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Messages - yergnoor

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Released Mods / Re: Kronos 913 mod 2.0
« on: December 22, 2022, 06:23:35 am »
Thanks for the clarification. Perhaps I should have searched the Internet for information about it myself, but for some reason I thought it was something fictional.
Although I noticed a lot of references in the texts, but to "fictional" - to various books, games, and movies.

Released Mods / Re: Kronos 913 mod 2.0
« on: December 21, 2022, 02:39:45 pm »
Did another check of the correctness of the Russian-language text in this mod. The typos I found are in the attached file.

Unfortunately, the usual OpenXcom has not been ported to Android for many years. I don't use a computer to play the game.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 30, 2022, 11:04:11 am »
Eh, you use complex idioms that are difficult for me to understand, because I am not a native English speaker.
"Snake eyes" is gaming slang synonymous with bad luck. It comes from the fact that when you roll two game cubes, if each of them will fall on one, then on their upper faces you can see points. Two cubes - two dots - two eyes. This is the worst possible result of such a roll and it was given its own name - "snake eyes".
Similarly, in OpenXcom, as well as in any other game where randomness plays a big role, a permanent failure for the player is possible - it's infrequent, but it happens.
P.S. I don't know English, but this phrase is found in literature, and not only in translated English.

So it works with warnings or it does not work?
In my options.cfg file I had the ignoring of most mod errors enabled (oxceModValidationLevel: 1). This allows mods with errors to run, but does not protect against crashes during the game.

Now put the standard level of verification mods (oxceModValidationLevel: 2) and OXCE with Awesome Guns on refused to start.

Unfortunately I don't know exactly how OXCE works and what needs to be done to fix the mods.

When running with Awesome Guns enabled, OXCE 7.8 gives quite a few warnings in the log.

Suggestions / Re: Research progress bug?
« on: November 27, 2022, 01:06:12 pm »
There was a similar discussion about how research status is displayed before, though I wouldn't have been able to find it quickly.
As I recall (though I could be wrong) one of the main arguments for the way things work in the game right now was this. Estimating the state of an ongoing study cannot be completely accurate. Scientists can't measure how much of the work they've already done and how much remains to be done. All they have is a rough preliminary estimate. In the game, this is known as the cost of research and is specified in the game or mod code. That's why all further progress estimates are based on it. However, the actual progress of research can be both shortened by an unexpected breakthrough and, conversely, delayed due to unforeseen advance difficulties. This is modeled in the game by the randomization of research costs. But the scientists themselves cannot know about this deviation. Therefore, they are unable to take it into account in their assessment of the study's progress, which they report to management.
Therefore, knowing exactly how much is left until the end of the study, from the point of view of realistic gameplay, is cheating.
Maybe I'm wrong in some details, maybe I put my own understanding of the problem into this explanation, not the same as the others. But the fact is that this issue has already been discussed and most likely more than once.

Released Mods / Re: Kronos 913 mod 2.0
« on: November 22, 2022, 09:09:07 am »
I found a few more typos in the Russian-language text. This time I put the remarks in a text file, which is attached. It is all in Russian, but you seem to understand it.

The text of the question can be understood to mean that only the first choice of either of the two options yields the same result.
I discovered that regardless of which mission I do first, they both have an identical map and enemy placement is exactly the same.
Apparently the game was saved before selecting one of the missions.
Not that two battles in a row are the same.
But only the one who asked the question can give an unambiguous answer.

There is one possible reason for this behavior of OXCE for Android.

It is very convenient to put mods in the folder directly in the zip-archive without unpacking it. But it is very easy to make a mistake and download such an archive with a mod that will cause exactly the described error when launching the application. Often inside the archive is not a folder with the mod, and directly in the files mod, including metadata.yml. In this case, to avoid the error, you must first unpack the mod (in the folder designed for it), and then re-archive it in the zip file. And then the application will consider that it is a properly formed mod, and will not bring up the data import screen.
So you have to be careful not to put unchecked archives in the mods folder.

As an example I can show you one of the last times I had to repack a mod downloaded from this forum - from the thread,10849.0.html

But if the same mod packaged in the archive correctly, then no problems at startup will not be.

XPiratez / Re: A thread for little questions
« on: November 06, 2022, 03:54:50 pm »
Im not aware of there being a mod for it, it has to do with an engine limitation because that's how the X-Com: Ufo Defense game works.
For this there is a mod that works with scripts and changes the TU of all enemies, but only at the beginning of the battle.,7308.0.html

Somewhere over there in that thread is a more interesting variant of this mod, which reduces TU not equally, but randomly. It's more realistic that way.

As for how to make that mod compatible with X-Piratez, it's best to change the value in the metadata.yml file «master: "xcom1"» to «master: "*"» Then the mod will be available in any variant of the game - UFO, TFTD, X-Files, X-Piratez and so on. And since it is not tied to specific types of enemies, it should work everywhere.
However, I haven't checked.

Released Mods / Re: Kronos 913 mod 2.0
« on: November 05, 2022, 02:03:01 pm »
I was interested in this mod and hope that it will only get more interesting in the future. At least for now, this rebalancing allows you to go through the original game, but in a slightly different style, rather than an over-expansion with the addition of a lot of new content.
But looking through the Russian-language text I noticed several typos. I think it is better to correct them right now.
Here they are:
Code: [Select]
  STR_EASY_PSIONIC_UFOPEDIA: "При помощи развлечений пришельцев мы можем начинать проводить пси-тренировки для солдат. Однако, для того чтобы более детально изучить эту технологию, нам нужно захватить живого пришелься с пси-способностями""живого пришельца"
Code: [Select]
  STR_HOVERTANK_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115. Теперь, ракетная установка стала отличным дополнением к обычному лазерному ховертанку"
Code: [Select]
  STR_EL_HAND_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115."In both cases "используя эллериум-115"
Code: [Select]
  STR_HOVERTANK_STUN_UFOPEDIA: "На этот танк установлена метательная установка пришельцев. Тяжелая броня и встроенный мозговой сканер позволят пробираться в гущу противников, чтобы взять живьём нужного врага. А для самообороны, в арсенале есть гранаты поражающего действия. Для полного снаряжение, ему нужно по 8 оглушающих и тяжелых гранат, а так же 30 лёгких гранат.""Для полного снаряжения. But I think the right thing to do would be "Для полной зарядки"
Code: [Select]
  STR_SUPER_RIFLE_UFOPEDIA: "Дальнейшая обработка сплавов пришельцев позволила создать винтовку, которая может стрелять снарядами от тяжелой пушки. Помимо этого, в конструкцию винтовки добавлено крепление для лазерного пистолета, превратив ее в универсальное оружие. Внимание: для того, чтобы в бою иметь втроенный лазерный пистолет, необходимо добавить лазерный пистолет в снаряжение!""чтобы в бою иметь встроенный"
P.S. To normally see my own corrections I had to turn off auto-translation in my browser (I read in Russian), otherwise Google translates them from Russian to Russian and twists everything.

Hmm. I cannot find 7.8.1 anywhere. The latest one is this.
Some people use test builds, which can be found at the link -
It's just for future reference. And occasionally in such builds, mods may indeed work differently than in the main release. Just because the rules for creating mods sometimes change - become stricter.

The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 10, 2022, 07:50:22 am »
I might have to do some Dagon style human sacrifices to speed up the loading time.
Getting rid of soldiers does not delete data about them. All records of all soldiers, what missions they participated in, how many and what enemies they killed in what mission, and so on, all remain in the save, even if that soldier is killed or fired. Reducing the army will only slow down the growth of information.

It can't be an inability to read the SD card where I have the data path set to - it reads the files just fine if they're there, and reads what's in the mods folder there, etc.
It is not the inability to read from the memory card, but the inability of the application to write to the memory card. OXCE has no rights to work with it and therefore cannot write the common and standard folders to /storage/5F2D-9D32/OXCE/, which is specified as the location for the data.
I myself have used a memory card for this purpose, and I had to first install the game in the internal memory of Android, so the game could unpack the necessary folders standard and common, and only then transfer all the data to an external memory card.

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