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Messages - Aytherio

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Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 16, 2022, 02:57:11 pm »
Solved.
There is no need to apologize here, thank all of you - modders for your selfless work.  :)

2
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 15, 2022, 01:21:32 pm »
Hello. I got an error:
Error for 'SPITTER_ZOMBIE_WEAPON': Wrong index 1057 for surface set BIGOBS.PCK
What should I do with this?

3
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 25, 2019, 07:52:33 pm »
Thx for solving. )

4
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 16, 2019, 07:49:24 pm »
First of all you do not need to activate the expanded ubase mod, if you playing Hardmode Expansion. It is already fully included in the mod.
I could switch it off for current save game without any further problems with missing content?

5
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 16, 2019, 06:46:09 pm »
Hello.
With expanded_ubase_reworked-1.3 installed almost every time when i'm playing alien base with silacoid i have same issue: stucked silacoid.
In first save silacoid fell down to unreachable place after burning floor tile, you could blow it up with high explosive.
In second save i was unable to find where it stucked but place contains visible unreachable zones(and i saw many unreachable places in other raids on alien bases).
In save 3 i found a place where silacoid stucked(soldier can't step on corner tile that marked in screenshot) and blown it up, but the beast survived.
In save 3.1 you could see how silacoid apears from nowhere after ending turn.
Also, i found that grenades explodes 1 turn early than it should: if i prime for 3 turns it exlodes right after second, if for 4 - after 3 turns and so on; i can't remember was such issue in vanilla or not, because i don't use delayed granades normally.

6
Hello.
I have some suggestions:
It needs fire extinguisher, last time 2 soldiers burned out slowly after accidential missed reaction shot of heavy cannon incendiary ammunition.
Is it possible to implement extention with placing units manually at start on alien base missions? Or at least could be autoplacement more balanced? It's very annoying that minority of units are placed with no supply ammunition and cut off from others, they became likely dead from the beginning. For example: second enterence spawned 3 soldiers and 2 scout drones, and it was still not so bad as could be because of pretty high strength of those soldiers and they was loaded up to the eyeballs, but it's only luck, there was lightly equiped guys on other spot.
Also annoying when x-com ship landing right in front of ufo, once i had even door to door situation with est. 10 tiles of free space between.

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