aliens

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 - BlackStaff

Pages: 1 ... 18 19 [20] 21 22 23
286
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 13, 2018, 06:00:37 pm »
This includes vanilla mods, like melee on all guns and such.
Interesting!
So, if I understood correctly, you preferred the "hand-to-hand combat" option (punch) and you don't want to activate (make) the "melee with a weapon" options?

Translated by https://www.deepl.com/translator

287
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 13, 2018, 01:00:38 am »
It works fine for me... try a fresh install from scratch... maybe something is conflicting if you just upgraded by copying a new version over the old one.
I made the mistake of taking your folders (common and standard to your latest OXCE+) then adding the "user" folder. By taking all the folders from the archive TWoTS 2.13, it works!
Sorry !

288
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 12, 2018, 11:37:46 pm »
I'm out of luck!
The game starts correctly but ... Unable to activate the Mod... because this error appears immediately :
[12-06-2018_22-32-36]   [WARN]   disabling mod with invalid ruleset: TWoTS
[12-06-2018_22-32-36]   [ERROR]   failed to load 'The world of (terrifying) silence'; mod disabled for next startup
C:\_GAMES\OpenXcom_TWoTS\user\mods\TWoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa


289
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 12, 2018, 02:29:06 pm »
I'm not sure if you are able, but I think surrendered enemies should really not punch.... honestly I've wondered if enemies could be made to take massive stun as a possible panic effect, to simulate them basically laying on the ground with their hands behind their head, maybe with a white flag symbol, and maybe allowed to join the battle if out of XCOM sight, but in the sight of another cultist...would make captures a little more manageable, without idiots running everywhere causing reaction fire.
You still have the option "STR_CUT_THROAT:" - the "coup de grĂ¢ce" !
This option is very practical!  :)  :)  ;)
Especially if they're of little interest.

290
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 10, 2018, 12:16:06 am »
Try searching for this in your save and replace "7" with something lower, e.g. 6.
With the value 6 everything seems to have returned correct!
Thank you very much !

291
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 09, 2018, 02:36:22 pm »
Most likely an issue with one of the mods.
If you post a save just before the crash, I may be able to help; or at least explain what's wrong.
It seems the error came from UFO-415.
Sectoid terror ship - Central Asia.
When he tries to land between Ankara/Bagdad/Teheran!

Perhaps the following data:
  - race: STR_SECTOID
    nextUfoCounter: 0
    spawnCountdown: 180
    type: STR_ALIEN_TERROR
    nextWave: 3
    liveUfos: 0
    uniqueID: 122
    missionSiteZone: 7
    region: STR_CENTRAL_ASIA


Save in attachments ! ;)
Tks !

[Edit] I've disabled all Mods. But I have the same problem!

292
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 09, 2018, 02:07:55 pm »
Thank you! I'll try to make a backup just before the crash!

293
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 09, 2018, 12:06:18 pm »
Hello,
I hope I'm not in the wrong place to post this problem!  ???
Just a quick question!
You don't have to involve Delta Force!
In my OXCE+ (version 19/05) I have this crash!

[08-06-2018_17-35-43]   [FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 7) >= this->size() (which is 7)
[08-06-2018_17-35-43]   [FATAL]   Unfortunately, no stack trace information is available
[08-06-2018_17-35-59]   [FATAL]   OpenXcom has crashed: vector::_M_range_check: __n (which is 7) >= this->size() (which is 7)
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


Note: The save is old. In this game I'm almost at the end. I can do the Cydonia mission whenever I want! I use a lot of Mods.
Maybe all this explains it.
mods:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "centre_entrainement_UFO ver: 1.0"
  - "Advanced_Medikit ver: 1.01m"
  - "Expanded_Ubase_Rework ver: 1.2 WIP"
  - "alien-armoury-expanded ver: 1.5b"
  - "alien-inventory ver: 2.0"
  - "aliens_lukes_extra_UFOs ver: 1.4"
  - "armored_vest ver: 1.32m"
  - "extra_pockets ver: 1.0"
  - "firestorm_aircraft ver: 1.0"
  - "lightning_aircraft ver: 1.0"
  - "muton_commander ver: 1.1m"
  - "new_flare_laser ver: 1.00"
  - "new_weapons_pack ver: 1.12m"
  - "personal_armor ver: 1.01m"
  - "raven_interceptor ver: 1.0"
  - "retaliator_interceptor ver: 0.9"
  - "scout-drone ver: 1.0"
  - "weapons_rebalanced ver: 1.31m"
  - "mass_weapons ver: 1.2m"

Thanks !

294
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 06, 2018, 11:59:26 pm »
Welp, was able to bring tazers on a ski mission but no tazers ammo. Needless to say nobody was taken alive 
True !
"STR_SPORTS" missing in line "categories" in tab "- type: STR_TASER_CLIP" in items_XCOMFILES.rul file ! ;)

295
Work In Progress / Re: [OXCE+] Building Mod Pack
« on: June 06, 2018, 11:51:44 am »
Bravo for your work !
Very nice !  :)

296
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 04, 2018, 02:22:16 pm »
Most likely your language is set as en-GB instead of en-US.
@ Rich
In my case my game is set to be in French. So it's not possible for me to set it to "en-US"!
But it's easy to fix this problem!  ;)
In the "\common\Language\OXCE" folder, open (with the Windows notepad) the file of your language (fr.yml for me).
At the end of the file add or modify the lines to have :
  STR_DAMAGE_10: "EMP"
  STR_DAMAGE_11: "ELECTRIC"
  STR_DAMAGE_12: "PSI"
  STR_DAMAGE_13: "WARP"
  STR_DAMAGE_14: "E-115"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"

It works great in my game!  ;)


Processing prisoners means processing prisoners: checks, interrogation, cataloguing their belongings and sending them off to an appropriate institution. But yes, sometimes it means you get to keep some of their stuff.
Ah! I get it!
Thanks !

297
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 04, 2018, 12:35:11 pm »
I think I said it... I'm French and I don't understand English. I communicate through an online translator. Sorry !
I have problems understanding sentences :
  STR_EXALT_ENFORCER_ARMOR_ADAPTATION: "EXALT Enforcer Processing"
  STR_SYNDICATE_AGENT_ARMOR_ADAPTATION: "Syndicate Agent Processing"
  STR_POSTAL0_ARMOR_ADAPTATION: "Homicidal Maniac Processing"
  STR_POSTAL1_ARMOR_ADAPTATION: "Crazed Soldier Processing"
  STR_POSTAL2_ARMOR_ADAPTATION: "Insane Vigilante Processing"

The translation is not very consistent. In a few simple words can you tell me what you mean by "processing".
It seems the prisoners are turning into armor?  :-[
Thanks !

Translated by https://www.deepl.com/translator

298
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.6
« on: June 03, 2018, 02:56:49 pm »
Thank you very much !

But one little question please !
I'm surprised that autopsies of "spitter" and "skeletoid" have the same sentence !  :-[
Normal ?

Translated by https://www.deepl.com/translator

299
Since 1994 I play the same way!  :P
I'm not bored since these games (UFO/TFTD/Apoc) are my favorite and I play them regularly (now with OXCE+ and XFiles versions) !  ;D
And it's not at my age that I'm gonna change tactics!  8)

300
That's kind of strange - i personally never had a problem finishing the missions in less turns. Much less. Sure there's not something wrong with the way your're approaching the mission?
I admit to advancing my soldiers with great caution (for all missions)!
My average for small missions is 15 turns!
The result is that after 100 missions I have on average 10 killed maximum.

Pages: 1 ... 18 19 [20] 21 22 23