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Messages - ohartenstein23

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40k / Re: 40k Bug/crashes/problem´s report
« on: March 10, 2021, 02:27:49 pm »
You installed it with OpenXcom, not OpenXcom Extended.

40k / Re: 40k Bug/crashes/problem´s report
« on: March 06, 2021, 08:58:24 pm »
Noted and will be fixed in the next version. You can kill the cultist, there is nothing you can gain from live capturing them.

OpenXcom Extended / Re: [SUGGESTION] multiple retaliationMission items
« on: March 04, 2021, 09:34:21 pm »
That's just Finnik's idea but written in what the ruleset looks like.

OpenXcom Extended / Re: [SUGGESTION] multiple retaliationMission items
« on: March 04, 2021, 03:58:13 pm »
Probably the way it's done for other alien mission weights by month:

Code: [Select]
        STR_ALIEN_FLYBY: 50
        STR_ALIEN_TERROR: 25
        # and so on

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 15, 2021, 07:38:11 pm »
That is a really, really bad layout. One unfortunate explosion in that general stores and every facility besides hangars will be destroyed.

Unless the map has been modified from UFO, general stores and living quarters cannot be destroyed during base defenses.

40k / Re: 40k Bug/crashes/problem´s report
« on: February 12, 2021, 05:16:58 pm »
I decided to try the mod as it was translated into Russian. Error at the very beginning of the game after 2-3 missions

This is a very unhelpful bug report, we need more information on how you got the bug and a save replicating it. Fortunately the log file shows you have the same error I posted a fix for just two posts above yours.

40k / Re: 40k
« on: February 12, 2021, 05:14:33 pm »
Now the problem since that event : i'm near 3 months into my space marine run but since that enemy ship , i have not seen anymore of them of any kind, so far the game is repeated non stop chaos cult alert (those summon/sacrifice things), with sometime a terror mission alert filled with chaos troops between them.
But absolutely no ship in those near 3 months . Is that a bug or is it part of the gameplay that ships are so incredibly rare ?

Now another question, probably not a bug but something i can't figure out : in my base when i want to build facilities, only half of them can be selected, the bottom half (trade outpost, training facillity, clear terrain, etc...) are present but clicking on them does nothing, they just can't be selected, why is that ?

Have you built more bases with radar facilities? Most likely the UFO missions are happening where you don't have radar coverage. You can see roughly where the missions are happening by checking the Graphs menu from the main Geoscape screen.

If you're getting a lot of cultist alerts, that means there are cultist bases in the area. You can find them by patrolling with your craft (there should be an article about this in the Assistance category of the Codex).

There are two types of bases you can build, determined by the kind of access lift you use. The initial base is an underground one with the majority of facility types, then you can choose to build either more underground bases or above-ground outposts, which is what the disabled facilities are for.

40k / Re: 40k Bug/crashes/problem´s report
« on: February 08, 2021, 04:54:48 pm »
Hello again
Seems I've encountered a bug in version 29.
Fast forward the save untill the crash occurs.

Try dropping this in your ruleset folder. The bug was a missing line in the mission for enemy base creation, causing that vector range check error.

For anyone else reading this: If you're getting an

Code: [Select]
_M_range_check: __n (which is <stupid large number> >= this->size() (which is 7)

error on the geoscape, replace the alienMissions file in your ruleset folder with the attached one to see if that fixes it.

40k / Re: 40k Bug/crashes/problem´s report
« on: February 08, 2021, 04:37:22 pm »
Hello! I've got crash on final mission (version 028) after using orbital beacon strike.

Tried again and it crashes again.

[06-02-2021_22-40-27]   [FATAL]   A fatal error has occurred: Image missing in 'FLOOROB.PCK' for item 'STR_CHAP_CORPSE'

Do you know what is that or how to fix? Thank you.

P.S. tried reload some more times, and after one of bombardment I finally hadn't that crush. Probably it hit some object on map and that's the case.

Either update to version 029 or make sure the beacon doesn't hit your chaplain.

40k / Re: 40k
« on: February 05, 2021, 10:26:35 pm »
Version 029 is now out! Enjoy testing your mettle against Necrons as a new enemy faction and a new Chaos Cultist Ritual mission. The Space Marine Librarians will also have access some new spells to replace the vanilla Panic/MC combo. Check it out on our page!

OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: February 05, 2021, 07:56:20 pm »
A new release is ready, the first post has the files to download. The new features for this release are:

  • Finding/replacing tiles and nodes
  • Quick search through the maps/terrains in the main menu
  • Possible fix for crashes when loading a new map with a selection of tiles or nodes active
  • Fixed pressing cut or delete multiple times with nodes selected continuing to decrease the number of active nodes incorrectly
  • Fixed number of active nodes being incorrect when loading a map
  • Fixed linking exit connections within the same map when loading
  • Fixed node information panel displaying wrong type, switching flying and small units
  • Fixed right-clicks adding to path-style drag selections
  • Fixed display of node spawn priority not being able to go to 10
  • Possible fix for right-clicks on map happening through the MCD selection panel
  • Fix for keyboard shortcuts de-selecting tile filters causing the map to scroll until mouse movement

As part of the fix for displaying nodes, you may have to check any maps you've made with the tool where you limited nodes to flying units only or small units only. The bug switched the display of those two values in the code, so you may have to switch them. Fortunately the new find and replace can help fix that!

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 29, 2021, 05:49:59 pm »
I could add Pedia pages for these, but they only differ in forcefield power, so I'm not sure if I should.

Why not use the "ufopediaType" parameter on their armors, and just note that higher ranks will have higher shield values?

The X-Com Files / Re: Early gun balance
« on: January 28, 2021, 05:28:52 pm »
Armor and body parts are separate things.

The armor side that is hit is determined by where a projectile hits on the unit's hitbox. Under armor is used when an explosion is centered directly below a unit or in one of the 8 tiles surrounding the unit in the same plane.

The body part that is hit is determined after the armor side is determined. Roughly, hits to the sides go to the arms or legs, hits from the front, back, or explosions go to the torso, and hits from above go to the head. But importantly, these body parts are not part of the unit's "model" or hitbox, they're just markers for fatal wounds and how those fatal wounds penalize the unit.

Troubleshooting / Re: Playable Aliens mod incompatible with OpenXcom
« on: January 27, 2021, 09:20:45 pm »
So you're saying that something you had to mod data values in the original game to do shouldn't require a mod in OXC?

This just sounds like its a cosmetic thing, which is exactly why simple modding capability is part of OXC. This doesn't belong on the bug tracker for the source code, as modding functionality easily allows for it. If you want a mod that makes your soldiers look like the aliens, you can just ask for assistance in making that happen.

40k / Re: 40k Bug/crashes/problem´s report
« on: January 16, 2021, 05:02:01 am »
Open up any of the ruleset files contained in the 40k/Ruleset folder with a text editor like notepad, and add the following line to the very top:

Code: [Select]
baseDefenseMapFromLocation: 1

40k/Ruleset/vars40k.rul is the file the line will be in when the new release is ready.

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