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Messages - Phoenix7786

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121
Hey only mods I have downloaded are shotgun and a sniper rifle mod installed. Oh and I have a few of the in-game mods already activated ( psionics requiring LoS and melee mode). If my game loads up should I assume it's functioning just fine?

122
Heya all. Once again, more questions from me. I downloaded the latest nightly, since I was still running off of base 1.0 and it occured to me I have no idea if this would require me to restart campaigns in progress or can I simply resume my war?

123
Haha you knew what I was going to ask (how to install a Nightly) without me having to ask :P I keep a vanilla archive of OpenXcom just for mods or for a clean start in case something horribly goes wrong.

I re-read your install instructions:

1.Rename your Data/SoldierName folder to something else.
2.Backup your original data, just in case. This mod will modify a lot of maps etc.
3.If you already have previous Piratez version, delete resources/pirates to get rid of any no longer used stuff
4.Dump the contents of the archive into the Data folder.
5.Enable Piratez, Piratez_Factions, Piratez_Planet and Piratez_lang .rul files (the last file contains all language data, ALL are required).
6.Compatible with Luke83's Extra Ufos: https://openxcom.org/forum/index.php?topic=2007.msg19079#msg19079 (although this makes the challenge easier due to better access to some rare ship components).

7. There is an alternate paperdoll for mask-less Smokey armor available in Piratez Alternate Armor folder. Just write it over same files in the Piratez folder if you want it.

I actually don't see anywhere where it says to download a certain nightly. Since this is just text and you can't hear my tone please don't think I'm getting bitchy or snappy. I just wanted to clarify that I don't see where it said to install a certain nightly and that was where I got astray.

EDIT: Ah wait the culprit is your piratez mod page on https://www.openxcom.com/mod/piratez doesn't list the nightly requirement. It's probably best to update that page then. I see it now on your piratez forum page.

124
Windows 7, 64-bit. I downloaded the openXcom milestone version about 10 days or so ago from https://openxcom.org/downloads-milestones/. I have not fiddled with any of the nightlies so I assume my download would have been version 1.0. I have your piratez version 0.9f.

125
Heya Diox. I just made a vanilla back-up of openXcom, dumped your mod's contents into the clean openXcom's data folder, loaded the 4 .rul's and got:

Mod failed to load. piratez_planet
yamll-cpp: error at line 0, column 0: bad conversion

What went wrong?

126
Open Feedback / Re: Another newbie question, this one on radars
« on: April 23, 2015, 08:12:32 pm »
Ok cool. So I know that a small+large is pretty much mandatory until the decoder is available. And thanks for clarifying they're ARE additive that tells me what I needed to know. At least this thread has been a learning experience for more than just me :P

127
Open Feedback / Re: Another newbie question, this one on radars
« on: April 23, 2015, 07:10:08 pm »
Hello there and spam us with as many questions as you like :)

You should also check the wiki at https://www.ufopaedia.org/index.php?title=OpenXcom since you might find useful info there.

The range of the decoder is the outermost circle when you're placing your initial base. It isn't much bigger than a Large Radar but the 100% chance more than makes up for it.

Thanks for the patience! I just dog-earred that page. It does state that each radar facility contributes to the detection check, so having multiple Small Radar Systems and/or Large Radar Systems does improve your chances. The Hyperwave Decoder still makes all other facilities obsolete though since it has a 100% detection chance.

So is there still any reason to stack a small radar with large ones or is it better to just spam larges? Since a large is 20% can I just stack 5 until the Decoder or are the percentages from multiple radars not additive?

Thanks as always!

128
Open Feedback / Another newbie question, this one on radars
« on: April 23, 2015, 08:29:50 am »
Heya all. Sorry to sort of flood the forum with so many questions, but I can't seem to see any of this info on the readme or changelog. Anyways, I see that having a large radar and small radar boosts the detection to 30%. It says that there is no way to increase the extra detection percentage by building more. However, what about the detection radius? I know the layers of circles represent what I can potentially detect, and given the changes/tweaks/fixes openXcom has made, exactly how many and what kinds of radars do I need to build for optimal radius for detection before I start wasting cash? Is it as simple as having a small, large, and then Hyper-wave decoder and that's all I need or has the openXcom source-port tweaked the mechanics? Sorry again to flood with questions but I'm not having luck seeing anything online other than vanilla Xcom.

129
Open Feedback / Re: Question about inventory
« on: April 21, 2015, 02:45:03 am »
Ah excellent to hear how many things have been changed and fixed. My list of X-com enthusiasts/converts is up to a potential 4 then.

What happens if the division isn't clear (i.e. rifle clips are 10 rounds what if I've shot, say, 13 or 14)?

130
Open Feedback / Question about inventory
« on: April 21, 2015, 02:01:59 am »
Heya all. Been fiddling with a new game lately. I would like to know a few things about the inventory. Do expendable items in a soldier's inventory (such as grenades, ammunition, electro-flares) get used up if they're on somebody's body or are they safely recovered with me? if I don't use them? I seem to recall that ammo clips would disappear even if I never used them. Or were they just being used to reload the guns after the battle and I didn't know?

If I throw an electro-flare, is it salvaged after the battle? If I throw it then later on pick it back up and put it in my backpack is it saved? Or once I throw it it's gone? And prox grenades? Are primed (but unexploded) prox grenades recovered?

131
Open Feedback / Re: Thank you ! :)
« on: April 19, 2015, 07:38:04 am »
I'll throw my hat into this thread as well!

132
Open Feedback / Re: Sniper Rifle mod is missing from mods page
« on: April 19, 2015, 07:36:19 am »
Yeah for now I had to get it downloaded through the links added in this thread.

I might have earned us 2 more X-Com converts: my brother and an old boss I reconnected with at a wedding today. Muwhahhah!

133
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 18, 2015, 11:38:13 pm »
Oh yuck I can well imagine how aggravating bugged research must have been. I also get why they made torpedoes unusable above water, since not all underwater munitions function out of water. However, if we know it's a terror mission above the surface of the water, why don't we have more conventional RPG weaponry? I get that the Coelacanth's weaponry is too different to be modified on the fly, but there's no reason why an Aquanaut can't simply grab an old rocket launcher.

I also had a gripe that naval base terror missions featured unarmed sailors. FFS it's a naval base don't they have guns too? I know they didn't want to make it easy on us but I would have loved to see something like the sailors fight back even if they were just using pistols. Look at how Apocalypse gave us Megapol, or the Enemy Within DLC added Security Personnel, or Xenonauts added in friendly NPC allies like local police and military forces. I wonder if it was just a limitation to the engine at the time?

I hope it doesn't seem like I'm just bitching here I love the X-com series but those gripes have always stuck with me.

134
Open Feedback / Re: STUN/RECOVER
« on: April 18, 2015, 10:17:51 pm »
I just downloaded the openXcom latest build a few days ago. Has the stun bug been fixed or do I need to finangle with one of these Nightly patches?

135
Open Feedback / Re: Sniper Rifle mod is missing from mods page
« on: April 18, 2015, 10:16:44 pm »
Any idea why the link went dead or MIA?

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