Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Cristao

Pages: 1 ... 23 24 [25] 26
361
Work In Progress / Re: Flashlight
« on: September 23, 2015, 12:05:13 pm »
It would also only be usable with someone holding one weapon. That brings me to another point although unrelated, I am able to carry a rifle and a pistol at the same time.

362
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 23, 2015, 10:52:36 am »
I'm glad it isn't just me that has used that method. :D

LOL! Yesterday in trying to solve the CTD that I wasnt getting, I moved them to the mods folder. I also created metadata.yml files for all my custom mods..

363
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 23, 2015, 10:18:50 am »
Reading through this thread, I just realised that I didnt do any of the below.

- See a Merc within the first month (are they still in game)
- I havent gotten laser weapons
- I just got my Plasma research done (within my 4th month)

I could imagine the carnage and intense difficulty if I wasnt using a modded weapon which I pray the human opponents dont have.

364
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 22, 2015, 11:12:35 pm »
Ajaxial - I did similar and pasted in standards folder.

Erm Hobbes, I had another CTD - Area 51. I have as usual uploaded the game file.

Checked if it was the research and stopped all of them. Still same crash.

365
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 22, 2015, 05:29:07 pm »
And an additional billion dollars ;)

Money Power Respect - that is the key to life!!

I have a dislike for being poor in X-COM. The only thing needed is to get a bigger troop transport!!

366
Work In Progress / Re: [TOTAL CONVERSION] Battle For Mars v0.3
« on: September 22, 2015, 01:20:35 pm »
Great work!!

367
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 22, 2015, 10:31:09 am »
Thanks Hobbes. Will test it once I get back home. Perhaps I should be sneaking my laptop to the office. I can play it during break time.

I must also say that I like this expansion*. I look forward to getting my hands on the new research.

*Although I have added my own weapons and better soldiers.

368
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 21, 2015, 11:29:43 pm »
Thanks. That worked! Is the 'Thin Man' research bugged also?

369
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 21, 2015, 10:20:02 pm »
I am having a crash. I dont know how to describe it. An alien battleship flies into Africa. I have tried various options (intercept or no intercept) - the result is always the same - CTD!!

Kindly check what is happening! I am using the nightly issued on 16 Sept.

-------------------------------------
Portion from code is below

alienMissions:
  - type: STR_ALIEN_RETALIATION
    region: STR_NORTH_AFRICA
    race: STR_MIXED_1_3_BASE
    nextUfoCounter: 0
    uniqueID: 6
    nextWave: 4
    missionSiteZone: -1
    spawnCountdown: 30
    liveUfos: 1

370
Suggestions / Re: Add Option To Allow Infiltrated Countries to Be Liberated
« on: September 21, 2015, 11:32:19 am »
Inflitration - This was one of the reasons I wondered why I didnt see opposing humans during alien missions. If a country has been infiltrated and turned over to the dark side, why dont we see soldiers from those countries?

371
Well, I experience a lot of retal-missions in late game, however, most of them are simply searching for the bases. Only a few actually find my bases. And as I once realized: It's absolutely not useful, to build defenses enough to hold them of from your base (e. g. four fusion ball defenses + 1 grav shield, leading to almost no chance to penetrate the base, however, leading also to annoyingly frequent attacks on the bases), once they found it. Better let them find you one day and kill them, than getting bugged once every three days. They will start from scratch with searching, instead of coming again and again. As a result, currently, I don't even bother to shoot down those scouting ufos, as that further increases the likelyhood of retal missions. Doing so, at least the number of actual base attacks is a little more reasonable. However, I rarely play on super human, as I play the game for fun, not for a challenge. There are enough challenges in real life, so I don't need any additional virtual ones. =) So I don't exactly know, how this progresses on super human, and I never played a complete mod, which might rely on that.

A poster after my own heart.


372
Released Mods / Re: [Craft] X-95 Blackbird Hybrid Interceptor V0.4
« on: September 21, 2015, 11:13:04 am »
You don't have to do anything, just unzip the whole thing in your Mod folder, and the game should pick it up.
Just check the readme for OpenXcom if your having trouble.

Done some work on the floor, working on a replacement for those pipes, they won't be ready for a bit.

I'm Updateing the mod today so here is a picture of the changes.

Ahh now I understand. I was running OX 1.0 when I posted this. It is my further observation that the nightly has a different file structure.

373
Resources / Re: [ARMOR] Rebelstar Armor
« on: September 18, 2015, 01:40:46 pm »
Will give this a try once I figure how to include it.

374
Offtopic / Re: What exactly is cheating in XCOM?
« on: September 18, 2015, 10:19:50 am »
I will do so wrt the savegame. I downloaded the mod and 'cheated*' immediately.

* Created my own set of Kagetron weapons, tank and better (not super) soldiers. I want to give this Redux Mod a try. I also increased the speed of the drone.

375
Offtopic / Re: What exactly is cheating in XCOM?
« on: September 17, 2015, 11:56:53 am »
Is it possible to get that Saved Game i.e. Base D. That is a very interesting scenario.

Pages: 1 ... 23 24 [25] 26