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Messages - krautbernd

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46
The X-Com Files / [MOD] MedBay
« on: May 26, 2023, 12:07:24 am »
Seeing how people are actually still using the RO mod I might as well push this one out too.



While I find the sickbay to be a nice early game facility that gets your agents back in the field faster (provided they survived being shot at, set on fire or being set on fore by being shot at), it starts to feel a bit outdated mid-to-late game, what with all this advanced alien tech laying around. Why not use one to solve the other and also get those agents fighting eldritch horrors a bit of a sanity boost?

Currently doesn't require sickbay as a prerequisite.

Initial release, let me know if you encounter any problems.

47
The X-Com Files / Re: [MOD] Recruitment Office
« on: May 25, 2023, 11:43:56 pm »
lol, I wasn't aware anybody is actually still using this  ::)

The mod entry isn't the only thing that is outdated about this, the mod is also missing a couple of armors and transformations. I have attached an updated version that should hopefully get this mod in line with XCF 2.9, please let me know if you run into an issues. Please be advised that stat caps and training stat caps are probably unbalanced, you might want to change these into something more sensible. Might get these in-line with the current XCF stats at a later date.

Changelog

1.02:

- Now requires XCF as master
- Added missing transformations
- Added all of the missing armors (hopefully)

48
Yeah, from what I can tell the feature in FtA doesn't really have anything to do with what is requested. As I understand it, OP is either requesting that retreating from a mission doesn't despawn the mission site and to somehow "preserve" the map layout or to implement some kind of reinforcement mechanic on the player's side.

49
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 17, 2023, 05:45:37 pm »
Fixed. :P

I mean I am not generally against "haunted" missions in remote regions - given the overall strangeness, who's to say there aren't some very remote (in time as well as in space) tragedies or other things that have happened out there and just kind of bubble up to the surface. But maybe something more fitting? Like a reasearch stations that was unwittingly (or maybe even intentionally) build on a lay-line/spiritual conduit/pre-historic sacrifice site/etc. and is now being haunted? Still begs the question where the cultist come from, but then again who's to say they don't have a day job.

50
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 16, 2023, 05:02:11 pm »
I am pretty sure there is perfectly viable explanation for haunted houses in the middle of nowhere, but I think this is taking it a tad too far. Who's even reporting these?


51
I just kind of stumbled upon this thread trying to figure out how these CPAL-images work.

Just tried this script and it is an absolute timesaver, and it does in indeed work on more "modern" version of GIMP, in my case 2.10.30.

Thanks a bunch tylor :)

52
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: April 29, 2023, 11:30:23 am »
In my SH campaign I noticed that in the end of 1997, after terminating one cult and researching all but one Cult Operations, the amount of missions generated was actually rather low (rarely even two missions going on at the same time, compared to the early game when there might be even three or four), and you might go for 5 days without a single mission. But this might also be partially an illusion, because in early game you would use (mostly) ridiculously slow vans to drive to the missions which would take forever and also consequently trigger overlapping missions. But now using a humvee, helicopter or dragonfly you can deal with any nearby-ish missions quickly before the next one spawns.

This is not exclusive to superhuman, I have noticed this on my "normal" playthroughs as well, where in mid-game I can go days to weeks without a single mission popping up. I think this is one of the tradeoffs of how the mission system works in OXCE in conjunction with mods that have very large mission pools with low spawn chances. Spawn chance isn't cumulative - if you have 20 missions with 3% generation chance you don't have a 60% chance to spawn a mission.

53
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 17, 2023, 04:51:27 pm »
Thanks for checking.

That's because of an issue where getOneFree only worked for one step; so if you have getOneFree which unlocks something that also unlocks something else (like corpse enabling autopsy via the lookup feature), you weren't getting the autopsy. I think it works fine now, but much of the mod was written before that.

Nevertheless, I dont' think this is related to the issue at hand.

As Juku has pointed out, this is indeed the issue here. I don't know if my earlier reply wasn't clear enough or badly communicated, but the unlocks are working fine. The problem is that the ufopedia entries aren't tied to the autopsies but to the corpses, which "Shogg Studies" doesn't unlock. One way to fix this would be to add a matching lookup: entry to the autopsies, e.g.

Code: [Select]
  - name: STR_ANTMAN_AUTOPSY
    lookup: STR_ANTMAN_CORPSE

so that researching either the autopsy or the corpse unlocks both. I just tested this and from what I can tell it is working fine. This has the added benefit of not messing with anything else (ufopedia entries etc.). I would also like to stress that this might be an issue with other autopsies unlocked in a similar way. I haven't checked, but it might be worth adding matching lookups to all corpses/autopsies to avoid this problem going forward.

54
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 17, 2023, 03:09:33 pm »
I confirm your observation: the Shogg Studies research is completed, but doesn't give you anything else, even though there are several available getOneFree items. But I have no idea why it happens. I need some help on this, please.

Tried to recreate this on a new game playing on XCF 2.8 (while removing STR_REPTOID_AFTERMATH as a dependency and setting cost to 1) and I get Reptoids, Dragonfire turret examination, Scorpoid, etc.

I noticed however that some of the autopsies don't unlock the corresponding ufopedia articles (antman autopsy for example), probably because the ufopedia articles are tied to the corpses, e.g.

Code: [Select]
    requires:
      - STR_ANTMAN_CORPSE

Setting the ufopedia entries to require the autopsies instead unlocks the entries just fine.

From what I can tell Shogg Studies is working fine, but the lookups or the ufopedia entries might have to be modified accordingly. No idea if this might also be an issue with other research items concerning corpses/autopsies.

55
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 15, 2023, 12:48:49 pm »
this

Nothing wrong from what I can tell, I fast-forwarded a month and actually got a medium infestation with an infector. Looks simply like bad rng to me.

56
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 14, 2023, 06:34:48 pm »
Can you upload the save in question? Infectors only spawn in medium infestations which are locked behind reasearch and liek all missions are also rng-based. You might simply have bad luck with spawns and/or are missing the necessary reasearch.

57
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 13, 2023, 06:20:47 pm »
Unlocking the Mateba does not unlock the ammo for it unless you also unlock the Kludge. I'm assuming this isn't intentional?

This has literally been adressed in the preceeding post.

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2023, 11:37:40 am »
Thank you Krautbernd, I really appreciate the help.

I should probably mention it. I have one mod I set up to create larger storage limits I increased facilities_XCOMFILES storage to 1000.
I can't see how this would affect the issue I'm having now though. I simply went in and edited the original and increased the size.

Here's a save game file. again, I appreciate you.

I might be missing something here, but I don't see the MIB mission spawned or being spawned. I wasn't asking you to upload a random save, I was asking you to upload a save that demonstrates the bug you are encountering. Sorry if this was unclear.

59
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 10, 2023, 06:38:54 pm »
Yes, a save file would definitely be helpful.

@Chuckebaby

Can you upload the save in question, provided you haven't managed to solve this in the meantime?

60
The X-Com Files / Re: Starting problems: STR_HUMAN_SONIC_SHOTGUN
« on: March 26, 2023, 01:12:32 pm »
Is this a mod issue or an issue with OXCE and the repository? Might want to post this in the OXCE subforum instead.

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