Author Topic: [OXCE][WIP][DLC] UNEXCOM: Bureau 11  (Read 15523 times)

Offline AndyFox

  • Captain
  • ***
  • Posts: 55
  • ÷)
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #15 on: July 27, 2022, 04:53:00 pm »
Attached are the names of KGB agents, CIA agents and veterans translated into russian language.
« Last Edit: July 27, 2022, 11:07:06 pm by AndyFox »

Offline AndyFox

  • Captain
  • ***
  • Posts: 55
  • ÷)
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #16 on: July 28, 2022, 04:33:56 am »
Can russify the whole mod, if anyone is interested.

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #17 on: July 29, 2022, 03:42:20 am »
Attached are the names of KGB agents, CIA agents and veterans translated into russian language.

Thanks, mate!

Can russify the whole mod, if anyone is interested.

Very appreciated! Feel free to post your translations here, we'll add them to the game.

Offline AndyFox

  • Captain
  • ***
  • Posts: 55
  • ÷)
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #18 on: July 30, 2022, 01:20:37 am »
Very appreciated! Feel free to post your translations here, we'll add them to the game.
The translation is somewhat crude, but in any case tried not to lose the thread of the story. Thanks a lot for attention and support.

Offline AndyFox

  • Captain
  • ***
  • Posts: 55
  • ÷)
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #19 on: July 12, 2023, 02:55:23 am »
Is there any development news for the past year?

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #20 on: July 17, 2023, 05:26:34 pm »
Is there any development news for the past year?

Yes and no! We just released the prequel of the prequel

https://mod.io/g/openxcom/m/unexcom-directorate-17

It starts two years before Bureau 11 and ends directly at the start of B11

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #21 on: October 04, 2023, 11:01:03 am »
Hi! I have some questions regarding this mod and the prequel, the Directorate 17: Are the two finished, do they have an ending, and how long do they last gameplay time wise?
Bureau 11 is finished according to you, but I dunno if it has an ending screen or if... It just ends.
Dunno with the Directorate 17 one, if it has a proper ending or not, I skimmed a little and I wasn't sure if it has one.
Also, how do you get money in either mod? Relying on the end of the month bonus? It seems to be the case.
Thanks for the mods!


EDIT:

It seems there IS an ending in both mods, sort of, but the Directorate 17 is very abrupt. Question answered by myself.
« Last Edit: October 19, 2023, 12:26:36 am by HT »

Offline efrenespartano

  • Moderator
  • Commander
  • ***
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #22 on: January 23, 2024, 05:32:25 am »
Hi! I have some questions regarding this mod and the prequel, the Directorate 17: Are the two finished, do they have an ending, and how long do they last gameplay time wise?
Bureau 11 is finished according to you, but I dunno if it has an ending screen or if... It just ends.
Dunno with the Directorate 17 one, if it has a proper ending or not, I skimmed a little and I wasn't sure if it has one.
Also, how do you get money in either mod? Relying on the end of the month bonus? It seems to be the case.
Thanks for the mods!


EDIT:

It seems there IS an ending in both mods, sort of, but the Directorate 17 is very abrupt. Question answered by myself.

Yeah, the ending of D17 may seem abrupt because it is meant to tie the very first mission of B11. I may recommend playing both mods, one right after the other to continue the immersion.
haha i know those sequel hooks are kinda dumb, but hey! it's the best i could imagine. There's always room for improvement, of course!

Offline tajava

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #23 on: November 17, 2024, 11:55:40 pm »
As per on the mod.io unexcom-bureau-11 discussion hereby I am supplying the saves with the crash potentials I found.
I did try both with lazy loading on and off, not sure if I have a pre-state still left.

Save 1: Bug_GladioOp_Female_Crash.sav
Regarding: Game crashes as there is a female Gladio operative alive at the end of the mission
Repo steps:
- After loading there is still one operative alive in the north
- Kill the operative
- Win screen should appear
- click to continue
- crash
Avoidance steps:
- Move the unit nearby inside the building
- Wait X turns till the female enemy nearby is no longer bleeding and dead
- Kill the last operative from before[1]

Save 2: Bug_HeliCombatCrash.sav
Regarding: Game crashes when helicopter attacks or gets attacked by ufo[2]
Repo steps:
- After loading there the heli is targeting an ufo
- Wait till reaches ufo
- Game crashes

Remarks:
[1] The female operative should not surrender or move, at least not happened every time I did, but you will never know. And yes, used cheat to recreate a save with the state quick.
[2] This save is edited so that the ufo is going extremely slow and the heli attacks. Hard and time consuming to get true pure state to encounter a ufo in early state and that it decides to the heli as its mission is in region. But the result is the same.