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Messages - LuigiWhatif

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91
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 26, 2017, 07:17:39 am »
Thanks for the quick response.  Unfortunately, I have another crash.  This one was on a hybrid convoy.

92
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 25, 2017, 11:58:53 pm »
I finished the Megaworm Autopsy, but it looks like the live one is still broken.

93
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2017, 09:28:47 pm »
You mean after its weapon was ripped from its body? If yes, then it's as designed.

No, it was still intact with a M.A.G.M.A shotgun.  I wanted it to reload, or rather put the shells in its hand since that's all it had the TU's to do.

94
The X-Com Files / Re: Small suggestions
« on: May 20, 2017, 09:24:49 pm »
I'd love to give the Jumpsuit more love, but isn't it way too obviously military? With X-Com insignia to boot?

Besides, it would destroy the "badass in suits" effect in some other missions.

There could be a variant of the jumpsuit with the patches removed, that triggers in infiltrations like camo patterns in different environments.  If you want to keep suits, there could be an option for Durathread suits.  It's just that I feel like enemies are always popping out from unexpected spots and getting in potshots that cripple or kill my agents.  It's possible I'm just used to Piratez, since the gals are a bit hardier than agents.

95
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2017, 10:37:29 am »
It looks like you can't access a MC'd zombie trooper's inventory normally.  I had to do the old trick of going to someone else's inventory and scrolling.

96
The X-Com Files / Re: Small suggestions
« on: May 20, 2017, 12:16:54 am »
Can you allow the Jumpsuit for infiltrations?  Right now the best infiltration armor is the leather coat, which is extremely thin for what you'll face in EXALT HQ.  The jumpsuit would be a decent upgrade, and it could still fit with the agents posing as janitors or mechanics.

97
I looked at the tech viewer, that's where I saw what I needed.  Pictures included, with the assumption that STR_ITEM_DESTROYED means I have to have one of the item in question to analyze.  So far I've only gotten zrbite tanks, so does that mean there's a mission that spawns individual zrbite that I haven't seen yet?  I'm eager to get this finished, since the Ironfist is down the line and a bigger transport would be really nice.

98
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 18, 2017, 09:29:54 am »
I have a crash when researching a Megaworm corpse.

Edit: it looks like the live Megaworm also causes a crash.

99
How do I progress in the TFTD research?  I can't research the zrbite tank I have, and it seems that disassembling it into raw zrbite requires me to research zrbite first.  Is there another mission past luring the aquatoid ship that I haven't triggered?  I haven't done any research that looked like it would trigger new missions.

100
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 16, 2017, 03:51:40 am »
Missions are generated at the start of each month, so the dagon missions already planned will still trigger and will only be removed when the game calculates next month's missions.  If its been a few months since you finished the research, then that is a bug.

Also from me, I noticed this in the cyberweb factory.

Edit:  I just ran into a crash.  It is on a landed UFO, though I suspect it is the hybrid mission since I had one in the same area earlier this month.  Save attached.

101
Is the attached message part of the new CQC system you mentioned?  It seems to result in shots missing if you are standing right next to an enemy.  I saw it on NPCs a few times before I experienced it myself, and until I saw the message I thought it was a bug.

102
XPiratez / Re: A thread for little questions
« on: April 19, 2017, 08:10:10 pm »
There's a chance for sectoweed to spawn during crackhouse missions, but those are early game missions that eventually disappear.  As for the bong, it should have a use that spawns a smoke cloud.  That cloud restores morale and energy I think, but causes stun.  If you don't have an action then that sounds like a bug.

103
XPiratez / Re: Bugs & Crash Reports
« on: April 16, 2017, 10:34:36 pm »
Here's a save on the way to the crash.  I tried it three times and it crashed every time, so if you don't get anything then I must have just borked something when I upgraded.

104
XPiratez / Re: Bugs & Crash Reports
« on: April 16, 2017, 12:26:38 am »
So this is weird.  I double checked and I was still getting the crash... until I left the missiles on.  I had been only using spitters and getting the crash, but when I downed it with missiles it worked fine.  Can you reproduce this?

105
XPiratez / Re: Bugs & Crash Reports
« on: April 15, 2017, 05:27:59 am »
I have a crash on a downed ship.  The save starts with my fighter following a church fighter over the sea.  If I shoot it down once it gets over land and immediately assault it, I get a crash.  I assume it is a map generation issue, since sending another craft immediately still causes a crash but waiting a day seems to make it work.  I started this game on 0.99F.4 and upgraded when 0.99F.5 came out, but aside from some trouble editing my 'PossibleMissions' I have not had any other issues.

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