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Messages - long6oarder

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 11, 2018, 04:30:04 pm »
Yes, I am glad this came up because I forgot to ask about it as well.

I had thought that "down side" meant "disadvantage". Of course, my translation doesn't make sense, but I wrote it before I started playing the game. Since so many advancements in OXCE and this mod have taken place in the past year (the last time I really played any X-Com), I thought there was some new mechanic being implemented here that I just haven't seen yet.

Anyway, Nord, it sounds like you are trying to say that the underside of the armor is the only armor value that is considered when this effect is taking place. Is that right? And is the effect supposed to be that aquanauts eventually pass out from high water pressure while wearing the Aqua-lung armor? In the playthrough I just started, I did not experience this effect. I typically had at least one aquanauts wearing the Aqua-lung armor, but no one ever passed out in at least 20 underwater missions. Also, I am not sure that the -20 Stamina effect for the Aqua-lung armor is implemented either. (I really do like this armor, by the way)

Not directly related to this, I have seen the OXCE high stun indicator working recently (the purple number icon), but from stun grenades, etc, and again not from simply wearing the Aqua-lung armor for too long.

17
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 09, 2018, 10:22:42 pm »
How feasible is it to include the updated geoscape that I am seeing on Hobbes' Area 51 mod? It seems the common sense answer is that it would not be very easy because of all the terrain maps and how they might be need to be more intricately associated with certain areas of the globe. The same goes for mission types, etc, I would imagine.

But is it possible for this mod?

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 06, 2018, 03:39:48 pm »
Hi Nord :)

Spoiler:
The military base under attack in Antarctica has something missing: When you start the mission (after the missing briefing screen), the music should change to the standard terror site music, but instead it keeps playing whatever music you last heard. For example, if you loaded the game from the main menu, you would hear the main menu music during the whole mission. Please see attached save file. Also, please fix the hole in the rear of the Triton door. It's costing me valuable soldiers.  :'( Find the guy named 'Severin' in this mission, and make him crouch. Even though the door is closed, the Aliens outside will snipe him immediately.

19
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 08:07:41 pm »
I see. That  makes sense. It is quite useful for debugging the translations (strings), since I can easily get to the various mission briefing screens.

Thanks for your attention.

20
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 06:04:38 pm »
Hi Meridian, (love your Area 51 LP btw!)

This may be old news, but may I ask: Does the New Battle mode still allow the player to choose the interceptors as the craft? This seems like an easily avoided incompatibility. Does it just mean that Nord has to edit his files to delete interceptors from the list of crafts the player can choose, or is there something else that needs to be done? These crashes can be avoided if the player knows not to do this. Also, it seems like one would never encounter this in the campaign anyway.

There are also certain mod alien races which cannot be chosen for vanilla sites. These incompatibilities make the Randomize button a little risky. I have attached some screenshots of combinations of options which led to a crash.

If this is old news, then thanks for your patience. Otherwise, I have posted it here for consideration. :)

21
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 08:18:33 pm »
Sorry for not putting this into one message. Please also add this same line of code again in line 4465 of the same file (see attachment). Thanks in advance. :)

22
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 07:55:52 pm »
Hi Nord,
Spoiler:
I found something I would like you to fix, please. For the second half of the Jellymen Colony missions, the alienDeployments.rul is missing a line to specify the markerName, so some random string name is shown.

Please look at the attachments, and add the line of code shown into your file alienDeployments.rul file. Let me know if you think I have made a mistake. Thank you.

23
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 11:24:58 am »
Greetings! I think I have a bug report for you.

In the attached save file, I started a new battle from the main menu. I chose a survey ship with Jellymen. There is just one Jellyman for such a small ship. When I kill the Jellyman, the mission does not end automatically (none of my units are wounded). So, in the attached save file, you can click the button to end the turn, and you will see a segmentation fault.

If the bug is fixed so that the mission ends as soon as the last Jellyman is killed, this save file may not be useful because I saved during this small window of time which should not exist (between last alien killed and end of mission). I have attached a screenshot of the battle options I used, and the mission is very short, so maybe it won't be so much work to check that the bug is fixed by starting and finishing a new mission. Also, I have made NO changes to the default OXCE+ mod options (the ones visible in the OPTIONS from the main menu).

EDIT: I made another save file where the Jellyman is about to be killed (not dead already). Also, one unit is wounded. Maybe this save file will be more useful for debugging. :)

Thanks for looking! :)

24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 14, 2018, 09:13:10 am »
Maybe later i will re-read these ufopedia articles and broke them back. :) As you somewhy each time remove a word "animal" from MC-projector description.

LOL sorry! I am not rewriting it every time. I just have my own master copy, and I bring your changes in each time and incorporate them. But for a while there were a lot of spelling mistakes (MY spelling mistakes) that weren't corrected in the versions you released, so I knew you had not had time to go through and bring my corrections into your copy. So I bring your new strings into my copy and post my copy to the forum. So that's why each release I made looks like I rewrote the word "animal". I only changed it once (a while ago), but all my releases still contain that change.

Anyway, now that we are synchronized, if you change some words back to your preference I will leave them alone.  :)

25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 13, 2018, 08:55:45 pm »
English strings for v2.13 are all correct!

It's nice to be synchronized with each other for once :)

26
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
« on: June 08, 2018, 07:06:05 pm »
Please find attached the latest English translations for version 2.12.

Paste this file into the following location and overwrite:

\TWoTS_2_12\user\mods\TWoTS\Ruleset

Enjoy!

27
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
« on: June 03, 2018, 08:58:18 am »
Please find attached the latest English translations for version 2.11.

I started using git finally, so I should have a much easier time keeping up with the version updates from now on.

Paste this file into the following location and overwrite:

\TWoTS_2_11_full\user\mods\TWoTS\Ruleset

Enjoy!

28
Released Mods / Re: [UFO ]Building Mod Pack - OXCE+
« on: June 01, 2018, 10:36:02 am »
I'm not competent enough at programming yet to get into serious modding, but seeing something like this gets me  really excited about the idea!!

These base layouts look incredible! I'm surprised people aren't raving about them in this thread. To me, this is really nice work.

Base defense missions are my favorite. The idea of losing the base and the fact that it's all hands on deck with all the weapons you have stored makes for a super dramatic atmosphere. I look forward to playing these maps someday!

29
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
« on: April 07, 2018, 12:24:15 pm »
Please find attached the updated English translations file to go with version 2.08.

There wasn't much to update this time, but there are a few strings which may be worth updating. Also, I had forgotten previously to use the actual spellchecker to check spelling, so this update will have nearly all typos and misspellings fixed. I've been editing in Notepad++, and I don't want spellcheck on all the time, but it had been a while before I remembered to use it! Embarrassing! Sorry about that!

Enjoy!

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
« on: April 05, 2018, 07:33:45 am »
Please find attached the updated English translations file to go with version 2.07.

Special shout out to whoever created Debug Mode!!!  8)


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