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Messages - BetaSpectre

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16
[22-05-2019_19-23-31]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[22-05-2019_19-23-31]   [FATAL]   0x8860d0 OpenXcom::CrossPlatform::stackTrace(void*)
[22-05-2019_19-23-31]   [FATAL]   0x889760 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[22-05-2019_19-23-31]   [FATAL]   0x401750 signalLogger(int)
[22-05-2019_19-23-31]   [FATAL]   0x773cbe30 LdrSetAppCompatDllRedirectionCallback
[22-05-2019_19-23-31]   [FATAL]   0x7738ad00 RtlInitializeExceptionChain
[22-05-2019_19-23-35]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
More details here: C:\Users\Nomad\Desktop\Games\The Endless War 1.19\Open Xcom 30\user\openxcom.log
If this error was unexpected, please report it to the developers.

When fighting the guys with reaper calvary and snakemen the game crashed when the mission ended.

17
It'd be nice to modify the losing point amount, and item weights anyone know how to mod those variables?

So far I managed to make craft inventories less restricted, and modify the lose conditions, but the worse parts are the crash to desktop for things like human agents, or going to the sites of some landed ships, or base assaults.

Another issue is the bases don't appear with any indicators on the map you have to just know where they are and click on them.

18
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 28, 2018, 02:41:52 pm »
a locked door would realistically be like wall. Especially if made out of metal. It's alot of coding to change it up for a minor change. I never felt like they were unrealistically hard, too soft if anything since a good bullet gets the entire wall destroyed.

19
XPiratez / Re: PSA regarding the Triton
« on: November 09, 2017, 05:01:15 am »
I try to avoid open door transports. The Triton is optimal for that kind of scenario imo. The Reaction fire risk is real, but unless you fight mercs it's not that bad.


20
XPiratez / Re: Most Badass GI Slave Soldier I've yet to see.
« on: November 09, 2017, 04:59:34 am »
He deserve the medals given and his own custom-made loader-suit dyed in soylent green (to mimic the corpses of those 44 killed deep ones.
I promoted him to a genuine Ranger + after this mission :DD, now he goes into battle with fancy CAKE! to complement his gun. (It actually helps to prevent downtime for medbay stuff)
Wait, you solo'd a mission with a slave soldier?
Several with the same unit. Marsec Ops, beastmen, civilians.
If you want I can post more of his adventures, though most will be from his diary xD

21
XPiratez / Re: Major idea: Milk on the stove
« on: November 08, 2017, 05:23:50 am »
TBH the process should be somewhat tedious like IRL you aren't gonna walk away with power generators when in the middle of a fire fight. But I do believe looting takes too much time. It's hard wired though I believe, and it done also for balancing purposes. But IRL taking 20 bottles off the ground and running home doesn't take that long.

Perhaps the pick up AP for some items could just be reduced to 0 or 1. Like for chips.

22
XPiratez / Most Badass GI Slave Soldier I've yet to see.
« on: November 08, 2017, 05:10:16 am »
I sent one GI on a bike to test out the new Heat Rays I got from Pink Ships on a They came from the Sea mission, and I was surprised.
Basically I had him sprint to one side of the bunker, and skip turns as he reaction fired, he used up 8 clips in total. (Full inventory sans backpack of cells, and Quick bar with rum)
After a moment of quiet I pushed towards the beach area then I camped reaction fire. One with a bow managed a shot from the entry way. But aside from swigging down some rum it was all cool. The last wasn't even a kill it was a ray shot to the otherside of a map hitting a bagpipes who ran around in a circle while on fire for a turn before dropping to be captured. The GI became a master of the heat ray after one day of using it lol.




https://imgur.com/a/zxwji

23
XPiratez / Re: Suggestion#2 Wanderer Mode
« on: November 06, 2017, 03:04:36 am »
Best way to get a feature implemented is to make it yourself, then release it to the main mod author.
This is a really cool idea in that it would simulate travel, but practically speaking the engine can't really support it atm. Not in the way anyone here can tell you.

24
XPiratez / Re: Codex Popularity Poll
« on: November 06, 2017, 03:02:39 am »
I like Gold I believe it is, because of the uniform. xD

25
XPiratez / Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« on: November 06, 2017, 03:01:26 am »
More people giving out more chainsaw good stuff makes sense.
Personally my only issue atm is ore requirements for nukes. Scrap metal is common enough, and ore makes scrap. So why can't scrap make ore to make into illegal uranium. In terms of balance it does make some sense though.

26
XPiratez / Re: Finally started playing this
« on: August 24, 2017, 02:07:26 pm »
Missions I find tend to occur in city areas, just make bases where you can cover as much land as you can.
If you have two craft including expeditions you can juggle to get the right time of day for the mission.

Crashed UFO's and Terror Missions don't have a time limit when selected by a craft.

27
XPiratez / Re: Selling civilian crafts
« on: June 28, 2017, 04:16:28 am »
IMO without a cloak the vehicle will be tracked. Which will then lead to the aliens knowing who did it, and where they're coming from.

While they find out later, in this case it'll be so widespread and obvious.

Still the most valuable part is the engine so it's basically all you need. While it might make sense to get an old hull from some of these crafts.

28
XPiratez / Re: Base Defense and Rule 2
« on: May 12, 2017, 05:04:31 am »
IMO anything in the sewers after a certain amount of time let's say 20. Should just drown. Like a flood mechanic.

29
XPiratez / Re: Stop the Grind
« on: May 12, 2017, 05:01:33 am »
What you can do is go to the top of a building with a team of rifle gals, then just press turn 99 times.

If your gals shoot enough you'll kill just about anything. It's actually entertaining to watch instead of playing sometimes.

30
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 07, 2017, 12:23:14 am »
Honestly I think I'd use this to launch grenades instead so all my gals don't need decent STR or Throw to toss nades.

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