this issues changes the fact, that Your mod is a masterpiece, and gave me so much fun. I can't wait for the next release.


21
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 05, 2016, 11:54:50 pm »
Sounds neat. But chronologilcally (after a starting new game) where it would be placed? Before, during or after cult arc?


Also a quick report. After knocking out
Spoiler:
Brainer
  in EXALT HQ (I HATE THOSE F*&%$@S!!!!!!!)I got something like this:
Quote
OpenXcom has crashed: Invalid surface set 'EXALT_BRAINER.PCK for armor 'EXALT_BRAINER_ARMOR': not enoght frames


And also a small question. Is it a pure coincidence or the Xenologist on purpose looks like one respected expert?




22
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 03, 2016, 08:38:23 pm »
Here You go.

23
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 03, 2016, 03:07:55 pm »
Anyone else got this color glitch? Because frankly only after this release Commendation worked for me so maybe it is something on my side.

Anyway I just fought one of the most epic battles ever in Xcom. Having allready Dragonfly and standard military equipement I've stumbled upon MiB terrorising some city. They had better gear, but my soldiers had better training (I suppose). Trying to get rid f their tanks I had to tear down half of the city. When situation seemed to be under control all of a suden a freaking Sectopod walked out of the storage.

24
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 02, 2016, 01:56:58 pm »
Man I hate to be this guy again, but I found another glitch with my favourite EXALT. Reseaching their HQ works fine, but the Ufopedia entry causes CTD. Code 0xc000005.


EDIT: Also two smaller issues: High explosives are not availible for purchase after resarching Milestone 2 (although Ufopedia says it should be), and menu related to Commendations (diary in base and medals after mission) have weird colors.

25
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 02, 2016, 01:05:43 am »
Researching Contact BlakOps grants us posibility to buy few new weapons, including Assult rifle and CAWS. Smartgun is not among them. I'll send You a save tomorrow.

Thanks, good to know. Those bastards costed me so much nerves. I'll be more than happy to raid them.

26
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 01, 2016, 01:49:17 pm »
Well I'm stuck again. I can't get this damn PSICLONE no matter what. I've completed like five EXALT base missions, tens of hideouts and activities and still nothing. I even added it to every single EXALT unit in alienDeployments_XCOMFILES.rul and still not even one spawned anywhere.

Also I don't know, whether it is intentional or not, but now after researching BlackOps Smartguns are not availible for purchase.

27
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 17, 2016, 03:52:32 pm »
Sounds great! Getting right to it.


Soooo... Since we have smartguns, motion trackers, dropships and black chitin aliens using live humans as hosts... Will it be possible to get one of those:




I would completely pass on plasma and laser guns just to use M41a.

28
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 01, 2016, 02:54:27 pm »
I'm sorry, allready moved on and overwriten it. Next time i'll keep it.


I found another issue: To destroy EXALT you have to uncover their HQ like in case of other cults. But researching their special unit (EXALT Master) does nothing. I've checked in ruleset, that you need also PSICLONE (i presume it is an item) but it does not spawn on enemies even in EXALT bases.

29
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 30, 2016, 07:47:32 pm »
So after playing for some time (i love the experience) i found some bugs, that i'd like to report.

First of all sometimes, during cult base attack i got CTD during enemy movement. I noticed, that it was always caused by enemy unit walking on specific tile (for example in deasert base: just below the western stairs).

Some strings are missing (mostly related to EXALT, but also this frog(?) from Dagon church and second milestone).

Blackops Smartgun is availible for purchase from the beginning (but without ammo) and does not have Ufopedia entry.

Sometimes there are two spawned missions in the same spot, for example cult activity and strange life form.

30
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 29, 2014, 01:38:33 pm »
Hello,
Sorry, if it was allready reported, but i have a serious bug. Antytime i click on the base screen, i get ctd. I've dissabled all of the other mods but it doesn't helped. The only thing, besides Openxcom i use currently is Soldier Diaries. Maybe anyone had same problem and can help me?

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