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Messages - EuchreJack

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40k / Re: 40k
« on: December 17, 2020, 04:52:05 am »
Thanks, that worked!

Just fought my first Traitor Guard unit with Chimeras.  Is there any way to take them over in-battle?

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40k / Re: 40k
« on: December 16, 2020, 03:17:26 am »
Game won't run, got an error on install:
failed to load '40k'; mod disabled
Weapon STR_SHOTGUNPD has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.

...It's a bug with those new Chaos Shotguns

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40k / Re: Some misc 40k mod feedback
« on: January 07, 2019, 12:07:55 am »
Wow, I'm looking forward to that!  Should make the Guard more playable and slightly more mobile (when a weapon is dropped, I can't remember where I dropped it, so I usually camp the same spot turn after turn).  Even Space Marines in non-devastator companies would benefit  (green scouts can't use missile launchers without penalty, for the most part).

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: January 06, 2019, 12:33:21 am »
I did have another idea that might lessen the load of collecting gene seed.

In the Lore, Space Marines armor doesn't disappear when the occupant dies, so perhaps dead Space Marines in Power Armor should also drop Armor Parts.  Get 3, and you get a "free" Power Armor.

Now, the more heretical idea would be for Chaos Space Marines to also drop Armor Parts.  But is there any way to truly cleanse the taint from their equipment?

My theory for the cost of Space Marines via honor points for Space Marine chapters would be something like 10 for 1, and maybe other resources could be exchanged for Space marines instead (maybe a large stock of armor might convince the Chapter to disperse more Space Marines, or maybe the player gets 4 space marines each month).

My apologies if this is already somewhat implemented by giving the player Adamantium for destroyed armor friend or foe.  I just sort of like how the Space Marines use kitbashed armor.

For getting stuff to drop when a unit dies, would I be adding to the CorpseBattle line on Armor?

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: January 05, 2019, 12:00:27 am »
I understand its possible for player units to drop something upon death, and even to differentiate between player units code-wise.

Hence, I wonder if it would possible/feasible to implement a gene-seed system for space marines?  One marine dies, you can manufacture two more. 
There would need to be a mechanic for the player to be able to spend honor points to get space marines/gene-seed, in case they ran out of gene-seed (such as by losing an entire squad, or not recovering enough bodies while fleeing).

Unrelated:
Could it be possible for those who chose the Imperial Guard to at least recruit a small squad of space marines/sisters of battle?  Maybe by spending honor points for a batch (as per above maybe)?

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40k / Re: Some misc 40k mod feedback
« on: January 04, 2019, 09:28:19 pm »
I'm not sure if this works in the base game, but I found that if one of your marines that normally would suffer a TU penalty for wielding a Missile Launcher instead drops it at the end of their turn, then picks it up at the beginning of their turn, they have enough TU to fire an aimed shot.  Not sure how much this works with other weapons (sniper rifles need most of the TU to fire aimed, so picking it up might take up too many).

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\Documents\OpenXcom\mods

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Mod install doesn't work.  Put it in mods folder...nothing appears.  Confirmed other mods work.

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XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 21, 2015, 12:47:12 am »
Strange; which map specifically (for the open battle Pogrom)?

I've had Academy Pogroms and I haven't encountered any crashes yet.
Map issue. Re-start mission. Send me the crashing save so I know which terrain is bugged. Can't do much about that anyway as I am not the author of extra Pogrom terrains but any data on this is important.
It apparently depends on the map setup, as I've experimented with the New Battle feature and gotten some that work.

10
I just had a crash on a mutant pogrom at the end of my first turn. On checking with debug my guess and with a lot of testing/editing of the save file is there's some problem with enemy soldiers (03,12,13,14,17 and 29) as that is when the screen freezes and I have to shut openxcom down. Attached is saves (before and after editing), config file and openxcom log. Thanks in advance for any help in this massive and wholly enjoyable full conversion. In test one A save I've changed the status of the 6 culprits to 7 and given them 200 stun. Could it possibly be where these soldiers spawn?

Possible map issue. I'm not fixing it since basic Piratez mod is discontinued - all developement goes to the Extended version.

Actually, I've encountered the same problem in the Extended version.  Posting in the Extended forum as well.

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XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 20, 2015, 04:39:48 am »
I just had a crash on a mutant pogrom at the end of my first turn. On checking with debug my guess and with a lot of testing/editing of the save file is there's some problem with enemy soldiers (03,12,13,14,17 and 29) as that is when the screen freezes and I have to shut openxcom down. Attached is saves (before and after editing), config file and openxcom log. Thanks in advance for any help in this massive and wholly enjoyable full conversion. In test one A save I've changed the status of the 6 culprits to 7 and given them 200 stun. Could it possibly be where these soldiers spawn?

Possible map issue. I'm not fixing it since basic Piratez mod is discontinued - all developement goes to the Extended version.

I've encountered a similar problem in the Extended version.  Posting in both Basic and Extended forums, although I only play the Extended version.

Actually, I believe it has to do with
Spoiler:
The Academy
, as I get a CTD whenever I run an open battle Pogrom.  Not normal crash sites with them, just the Pogroms.

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