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Messages - HT

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256
Work In Progress / Re: [OXCE+] Building Mod Pack (BMP)
« on: November 05, 2018, 02:37:47 pm »
I checked for you, try this solution:
- delete all PL_*.rul files (9 files in Ruleset folder)
- edit DB_research.rul file, and remove all facilites research (just deployed, building resource and special resource stay).

The problem is the X-files mod changed the main facilities.. so this can not deployed version.

Just to check: Do you mean I have to do this within X-Files' own Ruleset folder, or your Building Mod Pack's own? I think it's the first case, but I have to be sure, I haven't checked this yet. I suppose I'll have to re-do this everytime your mod and/or the X-Files' mod is updated.

257
Work In Progress / Re: [OXCE+] Building Mod Pack (BMP)
« on: November 04, 2018, 11:45:51 am »
Sadly, this mod and the Recruitment Office doesn't work with X-Files, where it would be quite useful. Shame.

258
Work In Progress / Re: [OXCE+] Recruitment Office - BMP
« on: October 29, 2018, 06:46:29 pm »
Random question: Would this mod work with the X-Files mod? I tried an early version of your "Advanced Buildings" mod and at first worked, but it doesn't anymore since the newest OXCE+ update.

259
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: October 20, 2018, 09:50:39 pm »
So, what happens with Sandbags now? Can you still get them somehow? What happens if your save before updating still has them somewhere?

260
XPiratez / Re: Bugs & Crash Reports
« on: September 29, 2018, 11:13:21 am »
Did it work before the update? Have you tried a clean "install" (delete everything, unpack the downloaded archive, move UFO/TFTD stuff into the correct folder)?

Well yes, it worked before the last update perfectly. Thankfully, what you suggested works. Yay!

261
XPiratez / Re: Bugs & Crash Reports
« on: September 27, 2018, 09:32:37 pm »
Cannot start the game at all, the program throws me an error about:
[INFO]   Loading rulesets...
[ERROR]   Const name 'RuleList.xcom1' already used

What am I doing wrong?

262
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: September 24, 2018, 11:22:28 am »
Gotta love you slow but stoic advance. Has anyone tried this regularly? How it does compare against X-Files? Forget Piratez, because the game style is too different with that one.

263
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 17, 2018, 11:16:04 pm »
There will be good underwater tanks in the (near) future. I just haven't made them yet.

Is this related to the new article about the "Barracuda" submarine, I suppose?

...you've seen the Pedia page, haven't you?

Now I can't find it for some reason, but I remember it was somewhere. The Field Manual's first entries are messed up a bit with the several entries about unarmed attacks.

Eh? Is it some bug you mean?

Not sure. I mean that you can build them, but so far nothing uses these Implants yet.

264
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 17, 2018, 10:12:36 pm »
Whoa, a new version already! Sadly, the new seabot makes tanks useless underwater. Can't we have one that carries a dart launcher or something?

Also, as for the corridors with turrets, what about checking out the WH40k mod? That one already includes corridors with turrets, perhaps you can learn something. As for bugs: The "Fun with Terms" staff input cannot be seen in the ufopaedia, the Worker outfit has no entry (or I haven't seen it yet) and there are weird entries with melee attacks of enemies, your units, hybrids and so on with no text and/or weird spacing.

Lastly, not a bug but: What's the purpose of the Dog Bark? Will we be eventually able to use our own Bloodhounds like Piratez?

Oh, and the Tactical Neural Implant still doesn't do anything so far.

265
XPiratez / Re: Newbe questions
« on: September 17, 2018, 04:02:13 pm »

Shame on whoever invented mansions. My poor nerves.

Thankfully, mods fixed it!

https://openxcom.org/forum/index.php/topic,4600.msg64291.html#msg64291

A "smaller mansions" mod which should work even with newer versions. Backup your saves just to be sure though.

266
This would help a lot to play the game without having to endure the cult over, over and over. It would be a real QoL improvement.

267
XPiratez / Re: [MAIN] XPiratez - 0.99J5 - 16 Aug - Hunter, Hunted?
« on: August 20, 2018, 07:30:56 pm »
The gladiator transform is a substantial gain in many stats, not just melee. The "penalties" from shakeup is just lost experience, go earn some more, nothing permanent. You can undergo multiple transformations, but its up the individual transforms for the requirements. For example shakeup only works on "hand" class type gals. So doing repentia before shakeup doesn't work but the opposite order does.

I see. Thanks for the info!

I personally think they are based on Diablo II more than anything else. :P

Never finished the game so I cannot say.

They are clearly not based on any african culture but on south american natives. Noticed those blowpipes?

It's possible. However, I went with the most common cliché, hence why I said "stereotype". The fact that the game mentions their connection with the Zombie Masters (and thus Vodoo) and their cannibal tendencies reinforces it.

*angry rant*

Wow, overreacting much? How the hell did you conclude that I'm a possible supremacist? Is it bad to poke fun to a new unit in a game filled with politically incorrect stuff?  Also, for your information, I haven't played the new version enough to access this new Gladiator transformation (or the other ones to begin, I was waiting for a new version to start over). I  only saw the new 'pedia description by using the random battle generator since I was curious about this new unit, but the entry only tells the prerequisites, not the advantages upon completion, hence why I asked.

If the Wakanda mention is what offended you, I was joking.

This game doesn't take itself too seriously after all.

268
XPiratez / Re: [MAIN] XPiratez - 0.99J5 - 16 Aug - Hunter, Hunted?
« on: August 18, 2018, 01:14:32 pm »
Yay, a new version, finally! I suppose the starting gals are back to normal, right? Also, Brainers got an introduction. Will we get one for the starting Runts too, assuming it's not here already, I mean?

Also, the Cunny Gals are not rebel pirates as I expected, but the cannibal negro stereotype, complete with spears. Good thing that SJWs will never play this (then again they cannot touch classic/things older than five years of history stuff, as that reminds them of reality, which they hate).  ;) Will you make a reference to Wakanda at some point?

Now seriously: What does the Gladiator transformation do? I suppose it increases the Gal's melee stats, the 'pedia article is a bit vague except stating the prerequisites. Also, can a Gal transformed with a Shake-up ceremony ever get rid of the penalties?

In fact, can multiple transformations stack? Say, a gal that starts with Shake-up, undergoes gladiatorial training, then goes Repentia and finally Spectre upon death.

Finally: Will we have a "voodoo-focused" transformation at some point too?

269
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 13, 2018, 08:12:17 pm »
I see someone else likes good animes too. However, if we have to add stuff, why not add Monkey Island things (if they aren't already)? Stuff like Swordfighting insults, a three-headed monkey unit and the like, I mean.

270
The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: August 13, 2018, 08:11:08 pm »
Not sure if it's a bug or a consequence of updating mid-campaign, but apparently I can research the article for the Van vehicle.

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