Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - doctoxic

Pages: [1]
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 27, 2018, 11:07:38 am »
On my first night mission and i have no vision at all - even throwing the lights doesn't make a difference.  All i can see is xcom people and enemies.

Is this a bug or am i missing something?


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 08, 2017, 08:51:38 am »
thanks, that was it,  doh!

however its game over as just got wiped on the base defense mission :(
are they meant to come that early (only my third mission)


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 08, 2017, 12:20:21 am »
hi nord

i have run into a problem , probably my messup but i'll mention it anyway

I tried the xcom files mod using the same install as for twots (as it also uses extender) then changed back to twots after coping in the new file (no crashes now)

however i had been fiddling with some of the other standard mods and now i have a missmatch

anyway - the end result is all my planes and squad weapons have dissapeared - so i may well have messed up the (re)install - any thoughts?

Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: August 07, 2017, 12:01:39 pm »

i have put the openxcom20 folder in the user/mods directory and activated the mod but it doesn't load

Assuming i am doing something wrong any chance you could add some install instructions to your first post (and the latest download link) and perhaps add a readme.txt file to the download


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 07, 2017, 11:26:52 am »
thanks for the update

i think i'll wait for the next patch before continuing (assuming all your updates are save game compatible)


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 06, 2017, 06:34:52 pm »
Oops... Here is quickfix. Will update main download right now.
Upd.: main download updated.
main download still says 2.03???

By the way, spotted a fun thing: on the base defense mission pool is actually a trap. If unit comes in, there is no way he go out. Should i fix it? Maybe leave as is...
i am fairly new to this, please could you explain what this means

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 06, 2017, 06:32:13 pm »
thanks meridian/nord

i'll change the options as you suggest,  it would be good if you could add this info to your recommended options in your first post  :)


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 06, 2017, 10:36:14 am »
save attached

its on the second mission that comes up - just ignore the first mission as its out of range

hope this helps


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 06, 2017, 09:55:13 am »
Just had a crash

A mission to a ship popoed up and the crashes with my ship on the way to the site.  I had done a similar mission (i think) previously and that worked fine.


[06-08-2017_07-46-51]   [INFO]   Data folder is:
[06-08-2017_07-46-51]   [INFO]   Data search is:
[06-08-2017_07-46-51]   [INFO]   - C:\Users\docto\Documents\OpenXcom\
[06-08-2017_07-46-51]   [INFO]   - C:\GAMES\OpenXcom_TFTD_modded
[06-08-2017_07-46-51]   [INFO]   - C:\GAMES\OpenXcom_TFTD_modded
[06-08-2017_07-46-51]   [INFO]   User folder is: C:\GAMES\OpenXcom_TFTD_modded\user\
[06-08-2017_07-46-51]   [INFO]   Config folder is: C:\GAMES\OpenXcom_TFTD_modded\user\
[06-08-2017_07-46-51]   [INFO]   Options loaded successfully.
[06-08-2017_07-46-51]   [INFO]   SDL initialized successfully.
[06-08-2017_07-46-51]   [INFO]   SDL_mixer initialized successfully.
[06-08-2017_07-46-51]   [INFO]   requested file not found: openxcom.png
[06-08-2017_07-46-51]   [INFO]   Attempting to set display to 1920x1080x8...
[06-08-2017_07-46-51]   [INFO]   Display set to 1920x1080x8.
[06-08-2017_07-46-51]   [INFO]   Loading data...
[06-08-2017_07-46-51]   [INFO]   Scanning standard mods in 'standard'...
[06-08-2017_07-46-51]   [INFO]   Scanning user mods in 'C:\GAMES\OpenXcom_TFTD_modded\user\mods'...
[06-08-2017_07-46-51]   [INFO]   Mapping resource files...
[06-08-2017_07-46-51]   [INFO]   Resources files mapped successfully.
[06-08-2017_07-46-53]   [INFO]   Loading fonts... Font.dat
[06-08-2017_07-46-53]   [INFO]   Loading extra resources from ruleset...
[06-08-2017_07-46-53]   [INFO]   Loading custom palettes from ruleset...
[06-08-2017_07-46-53]   [INFO]   Data loaded successfully.
[06-08-2017_07-46-53]   [INFO]   Loading language...
[06-08-2017_07-46-53]   [INFO]   Language loaded successfully.
[06-08-2017_07-46-53]   [INFO]   OpenXcom started successfully!
[06-08-2017_07-46-53]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[06-08-2017_07-47-10]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[06-08-2017_07-47-23]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 05, 2016, 11:30:38 am »
Can you please post a save? I can't see enough from the log.

here you are

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 04, 2016, 01:29:48 pm »

I could, but what's next? How to Get Plasma Weapons Early Guide? :) You can use the Tech Tree Viewer (middle-click on any research topic) when in doubt whether something works correctly, but I don't recommend it for normal game, as I consider it spoilers. It's up to you though.
no problem - as long as its not something silly i have missed

on a separate note i had my first crash today - logfile attached.  It was after i had done all the initial cult research stuff and got my first cult mission with about 8 bad guys and maybe some sort of "cult leader" (as there was one guy all in green and one in green and white whereas all the rest were in white)

some feedback/observations

1) i now have a second base with an HQ so have 10 scientists and getting through all research very quick

2) reason for second base is money seems easy to get, have had no problems (so far at least)

3) i haven't managed to complete any of the strange creature missions with multiple enemies e.g. spiders/skorpions etc) as it looks like there are too many - though things like the yeti and wolf were ok

4) training seems to increase stats very quickly

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 03, 2016, 02:38:19 pm »

Well, it depends if you have the "Psi Training at any time" enabled, but generally you send people to train exactly like with the Psi training... Either from the Soldiers menu, or by right-clicking on the building. I can expand the description, just please tell me what exactly you'd like to see.

thanks - i hadn't, but enabling it fixed everything

perhaps in the UFOPEDIA you could just add a comment that training is offered only once a month and specifiy whether soldiers on training are still available for missions

Blue are for your wounded, yes. Meridian's work, very useful.
got it - i think i better have a closer look at that mod to see what else i am missing


sorry, but can you clarify when labs are available - i quickly ran all the available research without doing any missions and still no option to build labs/workshop - i don't have a problem with this if its intended but was just afraid i was missing something obvious about labs and ruining my game

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 03, 2016, 01:20:13 pm »
very new to mod so not sure if these are even bugs

1) The GYM - i can't find a way to use it, maybe put something in the UFOPEDIA?

2) In one mission i had the little squares pop up when you see an enemy, however when i clicked on it it centered on my own man - can't remember now but it may have been the wounded guys

3) I assume its WAD that you can't build labs and workshops at the start, however i can't see any research that gets them or even leads to them

anyway, great work and lovin it so far


Pages: [1]