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Messages - Shiroi Bara

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31
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: June 02, 2022, 07:27:25 pm »
This game based on RNG. Once I got 6 terror missions in row with Nagas only. No single aquatoid or gilmen shows up. MC readers same - land terror missions may have it or not. If you need it look for terror sites include 2 stage ship, artifact site or infiltration runs in seas with large terror ships usually easy to detect because few small medium and two hunter killers around them. You need some luck there too if you have not enough power to approach. Sometime small lands in same spot as medium and large and hunter killers protect them all time - looks like some "pie". But sometimes one of large uso land at far away from hunter killers and you can go safely. Clean it - 2 mc readers there. Navigators presents on medium ships too. Two of them always. For implants yes hard to get because they change the world - make you invulnerable to mc attacks. So dreadnought has 2 always you need few of them to produce first mc protected guys then colony runs to full clean. Or full artifact site clean or go for naga temple it has 3 or 4 don't remember now. And of course than more difficulty than hard get necessary items.

32
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 31, 2022, 11:25:27 am »
Need ask Nord about it. According research tree aliens who can unlock it: both normal and armored gilman commanders, naga lord, lobsterman commander, freak commander.

33
Help / Re: How to unlock multiply projects using getOneFree?
« on: May 30, 2022, 04:45:15 pm »
Thank you for reply and apologies for my terrible English. Sorry, but your solution not what I want. I want unlock aqua plastics (message: we can now research aqua plastics) in research list together with deep one or xarquid autopsy info given for free by medic. But seems you are right - multiply unlocks produce chaos and bugs in mod code.

34
Help / How to unlock multiply projects using getOneFree?
« on: May 30, 2022, 02:25:39 pm »
According wiki getOneFree  unlocks "bonus" research projects that may be granted when completing this project. I want some cheating - researching live aquatoid medic  could give deep one autopsy but not unlock aqua plastics with it. Can I change list of "bonuses"  to unlock autopsy and plastic together? I'm tried item section and putting there aqua plastic depends on corpse it works, but if I add another lines with same item only first working. So I stuck here. Is it even possible? Some examples what I mean:
Case 1:
Code: [Select]
getOneFree:
      - STR_DEEP_ONE_AUTOPSY
      unlocks:
      - STR_AQUA_PLASTICS
Not working.

Case 2 with ',' separator:
Code: [Select]
getOneFree:
      - STR_DEEP_ONE_AUTOPSY, - STR_AQUA_PLASTICS
Not working.

Modifying item section:
Code: [Select]
- name: STR_AQUA_PLASTICS
    cost: 120
    points: 20
    listOrder: 327
    dependencies:
      -  STR_DEEP_ONE_AUTOPSY

- name: STR_AQUA_PLASTICS
    cost: 120
    points: 20
    listOrder: 327
    dependencies:
      - STR_XARQUID_AUTOPSY
Working only on deep one but ignores xarquid.
Any suggestions?

35
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 30, 2022, 10:40:58 am »
Researching acid weapons before heavy aquatic weapons allow player produce acid torpedoes. File manafacture.rul:
Code: [Select]
- name: STR_ACID_TORPEDO
    category: STR_AMMUNITION
    requires:
     - STR_H_ACID_WEAPONS
missing line:
Code: [Select]
    - STR_AQUAWEAP_2
Fixed file attached:

36
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 30, 2022, 09:29:00 am »
Why airlock no longer dismantle? Sometimes I need rebuild base in another location but now it's impossible to do. Checked vanilla TFTD and TWoTS both.

37
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 28, 2022, 08:26:28 pm »
I added snap shot to sonic autogun for chance of reaction fire. Tasoth guardians are not fun on hardest difficulty and not having chance to react with this great weapon against them or annoying tentaculats  is bad. Of course it's possible to use something else but if Gauss autogun has it why not add to sonic too? Just little QoL again. To use or not use up to players. 

38
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 27, 2022, 04:21:12 pm »
Do as you wish. You the author :) Just wonder why aliens not die but fall asleep instead sometimes. It's funny effect anyway. But you investigation explain deaths on next turn now and this fair enough. I mean what if enemies fall asleep while have acid on and health close to zero death by water pressure is fair. Thank you for you time.

39
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 27, 2022, 02:18:26 pm »
Just some suggestion - currently normal knife can easy kill Lobsterman on SH and other melee vulnerable aliens but vibroknife can't. It's kinda joke because usopedia  says about effectiveness against non armored enemies. It because of armor piercing 150% and strength bonus which vibroblade has not. I made some small QoL patch what swap those parameters and make knife useless against hard armored and late game enemies but still useful on early stages. I think this fair because obtaining vibroknife require some time and research and making it more useful but not too over powerful against aliens who has resistance to melee. Feel free to test it or use if need. If Nord decides change stats  of both  knives later in next mod patch it's up to him. For people who want use my patch just extract it to mod folder and enable it as mod in OXCE menu.

40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 25, 2022, 08:12:31 pm »
Here we go. This is new battle save game against carcharadons. You can see sleep alien (took 2 hit to sleep) near Poseidon. Feel free to investigate yourself.

41
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 23, 2022, 09:41:40 pm »
Sorry but may be me asked wrong question or you don't understand what I mean. Acid now could sleep enemies (ZZZ symbol) but they die immediately on next turn. This sleep effect interesting and fall body not looks like has acid on (normal non green bodies). I'm just wondering is it possible prevent death of alien what you need if it fall asleep because of acid. May be use neutralizer? Is it possible target fall body on land with it?

42
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: May 21, 2022, 11:03:55 pm »
Played today against sharkmen and found what using acid against them produce interesting effect - if they not die but acid spread to them ( sprite goes green) they fall asleep instead of death, but dies eventually on next turn. This is new for me. Can someone explain me that new mechanics? And can I prevent death of falling asleep of necessary alien in case of needed rank (navigator dilemma)? Or they die anyway?

43
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 14, 2022, 10:34:23 pm »
Sorry for asking it may be 2nd time, but I still don't understand 2 stage ship mission capture mechanics. Last time I got cargo ship and stunned 2 aquatoids. One of them I left on desk but 2nd brought to Triton and put there. I managed to clear 2nd stage but aquatoid who left in Triton game consider as dead. That's sux cause I need him for research. So questions - still annoying bug in OXCE or it designed by default? What should I do next time to prevent deaths of captured aliens on 1st stage? Should I leave them outside Triton? And how about cruise ship as well? In some mobs (like TWoTS) no ship there at all just escape tile area.

44
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: April 22, 2022, 12:11:38 pm »
Sorry can't provide save file (Iron Man mode on) but I just tell what I had found. It was alien presents mission against polyphs. One of them hit shrimp light drone few times. Color has changed to green but health bar staying full. In few next turn I got message what drone died from fatal wound. And this confused me. Wounds for drones? Or it's just corrosive effect of acid showing as fatal wound because of current limitation of OXCE engine? Could you explain what happened?

45
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: February 14, 2022, 08:46:05 pm »
Sadly but I can't download any of those mods from mod portal. Even I register there it says what all mods are hidden. Any chance get them from somewhere else? I still have old area51 global mod pack but it's no longer working because a lot of changes in latest OXCE version. Hope may be in  future it will be re-released if  Hobbes decide do it.

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