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Messages - Scamps

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16
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 03, 2023, 03:00:39 pm »
Have not played new version much, so no useful feedback.

Just wanted to say (as a bit of a developer): break saves while you can, don't make your job harder. Also now is the perfect timing, you broke them already last patch :)

If you feel very generous, you can write some script to update saves :)

17
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 22, 2023, 11:07:31 am »
Besides Dragonfly and Firefly is there anything else save-breaking? If have neither, should it be OK?

While breaking saves...
I hate to break it to you, but...
in Manufacture.rul replace STR_PERSONAL_ARMOR_TAN with STR_PERSONAL_ARMOR. Worked for me.
//That's what you get for testing with debug :) (Sorry for trolling, can't help myself. Great work, actually!)


Edit: Please ignore above comment, downloaded from poral, which had version 0.97.02

18
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 14, 2023, 01:17:32 am »
Please do not rush development. That's a WIP and free mod. You are under no obligation to players. Anyway, a bit of feedback.

- Ufo shot down over water. Crash on mission start.
- Personal armor is not equippable by any soldier type, it seems.
- Balance: Ammo cost in alloys (and to a lesser degree in fragments) is really high. For example, smallest ufo crash grants 8 alloys, which is enough for 4 hybrid rifle clips. Is it intended? Chem ammo or alien weapons seem the best way to go currently. If it is not intended, and problem lies with fractional costs, there is posibility to manufacture several clips at once (see piratez, for example).

19
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 12, 2023, 09:41:34 pm »
I'll seek assistance to address this issue

Code: [Select]
    needItem: true
    destroyItem: true
seems to do the job

20
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: October 11, 2023, 03:20:50 pm »
Is it intended that one alien can be interrogated multiple times? Capture one medic, learn all races.
While there is similarity to researching codex, and it is probably realistic, and you are always encouraged to capture more aliens anyway (for weapons and ammo), it still feels too generous. And other mods don't allow that.

Edit: No opinion on fixed grenades, but i disable pre-priming, as incapacitated aliens tend to blow themselves up along with their weapons.

Edit2: A fatal error has occurred: Image missing in 'BIGOBS.PCK' for item 'STR_UAV'

21
XPiratez / Re: A thread for little questions
« on: September 30, 2023, 01:23:52 pm »
Indeed it is not. My memory failed me.

22
XPiratez / Re: A thread for little questions
« on: September 30, 2023, 01:11:20 pm »
Cattle prod is researched by the start of the game.

Edit: also you can't produce one (only buy), so no "m" tech.

23
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: September 26, 2023, 10:56:20 am »
A "small" request, if I may. Codex recovery map is 8 floors high, but only 4 of them are filled, the rest is empty space. Which is generally fine, unless cyberdiscs  :) They traverse the map freely and attack whomever they want. With brutalAI these bastards even hide above columns to protect their bellies. Hopefully it is not too hard to reduce map height?

24
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.6.7
« on: September 25, 2023, 03:30:41 pm »
V7.6.6. Threw a proximity grenade under reaper's feet. But reaper was smart, and thew (kicked?) grenade away, somehow not triggering proximity (well, it didn't move before throwing, smart creature). A couple of turns later a civilian stepped on said grenade, blowing him(her?)self up. Then I realised that grenade was thrown into my equipment pile. Smart reaper. Civilians were also controlled by Brutal-AI, which leads me to beleive they cooperated with aliens. :)

25
OXCE Suggestions DONE / Re: [Documentation] Scout/Sniper AI
« on: June 10, 2023, 09:22:45 pm »
AI will cheat, but we will not tell players about that

Piratez show whether your unit is spotted for some armors. So there is technical possibility, but no one has done a mod yet.

Edit: That's how I learned that hitting a spotter counts ;-)

If you meant documentation, not ingame, your concern is valid. Just dont be too harsh on developers. Documentation being the last thing in development cycle is pretty common. Some projects don't have any :)

26
From sell screen:
middle-click on item to check for research,
right-click on item to check for manufacture.

27
Strange as it may sound, apoc-style inventory was the prime example. While idea behind it is to separate soldier inventory from craft, in fact I mostly use it to avoid loading unnecessary items onto craft. But with 7.9 change where you have access to base inventory from craft this is no longer an issue.

28
XPiratez / Re: Bugs & Crash Reports
« on: March 25, 2023, 09:19:19 pm »
Hi,

I have a problem with a plantation facility. I cannot remove the facility as it says that its in use. Nor can I build any other plantation over it due to the same problem. Is there anyway to remove the facility trough manipulating the game files/save?


Try to remove your apiary first :) (Or whatever else depends on plantation)

(While I understand the hack, being unable to grow seectoweed/boomfruit in that case breaks immersion...)

29
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: March 21, 2023, 09:13:40 pm »
Press "L" to turn off the lights. Like in base OXCE and every other mod.

Edit: not sure if you can cheat BrutalAI by toggling it on/off during same turn. Most likely, you can. But that behavior would be the same for any mod.

30
40k / Re: [ADDON] ROSIGMA
« on: March 09, 2023, 03:42:25 am »
Language\en-US.yml

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