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Messages - Cristao

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16
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: April 18, 2023, 10:52:50 pm »
Additional bug spotted with personal armour. I researched it but realised that I couldnt load it on my soldiers. I looked at these two files; Manufacture.rul and my savegame. The error appears to be in the manufacture.rul file which had the project making STR_PERSONAL_ARMOR_TAN versus STR_PERSONAL_ARMOR. I changed it to STR_PERSONAL_ARMOR in my savegame and I was able to load it on my soldiers. That worked. I have included snips showing what I did. I have commented the items that had the error.

17
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: April 18, 2023, 09:57:33 pm »
Skyranger is referred to in the below research message. I havent reached far into the mod but I believe this may need updating to reflect the new name of the base troop transport.

EDIT: There is a bug with researching live aliens. They are not eliminated once researched. One can research the same alien multiple times. This occurs even when activating the option to kill them post research. I am having to consciously sell or kill them as I complete a research.

18
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: April 17, 2023, 12:04:05 am »
First, Second crash occurred. Middle mouse button clicked on enemy (snakeman) to check weapon and boom - crash. Attached snip. I looked at the folder location and realised the file is 'snakeman.png' not 'snakeman.gif'

Corrected line 2172 in ExtraSprites, reorder and cleanup.rul to snakeman.png. That didnt work.

I instead pasted the snakeman.gif from Reaver's Harmony (see attached) and reverted filename. Bug fixed.

Secondly - there is no UFOpedia for Psionic Projector.

19
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: April 16, 2023, 10:22:02 pm »
Found some missing labels and the game crashed. When I reloaded the save, the crash was not reproducible. I have attached the savegame just in case.

20
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: April 16, 2023, 05:59:09 pm »
Just picked this up. A few observations (early days).

- Are their UFOpedia pages for the Drones? I couldnt find them.
- The UFOpedia for the hangar doesnt mention that they can take 2 crafts. It still suggests they can take 1.

21
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations v0.98
« on: April 15, 2023, 11:55:24 am »
First item to correct is hangar description to note that it can handle two crafts.

NOTE: Comments made in Legacy thread. Ignore this post.

22
Hi Reaver, I reached the final mission. I observed that the assassin armour in the final mission changed to the space version which reverted its colour to black (I was using the white colour mod). Do you mind updating the colour mod to enable that the space armour is also white for the final mission?

23
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations v0.98
« on: April 15, 2023, 09:33:08 am »
I guess it is time for another playthrough. It has been a while.

Using this - https://mod.io/g/openxcom/m/xeno-operations-legacy

24
IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: February 19, 2023, 10:16:01 am »
My comments so far. I am in August of the second run and it is the invasion season. It has been a beautiful run so far. My earlier experience helped me to avoid some areas and beeline directly for certain areas. I am happy to see that it is much easier to find materials. I am yet to start building my flagship but I look forward to using my spreadsheet again. Delighted with space management. I also found myself enjoying and sometimes preferring night missions due to the PSI and Night armours (not the starter pack).

I am also happy with the mods for recolouring the PSI armour (Redshirt) and the Assassin armour (white looks very lovely). I have no area where I find fault with this mod's gameplay.  I wholeheartedly endorse this mod. One other thing that came to my mind - I played on Experienced level and totally bypassed Alloy Weapons. I did however use a lot of AE grenades.

New learning for me in this run - Celatids can see through smoke and are dangerous, very dangerous.

25
IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: February 19, 2023, 12:04:50 am »
Found a bug on this map. Sectoid couldn't move out of that corner. The chair is blocking his move. Tested it in other wing. Same discovery.

26
IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: February 11, 2023, 12:07:32 pm »
Picked this up today again. Stumbled on Yeti playing it. Do you intend to integrate the commendations mod in future into this mod?

27
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: May 04, 2022, 05:58:52 pm »
I was looking for the Area 51 mod. I found this instead. Are we to download everything then select yes and that is the Area 51 mod? Or am I in the wrong thread?

28
Thanks Reaver - the blue and white colours look very good. I appreciate the responses as well. I will give the new version a try later on - currently in the middle of another playthrough.

LATER EDIT: I tried both armours. I preferred the white Assassin to the blue Assassin. It fit the image I had so much better.

29
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: January 16, 2022, 09:55:56 am »
This looks interesting. Will this be a Xcom but purely melee and range (excluding gunpowder weapons)?

30
My thoughts on this mod.

The Good

1. It is a very beautiful well put together mod
2. There are a lot of variations from vanilla. Weapons, Armor, Aircraft
3. I love the armours variation. I noticed from Hadriex's playthrough that you made some tweaks to armours. Those were very key.
Best armour for me - the PSI armour. I never got to use the red armour mod. I would like to borrow some graphic assets to develop my personal flying armor mod (eyes the assassin armor).
4. The PSI game was interesting - I use the first tier to continually train soldiers that were good i.e. panicking the enemy. By the time I got the amplifier I had some very strong soldiers. I had stopped panicking aliens unless they were inside ships. I had stopped panicking every alien as the side effect was them panic shooting my soldiers. I was shocked at the TU cost in the PSI disruptor. I felt the stun cost was a bit high but it can be justified. The TU cost of mind control using the disruptor meant that I kept the amplifier around.
5. Paladin and Assassin armour were justifiably expensive and solid.
6. The game is great at showing the importance of funding. You want to improve your capability? Get more research done and more monies. I looked at the initial amount and similar to Hadriex went - wow i can build about 3 bases. Boy did I learn quickly. Money is the greatest weapon in this game.
7. The UFOpedia was updated with lots of text. I liked the briefings on the alien races.
8. I liked that we could hire different types of soldiers. That was very helpful.
9. Weapons were good. I must confess that I added my current favorite weapon - the Stoner auto rifle from the UNESCO mod. The Plasma Auto-cannon is the hero of this mod. With that weapon ... all my troubles were almost all kissed away alongside the blaster and the Rocket. AE grenades were .. used a lot alongside smokes. Funny it was in your mod I learnt that Cyberdiscs can see through smoke. Previously I thought smoke helped against them.
10. Air game - Totally awesome. I avoided the Mothership at all cost except when it was landed then it was a player's wet dream. One had to be deliberate about upgrading crafts and weapons. I was confused to why some mods didnt work with some craft - it wasnt clear. When I looked into the code, I wondered if there were items missed.
11. I loved base defences and deliberately didnt build facilities to bring down ships.
12. I loved the mixture of different alien bases. It was a pleasant surprise when I first encountered the Alien Outpost. The Snakeman base was a horror. LOL!! I think this is something other mods should replicate.
13. Additional comment. On second playthrough - I encountered the Redshirt armour. I used it for the first time in Alien Outpost. This with heavy lasers and the psi fear tool .. absolutely lovely.

Cons

Not enough clarity on the aircraft mods. I found myself wondering what AL and AT meant and which was better until it hit me that AL was alloy and AT was Alien Tech.
To be honest, perhaps the later game needs some looking into - it turns into space management by the end. One needs to build a storage base (I had 3 nos), training base (I had 1 no.) and a factory base (I had 1 no.).
Could we increase the number of spaces in alien containment? Perhaps 7 is a good number.

Infact, I am currently starting another playthrough on it.

Selfish question - is it possible to make two different colours (i) a white and (ii) a dark blue version of the assassin armor.

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