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Messages - firsttefl1

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16
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2017, 09:49:33 pm »
That's an interesting question.
Perhaps, that is the "Retain interrogated aliens" option playing jokes.
Anyway - I just captured some hapless Red Dawn and Black Lotus mooks and interrogated them (with some accidents involved).
And now there are fresh bodies in the freezer. That's it.

I haven't modified anything and haven't used any additional manipulation - just the option I mentioned. It doesn't seem that I retrieved the bodies directly from the battlefield - more likely, they just appeared after interrogations.

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2017, 09:29:41 pm »
Thanks, now assigning pilots shows properly.
But there is still another "STR_..." issue - this time the one with corpses of "well-questioned" enemies appearing in the "Sell" window (I keep the option "Retain interrogated aliens" - maybe, that's the reason).

18
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2017, 08:19:16 pm »
Is it a bug, or just something missing? ("STR_ASSIGN_PILOTS").


19
Sorry for the double post, but yeah, this bug is very nasty. Seems a lot of city terrain now explodes when damaged by gunfire. Be it apartment walls with white siding, concrete stairs, or otherwise, a damaging bullet will cause an explosion.

The same happens if you hit a stone block somewhere in the wilderness (see the save attached - "weird111.sav").
 My lone agent was hunting for some werewolves when suddenly the very earth exploded under his feet :)

Oh, and that happens when you shoot at a corpse (save "weird222.sav" to try that out - just shoot the werewolf corpse lying in front of you with your small shotgun - and KABOOM).

20
The X-Com Files / Re: Doggie names!
« on: February 25, 2017, 10:35:36 am »
As for Russian names - add Kesha (as a tribute for my friend's dog who died this summer).
Sorry for some necroposting, if it's a case now - but I remember so vividly how protective the old guy was of her, that I cannot help but want to have his name here.

21
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 24, 2017, 03:13:59 pm »
Yep, the issue is quite consistent in this version.

22
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 24, 2017, 02:04:24 pm »
I don't have the slightest idea - it never happened before.

23
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 24, 2017, 12:25:50 pm »
It seems that some text  for a Red Ganger's corpse is missing somewhere.

24
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 11, 2017, 01:08:48 pm »
Another crash while tacking a large UFO - unfortunately I cannot recreate it now.

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 11, 2017, 11:32:32 am »
It seems that one of CyberWeb Lair maps is faulty - it's impossible to find a way to the enemies as most doors lead to nowhere.

26
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 05, 2017, 12:38:51 am »
And other strange thing - why is that newly born Chryssalid shown as three enemies instead of one? ("Rogue Chryssalid" mission)

UPDATE - "OH SH** - Those WERE really THREE CHRYSSALIDS!

27
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 04, 2017, 10:09:30 pm »
Not exactly a glitch, but rather a weird feature - on the Durathread Factory map units seem to move without actually spending their TU (only outside buildings). I've encountered this one before, but managed to get the savefile only today.
And sometimes the game just freezes on this map (endless "Enemy moving" sequence).

28
The X-Com Files / Re: The X-Com Files - 0.5.5 alpha: I'll Dissect You!
« on: February 04, 2017, 02:36:13 pm »
Another crash - with a message "Research STR_STAFF_009 Not found" (happens at roughly 23:30 - in a few in-game hours - see the savefile).

Savefile, logfile and screenshot are attached.

29
The X-Com Files / Re: The X-Com Files - 0.5.2b alpha: Wings of Fury
« on: January 17, 2017, 08:58:34 pm »
Thanks.

Good point with starting on month 0, this is an artefact from earlier versions of the mod.

Open alienMissions_XCOMFILES, change that 20 to 0 and you'll be fine.

Thanks, now the game works properly (as for now).

Will the change mean that aliens would start appearing right  from the very beginning?

30
Final Mod Pack already includes this mod, so it's unnecessary.

Thanks for your answer.
And your mod also seems to be included in "The X-Com Files" (this one is supposed to be based on Final Mod Pack).


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