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Messages - Nord

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1
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 22, 2024, 01:07:09 am »
Well, here is your save file.
I must say, though, that this save had no bugs. You just, well.. developing too slow. :)

2
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 09:22:35 pm »
I more have issues with extremely high alien activity in areas I can't possibly reach.
Must become less frustrating with last bugfixes, though more for a new game. (If you have bug-spawned enemy bases - nothing will change) But i can fix your savegame, if you provide it.

3
Help / Re: Palette converter?
« on: April 21, 2024, 09:19:20 pm »
... they are in /common/Palettes/UFO-JASC/*.pal  for example PAL_GEOSCAPE.pal
Thanks, that's what i search. Did not know that they are there.

4
Help / Palette converter?
« on: April 21, 2024, 07:52:54 pm »
Hi.
Anyone know how to convert photoshop/gimp/any other modern palette format to UFO palette? Or maybe to palette ruleset?
If no - maybe someone have full (256) ruleset list for geoscape colors?
Thanks.

5
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 12:21:33 am »
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.

To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: April 20, 2024, 11:22:19 pm »
Player will lost Triton (and possible any ship) if lost mission against Church of Sirius at new yacht vessel even it uses 2 square tiles for initial placement and no Triton present on that map. Is this another bug?
No.
If you lost all your aquanauts - there are no one to pilot Triton back to base.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 16, 2024, 05:02:58 am »
Minor bug: human-made laser smg has bulletsprite of a bullet, not beam.

8
As players of my x-chronicles mod have seen, multi-stage mission cause ctd when i use "addCraft" in a mapScript of the second stage. (In a past it was maked through addUfo for xcom units placement, but it was too bugged)
Why i think, that this can be a bug? Because if i start quickbattle of that map(of second stage) - all works fine. If i start quickbattle of first stage, and then proceed to second - ctd repeats. No matter which craft i use.

9
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 11, 2024, 02:24:46 am »
 Hi.
I found an error source. Now i need to find a way to fix it.
Please, wait for the new version.
Thanks.

10
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 10, 2024, 07:40:45 am »
Nope, still getting an error. Already replaced the rule.
That quickfix was for other problem. I'll look at your save when it will be downloaded at last. (Awful internet connection)
...
Is this an intentional behavior?
...
Yep. They are happy, you make it good enough, why pay more? :D
If seriously, only those nations will increase funding, where you have missions completed. If you get a ton of rating points from research or other sources, this will give you only a single-time reward.
As of other feedback - thank you, i will fix that ASAP.

Upd.: EleriumWard, by unknown reason i can not download files attached to forum (maybe my internet is too bad). Can you upload it elsewhere? I will try again during night, anyway.

11
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 06, 2024, 10:53:14 am »
Elves are not limited to the area I patrol.
Oh, i know i miss something.
It's a bug. You need to find a string
Code: [Select]
STR_ALVI_VISITED: false #trueIn the file "missionscripts.rul and fix it like this:
Code: [Select]
STR_ALVI_VISITED: true
Also, if it helps, prior to these saves, I had actually been using the previous version of the mod before I replaced it with the latest version.
That is a key, i think. This kind of problem was fixed in v.1.0

Upd.: quickfix uploaded to mod.io. Please replace file in "/xchr/ruleset/" golder.

12
From the Ashes / Re: FtA game engine
« on: April 05, 2024, 10:43:05 am »
Good day.
Any plans for Android version?

13
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 05, 2024, 09:49:18 am »
How did you make that savefile? It looks like it is geoscape save of fast battle.
Also, cant reproduce. Do you have a save from battlefield? Autosave maybe?

Thanks. Nice to hear.
Of course you must go through.
Thanks.

14
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 04, 2024, 12:30:18 am »
Version 1.0 is up.
Changelog:
- Added new race: elves, with their own items and missions.
- More QOL ufopedia articles;
- Bugfixing and balancing;
- Mod is finally complete, maybe will be some bugfixes if needed.

15
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: April 03, 2024, 11:30:58 pm »
Valuable source of artifacts in early game is Rifts. They are relative easy and spawn regularly.

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