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Messages - Ethereal

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Open Feedback / Re: Questions on the latest updates
« on: May 01, 2017, 05:56:34 am »
Btw. probably the error occurs at the mission generation for the next month... may be mod incompatibility, obsolete ruleset, or even something completely else... impossible to say without access to your setup.

That's the density of modes with game save. Language - only Russian. In English descriptions do not rule, because I do not speak the language well.

By the way, in the fashion for "TFTD", which is made much later, more competently and systematically, also at the end of the month there is a flight.

I just need to know - what exactly has been changed in the latest updates of the game, since the beginning of this year. It is desirable in detail.

Instead just a number:
specify type(s) as well:

Did - it works. Thank you very much for your help.

Open Feedback / Re: Questions on the latest updates
« on: April 30, 2017, 10:41:43 pm »
It's really hard to read this. Are you just copying from google translator?


1/ if the game just crashes, you will need to provide more info (e.g. which mods are used)... can't help you without any specifics provided

Mods ... Bunch of mods in one heap, plus their own work. The main thing - on version of 2016 this salad of mods works properly. On new versions of the game - crashes at the end of the month. STR_MISSION_RAID and STR_MISSION_SMUGGLING are nowhere to be found in the mods and save files.
This is the only problem that the mod has in the new version of the game.

2/ yes, you can set which specific soldiers (and how many) you want in your starting base

If it is possible more in detail please. I tried to fix STR_SOLDIER in "startingBase.rul", but nothing happened. Stopped at the decision - do not give soldiers at the start, and the delivery time of staff was reduced to 6 hours.

Open Feedback / Questions on the latest updates
« on: April 30, 2017, 03:13:48 pm »
Problems with the old mods.

1) It is interesting to know what was done with the statistics that when the window is activated at the end of the month, the game flies out to the "windows". There are no error messages.
On earlier versions this was not. Appeared only with the update. I would like to know - what kind of changes should be made to which ".rul" files, what would improve the situation?

2) At the start of the game, we given random soldiers. In earlier versions, only "STR_SOLDIER" was given, and now regenerates from all available in "soldiers.rul", and from all mods into the bargain where there are additional types of soldiers. Is it possible to fix this?

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: April 21, 2017, 07:24:53 pm »
Your solution is too simple... if I give player a way to consistently prevent infiltration, he will just prevent infiltration every time. I might just as well remove it from the game completely.

You do not understand the idea. And it is that at the beginning of the game the player simply has nothing to fight with large ships. There are no ships capable of catching up with the enemy, no weapons to destroy it. And with the development of technology, it becomes possible to prevent the most aggressive alien missions. That's why new ships are needed. Otherwise, what is the point in the speed of interception, if in general, to prevent a mission impossible?

Otherwise, there is no point in developing them. You can play with one base and fly on interceptors with plasma cannons until the end of the game, since Is wasted in the of Lightning and Fire Storms inexpedient, and with the invention of the Avenger, build it in a single copy and immediately fly to Cydonia.

P.S. And in general - this is nonsense. Their ship was shot down, but they came on foot and built a base or organized infiltration. Why the hell are they ships if they walk at such a speed?

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: April 21, 2017, 02:22:48 pm »
If so, there are millions of ways how to fix this... the easiest is just to replace for example Infiltration mission with a mission that doesn't infiltrate... e.g. some sort of alien raid or alien patrol, or whatever you want to call it. Or you can just decrease the probability of Infiltration mission spawning to 25% of current setting and fill the remaining 75% with a similar mission without infiltration effect. You have full freedom defining any missions as you want, no need to ask for changes in existing missions (which were carefully designed the way they are).

Simpler - does not mean better. I already replaced the infiltration for the construction of bases... But still it's not right. Infiltration should be, but the player should be able to prevent it, like, however, and the construction of bases.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: April 21, 2017, 05:49:18 am »
As a side note, if you have tech to shoot down a Battleship... you certainly have tech to end the game... so just end the game. How many months do you have to play until they actually make a pact with all nations? Or even a half of them? A lot longer than a game should take...

In its modification, I implemented 3 technological levels. Initial, intermediate and final. On the intermediate there is more than to knock down the Dreadnoughts, but the opportunity to fly into space will appear only at the final level.

But cancelling a mission before it can even do anything??

This can be achieved by increasing the power of alien ships. The same modes with power shields for large ships, that low-tech weapons, just do not make it pierce.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: April 20, 2017, 01:46:25 pm »
Long tried to understand where to write ...

You can do so that the alien bases can appear only after the landing of the ship, which should build it, and not at the moment of its appearance? I.e; If the ship is destroyed - the base is not built, the infiltration is disrupted and the mission of the aliens is failed.

In the original UFO it was just like that. And here we see, extremely unsuccessful, the idea of the TFTD. The Inability to prevent build bases and infiltrations is annoying, up to editing the save files.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: January 02, 2017, 02:15:16 pm »
Happy New Year! New ideas, opportunities and mods!

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: December 23, 2016, 11:22:42 pm »
I interested in adding gameplay mechanics than removing ones. I see little value in only removing berserker. I could only do something like this as part of bigger change, but right now I don't have plans do anything around this parts of game.

It is a pity. But I meant no total elimination berserk, and the option to "units.rul" like "noBerserk: true", which can be switched on and off at will.
By the way, if you develop the idea and "noBerserk:" add "noPanic:" and "noMindControl:", It can get interesting combinations. For example Mouton is so fierce that he never panic, just go crazy. And so on.

Очень жаль. Но я имел ввиду не тотальную ликвидацию берсерка, а опцию для "units.rul" вроде "noBerserk:: true", которую пожно включить и выключить по желанию.
Кстати, если развить мысль и к "noBerserk:" добавить "noPanic:" и "noMindControl:", могут получится интересные комбинации. Например Мутоны настолько свирепы, что никогда не паникуют, а только сходят с ума. И так далее.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: December 23, 2016, 10:11:47 pm »
Earnest request, specify the option, or come up with a way to turn off the aliens berserk. And just berserk. Since the aliens at Berserker still attack the nearest target player and from their usual activities, in this case, the berserker no different. Panic option in MC destroyer, totally and absolutely useless. In addition, strongly tired explosions berserk inside the ships, which deprive prisoners of frags and valuable.

Убедительная просьба, указать опцию, или придумать способ отключения берсерка у пришельцев. Причём только берсерка. Поскольку пришельцы при берсерке всё равно атакуют ближайшую цель игрока и от обычных их действий, в этом случае, берсерк не отличается ничем. Опция паники в МК разрушителе, полностью и абсолютно бесполезна. Кроме того, сильно надоели взрывы берсеркующих внутри кораблей, которые лишают фрагов и ценных пленных.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 21, 2016, 02:47:21 pm »
You do not updated data folder.

Thank you. I lag behind a bit of life. :)

Could explain respected professionals, what are the default values for the damage to ground facilities to all types of damage? I'm trying to maneuver parameter "damageAlter: - ToTile:", but it is impossible to balance properly, because they do not know the original values. Could you in the next version, in the Readme.txt, specify the values for the damage on the ground?

Спасибо. Отстал я от жизни немного. :)

Не могли бы пояснить, уважаемые профессионалы, каковы значения по умолчанию для урона по объектам местности, для всех типов урона? Я пытаюсь маневрировать параметром "damageAlter: - ToTile:", но не получается сбалансировать нормально, ибо не знаю исходных значений. Не могли бы вы в следующей версии, в Readme.txt, указать эти значения для урона по местности?

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 19, 2016, 12:51:21 pm »
I do not know what you've done, but the problem with the latest version. In the version of September 2015, everything works fine. Change to the last - not even included in the menu. Buggy on missionScripts line. I do not know that there can fail, because under the old version of the game still works fine.

Can the same be done so that the original logic is not much changed, or changed, but at the request?

Не знаю, что вы сделали, но с последней версией проблемы. В версии сентября 2015 года, всё работает отлично. Меняю на последнюю - даже в меню не входит. Глючит по линии missionScripts. Не знаю, что там может глючить, ибо при старой версии в игре всё работает отлично.

Можно-же было сделать так, что бы логика оригинала не сильно менялась, или менялась, но по желанию?

Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: January 07, 2016, 11:33:50 am »
Moin language in this forum for communication is english. So i can only advise learning english.

I will try.

Still curious - will compile a map of Terror on the ship and Artifacts in this mod? I have it installed. I would not like to add something on top of it.

Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: January 07, 2016, 07:05:54 am »
Shipping Route end Artifact i am in plans?

P.S. С английским дружу через онлайн переводчик, так что не очень удобно тут. Если есть где русскоязычные сайты - просьба дать ссылку.

Released Mods / Re: Ironfist Dropship 1.3
« on: January 07, 2016, 06:22:39 am »

    soldiers: 38
    vehicles: 6
      - [2, 4, 1, 0]
      - [3, 4, 1, 0]
      - [6, 4, 1, 0]
      - [7, 4, 1, 0]
      - [2, 5, 1, 0]
      - [3, 5, 1, 0]
      - [6, 5, 1, 0]
      - [7, 5, 1, 0]
      - [2, 6, 1, 0]
      - [3, 6, 1, 0]
      - [6, 6, 1, 0]
      - [7, 6, 1, 0]
      - [2, 7, 1, 0]
      - [3, 7, 1, 0]
      - [6, 7, 1, 0]
      - [7, 7, 1, 0]
      - [4, 4, 1, 0]
      - [4, 5, 1, 0]
      - [4, 6, 1, 0]
      - [4, 7, 1, 0]
      - [5, 4, 1, 0]
      - [5, 5, 1, 0]
      - [5, 6, 1, 0]
      - [5, 7, 1, 0]
      - [2, 8, 1, 0]
      - [3, 8, 1, 0]
      - [6, 8, 1, 0]
      - [7, 8, 1, 0]
      - [2, 9, 1, 0]
      - [3, 9, 1, 0]
      - [6, 9, 1, 0]
      - [7, 9, 1, 0]
      - [5, 10, 1, 0]
      - [5, 11, 1, 0]
      - [4, 10, 1, 0]
      - [4, 11, 1, 0]
      - [4, 12, 1, 4]
      - [4, 14, 1, 0]

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