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Messages - BlackStaff

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31
OpenXcom Extended / Re: [suggestion] compressed saves option
« on: February 21, 2020, 06:24:42 pm »
So that is will fit on one floppy, obviously!
:o  Floppy ?
My computer is 10 years old and there was no floppy drive.
If your computer has one, donate it to a museum!  :)  8)  ;)

32
OpenXcom Extended / Re: [suggestion] compressed saves option
« on: February 20, 2020, 08:57:27 pm »
What is the advantage of trying to compress a very small 2MB file?  ???

33
I agree 1000% with Meridian and Solarius!
The method you describe is far-fetched. If you want to add Mods there is a way that is 1000 times easier and more reliable... depending on the mods you want to add.
Thanks to this XFiles update I have removed some mods that I thought were useful... but which are actually useless or even dangerous!
Thanks Solarius for your pack !

34
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 05, 2020, 07:51:17 pm »
Why on Earth would I want to allow to wreck the entire balance? Do you think these values and formulas are random button mashing?
I agree!
I'm already having enough problems with your data so I'm not going to create more by modifying the firepower...  ;)  8)

35
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 05, 2020, 11:53:57 am »
TFTD damage model works fine, it makes battles lesser chaotic... Too sad it is unavailable now.
If you can't live without this mod... have you tried it by modifying his "master:" line in his metadata?  :-X

36
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 03, 2020, 12:05:29 pm »
Just to say that the new version has another save location
I have moved my saves to the new directory. Will I encounter problems ?
Work fine for me !

Secondly, if you want to continue a campaign from a previous version, you need to find your xcom1 folder (the one where saves, screenshots and configs are) and rename it to x-com-files.
(On the first launch after this conversion, the game will warn you that there some mods are missing; you can safely ignore this.)

37
I have a computer with Win XP 32b.
Why do I have it?
Because it has many programs (software, games, utilities, ...) that only work in 32 bits !

38
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 26, 2020, 11:51:31 am »
The move to master mod was because I couldn't find a clear way to prevent people from misusing xcom1 mods with XCF, which isn't compatible with them. So now a submod must be either defined to work with XCF (and not xcom1) or defined to work with any master mod (xcom1, xcom2, XCF, Piratez, etc.)
Sorry, but are you also talking about extensions like these that are embedded in the "standard" folder :
- Aliens_Pick_Up_Weapons
- UFOextender_Psionic_Line_Of_Fire
- ...

They won't work anymore either?  :-[

39
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2020, 01:16:13 am »
Yes, but there are some damage modifiers that are better...

40
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.3
« on: January 01, 2020, 07:26:05 pm »
new version up, 0.9.3
No alarms in the LOG! No crash!
Speed and precision! Bravo and thank you!  :)   8)

41
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 31, 2019, 12:18:05 am »
No problemo !
Thanks !

42
The X-Com Files / Re: Starting problems: STR_HUMAN_SONIC_SHOTGUN
« on: December 30, 2019, 03:14:54 pm »
XcomFiles requires OpenXcom Extended !

But I found a thread somewhere here on the forum the OXC and OXCE are fusioned.
You're confusing OXC and OXCE!

1. OG = original game, i.e. X-COM: UFO Defense / X-COM: Terror from the Deep (by Microprose)
2. OXC = OpenXcom (nightly by SupSuper & Warboy)
3. OXCE = OpenXcom Extended (by Yankes)
4. OXCE+ = OpenXcom Extended+ (by Meridian)

(OXCE) + (OXCE+) = OXCE

43
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 30, 2019, 01:27:13 pm »
Thanks !

Are you sure you don't have other mods active?
mods:
  - active: true
    id: xcom1
  - active: true
    id: from_apoc
  - active: true
    id: Medailles
  - active: true
    id: UFOextender_Psionic_Line_Of_Fire
  - active: true
    id: Aliens_Pick_Up_Weapons
  - active: true
    id: XcomUtil_Statstrings

44
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 30, 2019, 12:12:40 am »
Sorry but I have the same problem with the latest version 0.92!  :-[
Log + quick save in attachments :  ;)
Tks !

45
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.9.2
« on: December 29, 2019, 11:00:08 am »
All right!
For the old version the bug was particular !
In a mission I had:
- an active robot using a "vehicle" seat on board
- an inactive robot carried by a soldier

In any case, the turn ended well, but...
If the soldier activated his robot, everything went well during the mission but at the end of the mission... CTD!
I'll test with the latest version...  ;)

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