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Messages - nooblord

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1
OXCE Support / Re: landspawning in hybrid mod
« on: February 04, 2023, 01:16:11 pm »
There is also another unresolved bug, classified under OXCE support https://openxcom.org/forum/index.php/topic,10791.msg149486.html#msg149486

Perhaps an investigation can be conducted when time permits? Thanks

2
OXCE Support / Re: landspawning in hybrid mod
« on: February 04, 2023, 12:51:41 pm »
I will pass your feedback to the author of the mod. Thank you sir. Hopefully this problem will be solved for all of us playing this mod.

3
OXCE Support / Re: landspawning in hybrid mod
« on: February 04, 2023, 12:10:11 pm »
I believe both version are the same, the only diff is one using the original globe, the other is of Luke’s Hybrid globe. The error shown in the screenshot above looks like is from the original globe.

4
OXCE Support / Re: landspawning in hybrid mod
« on: February 04, 2023, 12:57:30 am »
Mod.io for XCom has the latest version. Link https://openxcom.old.mod.io/hybrid-mod-version-372a

5
Playthroughs / Re: OG TFTD playthrough
« on: November 06, 2022, 09:24:18 am »
I like to propose some names for future fishfoodies.

- Deep sea Shushi
- Nuclear Ray
- Folder Fish
- Foolish flounder
- Malicious Merman
- Mindbending Mermaid

6
Playthroughs / Re: OG TFTD playthrough
« on: November 06, 2022, 03:41:42 am »
I like Sabby Shark.. but that 3 kill by the Aquatoid is just unbelievable.   I always prime a few grenades in the first turn. Before moving out. Always have a magma explosive prime in each aquanaut, before entering a ufo, that way, if aquanaut dies in case of ambush. He takes out the aliens nearby.

7
Playthroughs / Re: OG TFTD playthrough
« on: November 02, 2022, 03:27:41 pm »
Post

8
Playthroughs / Re: What do I do to make the game more challenging?
« on: September 21, 2022, 02:22:21 am »
What’s wrong with making it more RPG? It will be nice to have missions with very limited dialog interaction with NPC in battlescape, like trade items, follow XCom soldiers to exit points.  Expands the scope of mission types.

9
Help / missionzone question
« on: September 18, 2022, 01:34:00 pm »
Greetings, if missionzones has crossing Meridian Prime error, can it cause a mission to spawn outside, randomly out of anywhere not within of the Missionzone that the mission is suppose to spawn in?

10
Playthroughs / Re: What do I do to make the game more challenging?
« on: September 08, 2022, 12:33:11 pm »
If you want to make the game harder, there is one simple method to achieve it. With Restrictions.  Restricted the supplies that one can purchase or obtained.  Fighting a war without proper supplies.. will be hard.  Stuff can’t be manufacture any more where it was possible before in vanilla. A few mods has demonstrated that principle. You need to scavenge everything you need.

11
Hello, I wish to propose a feature that remove items from base in Events. Something like.

events:
  - name: STR_NEGATIVE_EVENT
    description: STR_NEGATIVE_EVENT_DESCRIPTION1
    randomRemoveMultiItemList:
      -
        STR_AVALANCHE_LAUNCHER: 2
        STR_AVALANCHE_MISSILES: 10
      -
        STR_STINGRAY_LAUNCHER: 3
        STR_STINGRAY_MISSILES: 15
      -
        STR_CANNON: 4
        STR_CANNON_ROUNDS_X50: 20
    timer: 100
    timerRandom: 200
extraStrings:
   - type: en-US
     strings:
       STR_NEGATIVE_EVENT: "Base Theft"
       STR_NEGATIVE_EVENT_DESCRIPTION1: "Due to internal corruption in your base, some of your base items has been sold to the black markets."

12
OXCE Suggestions NEW / Re: [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 04:20:28 pm »
Maybe,  but it doesn’t show a list of space missions

13
OXCE Suggestions NEW / [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 03:25:26 am »
Hello,  there is a feature in OXC,  spacecraft = true, that locks a space capable craft to go to Cydonia. Is it possible to unlock it and allow the craft to go to any outer world mission that has an Aliendeployment mark as “outerspace = true?”

When ever a launch button is pressed, preferably allocated to the craft of choice that’s space capable,  it will shows a list of space missions available?

14
Released Mods / FMP Extended errors please fix
« on: September 01, 2022, 01:39:24 pm »
[01-09-2022_20-35-15]   [INFO]   Active mods:
[01-09-2022_20-35-15]   [INFO]   - xcom1 v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack-extended v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack v3.1
[01-09-2022_20-35-16]   [INFO]   Loading begins...
[01-09-2022_20-35-16]   [INFO]   Pre-loading rulesets...
[01-09-2022_20-35-16]   [INFO]   Loading vanilla resources...
[01-09-2022_20-35-16]   [INFO]   Loading rulesets...
[01-09-2022_20-35-18]   [INFO]   Loading rulesets done.
[01-09-2022_20-35-18]   [INFO]   Loading fonts... Font.dat
[01-09-2022_20-35-18]   [INFO]   Lazy loading: 0
[01-09-2022_20-35-18]   [INFO]   Loading extra resources from ruleset...
[01-09-2022_20-35-18]   [INFO]   Loading custom palettes from ruleset...
[01-09-2022_20-35-18]   [INFO]   Making palette backups...
[01-09-2022_20-35-18]   [INFO]   After load.
[01-09-2022_20-35-18]   [ERROR]   During linking rulesets of items:
Error for 'STR_CEREBREAL_WEAPON': Wrong index 1992 for surface set BIGOBS.PCK
Error for 'STR_DOGE_BARK': Wrong index 1945 for surface set Projectiles
Error for 'STR_HWP_DISC_LASER_CANNON': Wrong index 1211 for surface set BIGOBS.PCK
Error for 'STR_HWP_SMOKE_CLIP': Wrong index 1088 for surface set X1.PCK
Error for 'STR_REAPER_WEAPON': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_BITE': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_WEAPON': Wrong index 1840 for surface set Projectiles
Error for 'STR_UNARMED_WASPITE': Wrong index 1004 for surface set HIT.PCK

15
Jesus Christ, Meridian,  the amount of time you spend in replying of these posts are astronomical.  I wonder if your time could be better utilised elsewhere than to catch up in these troll fights,  if I might classify them from my observation.
The usage of your personal time efficiently is very important to you? If I am not mistaken?

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