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Messages - Yataka Shimaoka

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31
Released Mods / Re: [Enemy] Traitors mod
« on: August 09, 2018, 10:11:32 am »
Hey, I like that, though the only problem I can think of on making this happen is that I don't know how to specify in the .rul files on how to make these traitors appear only once a certain point in the game is achieved. I can lock the retaliation runs via research, but I absolutely no knowledge on how to do it on the alien UFOs and missions. I tried back then to have the traitors to be assigned with a terror pool, which will only happen if research A is complete, however the did appear even though the requirements for their appearance has not been reached yet. Thanks for that cool wall of text, I'll implement it on the ufopaedia page on the mod, and maybe try some experiments to make some of your ideas to work

32
Well, at first I thought that this'll be a waste of time(peace), but having reading it, man, you do have great writing skills and storytelling and that just captivates the mind. But:


Why did you let the 25th annihilated?!?!?!!

33
Open Feedback / Re: rng
« on: August 02, 2018, 04:43:00 pm »
Yeah, probably a modded cruiser meant for light retaliation

34
Open Feedback / Re: rng
« on: August 02, 2018, 10:32:22 am »
Doesn't sound normal to me, that's a torpedo system, a single one can't bust a dreadnaught, it'll require 10 I believe combined with a shield to bring one down. In my experience, I never managed to destroy one with a single torpedo system

35
Graphical bugs located, holding certain weapons such as the sten(?) Shows incorrect handobs, can't show photos since I just recently wiped my phone, sorry

36
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: August 02, 2018, 12:16:05 am »
Why lower the difficulty of the mod? It's actually perfect at its state since it is meant to be hard, thus the mod title.
Changing the difficulty level will also affect the higher modes dramatically

37
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: July 30, 2018, 08:33:53 am »
Should I give this mod another spin? Hell yeah

38
Work In Progress / Re: Reaver's Harmony Total Conversion - pre-alpha
« on: July 27, 2018, 06:19:05 pm »
My guess is a robot of some sort, or an allied alien dressed in human armor

39
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 05:31:18 pm »
Let me take a quick try and see why.


After a quick run, I have this error during startup

[26-07-2018_22-36-10]   [ERROR]   /storage/sdcard0/openxcom/mods/XComEarthUnited/Resources/SECTOPOD_HWP/cyberDisckX.png:Unsupported image format

Also I found this, looks game breaking tho

[26-07-2018_22-35-51]   [ERROR]   Unknown argument 'to_gauss'
[26-07-2018_22-35-51]   [ERROR]   Error in maching arguments for operator 'BattleUnit.reduceByResistance'
[26-07-2018_22-35-51]   [ERROR]   Error in parsing script 'damageUnit' for 'Global Event Script': invalid operation in line: 'unit.reduceByResistance to_gauss 10;'

40
The laser sniper rifle floorob sprite kinda needs to be fixed. And then again, the twoHanded: true tag is missing on some of alien guns

41
40k / Re: 40k Imperial Guard Operations
« on: July 19, 2018, 12:30:26 am »
Looks nice! Hopes this finds good use for the mod, specially with the I.G at play

42
Help / Re: MIssion count donĀ“t apear on soldier screen
« on: July 16, 2018, 09:00:28 am »
Might be a bug? I'm not experiencing that

43
Hello! Your ideas are great! But the problem is that no such feature exist. Sorry.

44
I'll just wait for the official release, since the bugs I pointed out ain't that critical

45
OpenXcom Extended / Re: Bughunt mode
« on: July 10, 2018, 05:28:43 pm »
Yes, if I remember correctly, you can make a mod to make it longer, say 999 turns

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