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Messages - pilot00

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481
Troubleshooting / Re: Ghost Scientists.
« on: March 09, 2015, 11:22:54 pm »
Your save says that there are 50 scientists in transit arriving in 14 hours at X-Com N.A.

In your save, do a search for "transfers:" and you will find the entry.

A few lines above it, it also says "scientists: 0", which is the number of scientists currently at the base. If you want to, you could delete

Code: [Select]
transfers:
  - hours: 14
    scientists: 50

and a few lines above where it says "scientists: 0", just write "scientists: 50". When you load the game, you should have 50 scientists ready to work in your base.

Why they would be stuck in transit forever though, I don't know.. Maybe something was broken in 1.0... The nightly is much better btw ;)

Thanks! It worked. I just made them 50 and they are available.

When I do check the transfers (before the edit) they dont show there, but as I said they were taking up living space. Weird who knows?

Thanks again for the time and effort.

I am new to the forums, so I guess the nightly is not a final version but something in progress? Would the saves work if I transfer over?

482
Troubleshooting / Re: Ghost Scientists.
« on: March 09, 2015, 09:10:21 pm »
Your scientists are still in transit. This is what I get on the saved file you posted after hitting the time button.

That might be the case and would explain why I still pay them, and they get space in the living quarters. The problem persists though, they never arrive, I cant fire and they arent available for research.

Have you moved the time up as to see weather they ever arrive or not? I tried fast forward a month without completing missions just for that but nothing.

In any event is there a way to delete them by modifying the game files if need be?

483
Troubleshooting / Re: Ghost Scientists.
« on: March 09, 2015, 06:02:17 pm »
Are your scientists still in Transit?  They take 3 days to get to your base.  Look at Base Information>Transfers to see if they are still on their way.

Negative, I progressed three months explicitely to see if that was the case, but no luck. They exist only for living space and salary purposes.

484
Troubleshooting / Re: Ghost Scientists.
« on: March 09, 2015, 01:27:30 pm »
Bingo ty bro. Heres the save.

The problem Occures in the Havana (in game X-Com N.A.) base.

485
Troubleshooting / Re: Ghost Scientists.
« on: March 09, 2015, 01:14:42 pm »
Its the 1.0 (After joining here I found out that there are more builds, so I guess it might be just that).

I cant identify the subfolder that it stores the saves any ideas? I know the original creates files with the names GAME_1 etc, but I cant see anything on the open x-com folder I am using.

486
Offtopic / Re: Introduce yourself
« on: March 08, 2015, 11:27:58 pm »
Hi guys and galls!

Old X-com hardhead and thrilled to find this project. I first runned it on an Amiga when I was like....7 years old? Couldnt find how to land a sky ranger back there on a crash site....what? To my brain it was rocket science back there :P

Fast forward a couple of years and I finally found out. Have played every game in the series ever since, and I just relish going on a play through at times to remember the good ol days.

Was equally excited and dissapointed by the reboot of the series. But I am currently AMAZED by this project.

My name is Chris, I am from Greece and I am glad to meet you.

487
Troubleshooting / Ghost Scientists.
« on: March 08, 2015, 11:16:22 pm »
Hello guys.

First of all let me say a big thank you to the dev team for this awesome mod/update/revamp. The game is x1000000000000000000 better than it used to be (and runs on new machines to boot :D )

Now I have a little bug (which to be honest IDK if its due to the original or the update):

I build a second base with the plan to make it an R&D facility. I put a lab under construction and hire the 50 scientists BEFORE it was finished. After the lab is finished I cant assign the scientists to do any research. They take their living space (I cant delete the specific living quarters they are assigned. In use...grrr...) The exist in the pay rolls, I cant fire or transfer them, since I dont get the option. When I hire scientists on the base I see that I have 50 of them already in that screen. Tried to hire more hopping to get them active but nope.

So is there something I can do, or do I have to pay the almost 2 million on ghost scientists? Even If I have to edit a specific file (to delete them if need be) I am ok with it.

Thanks for your time.

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