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Messages - CaptainCorkscrew

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61
XPiratez / Re: Ideas for better aircombat?
« on: November 15, 2016, 07:40:05 pm »
I have an idea:
It is a bit odd that only government ships have their special lights on.
They could turn them on only if needed, so you would need to hit the ship a bit until they show their 'flag' but not destroy it if it is a government ship.
Additionally, ships could  show false flags.

Just a thought that could be improved on.

62
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 15, 2016, 11:29:03 am »
I am in the process of watching Meridians playthrough and found it a pity that he found defender armor so soon, which made most missions a joke.
In my own game I had to research and build all the armor, which makes the game far more interesting (and same goes for starting with an unarmed airbus).

Now I also found wearable broken defender armor and Storm armor. Is this an oversight or is there a reason why this armor is Mutant-sized? I would prefer it if all armor would need research and manufacture.

I just tried the storm armor together with the arena launcher and the mission happened to contain doom enemies. Flame sea galore, a pyromaniac's dream :)

63
XPiratez / Re: What ships works for mansion missions?
« on: November 14, 2016, 10:02:36 am »
Quick note: I tried my first mansion mission with the jetbike, but there is only so much a single gal in a maid uniform can do. It was rather pointless... I ran to the roof and escaped.

Even the Airbus works for undersea missions, therefor I guess it is a bug. Ironic, since Leviathan is a mythical sea monster...

64
XPiratez / Re: Bugs & Crash Reports
« on: November 13, 2016, 05:48:41 pm »
I had the filter on 'scale', changed to disabled now and will see whether it happens again. Is there a way to get more debug information in the log or something like that?

Reproducing is a bit hard in this case, jetbike with 50 mm cannon vs. shrine ship... but all three outcomes (win, lose, out of ammo) are possible.

65
XPiratez / Re: Bugs & Crash Reports
« on: November 13, 2016, 01:54:13 pm »
I got that air combat crash again. This time I have a save game but was unable to reproduce it reliably. What both crashes had in common: My ship ran out of ammo and the enemy ship moved away.

66
XPiratez / Re: What ships works for mansion missions?
« on: November 13, 2016, 01:12:39 pm »
I just got stumped because the game would not allow me to go on the mission.
So my Airbus will not work for what reason?

67
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 10:49:30 pm »
All your runts are working and all your brainers are researching.

If you want to sack them, first tell them to stop working...

Right, sorry, that was stupid of me...

68
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 10:33:54 pm »
You can sell them, just like anything else.

Not for me... see acreenshots and savegame.

69
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 10:28:08 pm »
An Enemy ship just turned up in the area of a base with regular hi-res radar, then flew into the area of another base with hyperwave decoder. The ship still showed up with only the information from the regular radar instead of the details from the hyperwave decoder.

70
XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 12, 2016, 10:10:02 pm »
I *always* forget to assign a pilot. I only get notified of the mistake very late, when I try to intercept another craft. Please notify me earlier somehow.

71
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 10:08:31 pm »
As far as I can see there is no way to get rid of runts or brainers. IMHO they should be sellable.

A minor bug: The leather whip has a range of three, if it misses however it can have a far greater range. that's a bit odd.

It is possible to look into the regular raider ships near the front from the backside of the ship. From there you can see people walking up the stairs.I should have made a screenshot...

72
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2016, 03:18:30 pm »
I had a crash on the geoscape just now and I guess the log is helpful in this case. It says it misses some files.

73
XPiratez / Re: Arch Linux Installation
« on: November 10, 2016, 08:17:20 pm »
Thanks.
It is just some information from various places put together. I hope someone will find it useful.

74
XPiratez / Re: Bugs & Crash Reports
« on: November 10, 2016, 08:15:53 pm »
@Ethereal_Medic

No idea what those factions do, I am not that far yet and I have been rather low profile. I am close to a year of ingame time and have just begun to shoot down craft (100+ cargo/supply ships, some of which I captured on the ground).
I researched some stuff that gave 1000 reputation, one gave 2000. They were called something with economy, military something, I don't recall exactly. I had about five of those so far.
If there are hideouts they are all still there, I have no idea.

All I can say that my reputation/month was always positive, roughly in the 200-3500 range, and only once in between it was -1800. That's why I suspect a bug in those reputation research thingies.

Dioxine: I will keep save games in the future. I guess I will easily reproduce the fish thingy with the next underwater mission.

75
XPiratez / HOW-TO: Install OpenXcom X-Piratez on Arch Linux
« on: November 10, 2016, 02:04:08 pm »
Hi there,

after a bit of trying I managed to get X-Piratez! to work on Arch Linux. Here is a short HOW-TO that should at least in part be helpful to users of other distributions as well.

This HOW-TO is for X-Piratez! Version 0.99E.

Requirement: OXCE 3.3 plus
For this mod to work it is a requirement that you have Meridians OXCE 3.3 plus installed. Links to some executables can be found here: https://openxcom.org/forum/index.php/topic,4187.0.html

However, those executables are for Ubuntu and may or may not work on Debian or Linux Mint as well, but what about all the other Linux distributions, like Arch? The solution: build from source.
The code can be found on Meridians github page: https://github.com/MeridianOXC/OpenXcom/tree/oxce3.3-plus-proto
It is important to  check out the oxce3.3-plus-proto branch, not master.

To build it on Arch Linux it is easiest to re-use the openxcom PKGBUILD from AUR and modify it slighty: https://aur.archlinux.org/packages/openxcom-git/
The minimal modification you need to do is to change the source from:
Code: [Select]
source=(git+"https://github.com/SupSuper/${_gitname}.git")to
Code: [Select]
source=(git+"https://github.com/MeridianOXC/OpenXcom.git#branch=oxce3.3-plus-proto")

Then build and install the package as usual. The obvious downside is that you will not be able to install vanilla openxcom in parallel. I can not be bothered to create a proper PKGBUILD and put it on AUR since they changed the way AUR works at least twice in the last two years and I can not be bothered to re-learn it all the time. Maybe someone else will make a nice PKGBUILD.

If you use a different distribution, the PKGBUILD may still be useful to you since it is just a bash script and contains all the steps necessary to build openxcom.

Now we have Meridians OXCE 3.3 installed and you should see that version when you run 'openxcom'.

Installing the X-Piratez! Mod
The latest version of the mod can be found here: https://openxcom.org/forum/index.php/topic,3626.0.html
Download, extract.
Copy the contents of the 'user' directory to '.local/share/openxcom'.
You will also need at least the original UFO or TFTD and copy all folders therein into the respective folders in 'local/share/openxcom'.
I bought the games on GOG and installed them using wine to get at the files.

Once you have done all that, your folder structure should look like this:
Code: [Select]
$ tree -L 2 .local/share/openxcom/
.local/share/openxcom/
├── TFTD
│   ├── ANIMS
│   ├── FLOP_INT
│   ├── GEODATA
│   ├── GEOGRAPH
│   ├── HARDDISK
│   ├── MAPS
│   ├── MISSDAT
│   ├── ROUTES
│   ├── SOUND
│   ├── TERRAIN
│   ├── UFO2EXE
│   ├── UFOEXE
│   ├── UFOGRAPH
│   └── UNITS
├── UFO
│   ├── GEODATA
│   ├── GEOGRAPH
│   ├── MAPS
│   ├── ROUTES
│   ├── SOUND
│   ├── TERRAIN
│   ├── UFOGRAPH
│   ├── UFOINTRO
│   └── UNITS
├── mods
│   ├── AltCorpseComplete
│   ├── Piratez
│   ├── Piratez Alternate Armor - Smoke
│   ├── Piratez Alternate Armor - Tac
│   ├── Piratez Alternate SGC
│   └── Piratez Naughty Mod
├── openxcom.log
├── options.cfg
├── piratez
│   ├── Shave.sav
│   ├── Spider_crash_bug.sav
│   ├── _autobattle_.asav
│   ├── _autogeo_.asav
│   └── _quick_.asav
├── xcom1
└── xcom2

To enable the mod, run 'openxcom', go to options -> mods and select X-Piratez from the drop-down menu.

You are almost there. You should now go through all the options in Options -> ADVANCED, one by one, and make sure that they are set as suggested by the mod.
Thankfully this information is in the description text of each option. If the descriptions says "NAY" oder "BEGONE" then NAY it is, if it says YARR! then set it to YARR!. Once that is dealt with you can be sure that you will play the mod as intended by the authors.

That's it, have fun with this great game!

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