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Messages - Mathel

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1
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 22, 2024, 04:28:51 pm »
Well, here is your save file.
I must say, though, that this save had no bugs. You just, well.. developing too slow. :)
I am sort of trying to get enough income before I get Internationalization that I don't lose from debt quickly afterward. Better weapons will be nice, but as far as I understood the UFOpaedia, getting Internationalization is when I am expected to protect the whole planet, which means getting another base, which means basically doubling my spending. And I already have to resort to selling Flight Glyphs.

I guess I could cash in those two Strange Devices that don't seem to fill any purpose, but I was betting on them doing something in a later version.


Edit: Not sure if it is something you can control, but I feel like when you wipe out all creatures on Earth side of a Rift then abort after crossing through it, the civilians that survived the fight on the Earth side should be considered saved, not "killed by others". You should be able to just close it, same as if did not have Rift Stabilization.

2
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 10:30:07 pm »
Must become less frustrating with last bugfixes, though more for a new game. (If you have bug-spawned enemy bases - nothing will change) But i can fix your savegame, if you provide it.
Here it is. At the end of the month I would lose from negative points, even if I won every mission and shot down every airship I could catch up to.

3
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 09:14:42 pm »
My experiences are that areas where I am active raise their support, areas where I am not sometimes raise, sometimes lower.

I more have issues with extremely high alien activity in areas I can't possibly reach.

4
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 12:10:31 pm »
Version 1.1 is up.

Thanks.

It works. Though I do wonder who built those buildings in the Acid Slug world.
Also, Ouch. The poisonous air in that world hurts even through gas masks.

Without researching Internationalization, something in south Africa and South America is eating vast amounts of points. My only base is in east Europe. Looking into the savefile, I think it's Marauders raiding places with flying boats from their camps.

5
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 16, 2024, 04:40:18 pm »
   - manufactured in workshop for small fee ( 500$ - 1000$ ) and mediocre time (time: 200 - 400)
   - sold for 30 000 - 50 000$

I don't see a reason for having a monetary production cost on something that can only be sold. The only thing the fee does is prevent you from making the stuff if you are already in debt and need money badly.
Otherwise, the effect would be same as if you subtracted the cost from the value.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2024, 08:59:14 pm »
Simply create the "user" folder within your installation to make OXCE use that one. Be careful about capitalization. Some programs are sensitive to it. Not sure about OXCE.
If you do not, the equivalent (on a windows machine) is "C:\Users\{username}\Documents\OpenXcom". Replace "Users" with "Documents and Settings" and "Documents" with "My Documents" for older windows.

7
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 10, 2024, 06:39:17 pm »
1. With Rift Stabilization, rift missions tell me to enter the illuminated exit. However, there is no exit zone. The "Run Away" window doesn't even have it listed.
2. I got the same error as EleriumWind (Crash to Desktop due to not being able to place any X-Com units) when killing all Acid Slugs on my side of the Rift.

Also, I think your internet failed you when trying to upload the quickfix, whatever it was supposed to be. The version on mod.io is exactly the same as the one from 4.4.2024, including the elves being allowed to attack before you visit them. The last edited file within Ruleset is units.rul, edited on 23:18 3.4.2024. Edit: Sorry, didn't notice there was a single file missionscripts.zip.

8
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 09, 2024, 07:13:24 pm »
The funding thing is probably from original X-Com.

Every country decides separately if it will increase your funding based on how pleased that particular country is.
I sadly do not know the minimum points to increase and the maximum to decrease funding. In either case, it happens by 1/20 to 1/5 of the country's current funding, rounded to 1 000$.

Additionally, every country has a funding roof above which they will not go. (I noticed this playing XPiratez).

9
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 08, 2024, 07:38:19 pm »
It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.
Such bonus could be added to either hangar, or to base as a whole.
The hangar bonus would cause the craft stored within it to heal X additional HP every hour.
The base-wide bonus would cause all crafts to repair Y times faster.

The bonuses would be applied in that order.
There should be also an option to manually reassign hangars, and a toggle option that would make sure that damaged crafts get reassigned to a hangar that speeds up repairs, provided it isn't already repairing another craft.

I am not really worried about instant repairs. The advanced hangars would be pretty high on the research tree, and by then most craft have plenty of health.

10
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 08, 2024, 05:42:20 pm »
Current playthrough progress:

I discovered the Rifts, but did not yet research them properly. Live captures and armor have priority.

It turns out that the grenade launcher is great against blue shields. Sometimes I drop an outcast mage in just one hit.
A rift did open once out of my reach, but since the despawn penalty is just 10 points (as opposed to the 50 points from dead civvies if you look and run), it was not so bad.

The interrogation roulette is quite annoying. It was the second-to-last Marauder Boss that gave me the Magic Items research, finally allowing me to research Shielded Lab. I had similar issues with Savage Magic, but runed weapons are not quite as necessary as proper research.

Edit: I am currently chasing something that, at least in the interception window, looks like a medium scout. I suspect bugginess.
Edit2: It landed and is actually a medium scout with sectoids. But since their plasma weapons have different sprites, they might be intended foes?

11
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 06, 2024, 08:40:48 am »
Elves are not limited to the area I patrol.
Also, I am being blamed for whatever the invaders are doing in both the Americas and South Africa. I've done every mission I possibly could have, yet still it seems I will lose at the end of the month from negative points.

Edit: I was wrong. It seems I ran from 2 missions at some point. Not in the last few months though, I think.

12
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: April 04, 2024, 06:47:52 pm »
Valuable source of artifacts in early game is Rifts. They are relative easy and spawn regularly.

Hmm, I never found any artifacts near rifts. I am not sure if I did any after I researched Rift Stabilization though.

13
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: April 03, 2024, 03:58:21 pm »
You need more research. :)
For which I need a Strong Artifact. For which I need to sort a Nest's 'plants'. For which I need to destroy a Nest. For which I need to detect a Nest I can defeat, which probably means a Young one.

Researching any magic you can do is gated beyond detecting a Nest and defeating it (possibly more, if you roll poorly on the Sorting of Nest's 'Plants'), or killing a vast number of Invader Rulers.

And the longer Nests exist without being detected, the higher the chance that even if I detect one, it will be an Old Nest, which I probably can't defeat without magic of my own.
As I said, 3 nests spawned just in Europe, and I didn't randomly detect a single of them. Who knows how many had spawned in other parts of the world?

14
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: April 02, 2024, 05:09:44 pm »
Can't reproduce. Maybe savefile/screenshot?
Sadly, I did not make a screenshot and overwrote my savefile. From later playing, I now know it was a UFO that pretended to be a Space Rupture. It had the same sprite, similarly chaotic terrain, same enemies, and in Space Rupture, you also can't use X-Sniper Rifle (Which can be checked from custom battle).
But it was detected as landed UFO and disappeared when I fled from the mission.

Actually, this is a bug. Will fix it, thanks.
Well, I'd like to still have some way to detect nests. The hardcoded 20% for exactly one undiscovered base is clearly too low, seeing as the aliens managed to get 3 Nests in just my area without me detecting a single one.

15
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: March 30, 2024, 05:02:40 pm »
I did run. But now that I have the Light X-Arms, I can wreck them at range. The most dangerous foe I destroyed so far was a blue floaty crystal that had brown shields and shot out lightning and spikes. Had to go melee on that thing with Runed Bone Knives, after I depleted most of the shield with various guns. Still, a guy was vaporized.

My current concern is that my research is too slow. I have 30 scientists working all the time, but I just can't keep up with all the researches popping up and the captures. I also can't afford additional lab and scientists.

Edit:
A possible bug. I can't field X-Sniper Rifle in near a "landed UFO". It's the one whose landed sprite is a purple elipse. I can use any of my other weapons, but not X-Sniper Rifle.

Edit 2: I have just discovered that the "Hint: Enemy Bases" is false. Enemy bases (Nests) can be detected by patrolling planes in a few hours. A Skyranger over England discovered a Young Nest in Scotland, Adult Nest in Portugal and Old Nest in Finland. Also a Space Rupture in England.

I guess I have to start the game from beginning, now that I know I can scan for hostile bases and destroy them before they become too powerful.

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