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Author Topic: From the Ashes - initial release!  (Read 30177 times)

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #30 on: June 12, 2022, 11:08:34 pm »
Is this the right place for bug reports? Just trying out the mod right now, and something I noticed during the initial base defense :

I stunned the (former) commander, and whenever I am giving my soldiers/agents a move order (when the path is displayed but before actually comitting the move order) I get a "enemy spotted" notification which points to the unconcious commander:

https://abload.de/img/screen0008qk21.png
https://abload.de/img/screen001rmjmt.png

Is this intended?

On that account, it would be nice if "saving" the former commander would give some form of reward, maybe an unlock of some of the early research topics. Also, research progress is now checked on an hourly basis? Very helpful. Is this a user setting and/or available in vanilla OXCE or was this specifically added to FTA?

I am also unable to access the techtree viewer despite it not being disabled in the vars.Nevermind, researchTreeDisabled: was the culprit. But why are there multiple options to disable the tech tree viewer to begin with?

After the next big update I'll make a separate tread for bug tracking, for now  ;)

This is not intended, it's a floating bug I'm catching, looks like this system has to be redone for some level. TODOlisted for the next engine release - https://github.com/723Studio/OpenXcom_FTA/issues/111 (btw, Github issue tracker is the best place to report it, and the most handy one for both me and reporters).

Capturing commander will be more important in the next release.

Hourly researches is a feature of FtA, and will be not added to OXCE for now; at least, I've got confirm about it from Meridian when he rejected for performance reason (Piratez have A LOT of researches to look through in this process, I will never get even a bit close to this number, so I don't care)

Techtree is disabled by design, as I don't like that feature as a game designer. Not sure, that I understand you - have you manage to turn it on? If so, it's a bug, pls, share the way how you did it.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #31 on: June 12, 2022, 11:30:41 pm »
Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?

Techtree is disabled by design, as I don't like that feature as a game designer. Not sure, that I understand you - have you manage to turn it on? If so, it's a bug, pls, share the way how you did it.
The same way you turned it off, probably. Not a bug, don't worry about it.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #32 on: June 13, 2022, 12:50:22 am »
I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.

I  recety id the R&D heist and "recovered" one of the military officers. Who promtply died, because apparently X-Com detention facilities are on par with Abu Ghraib. Is this intended? Are there multiple prison types for humans?

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #33 on: June 13, 2022, 01:03:29 am »
Glad to hear you're still ironing outthe bugs.
OFC I do! I work on the project daily.

Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?
hm, probably =) Although, for now, it's like 80% of total effort is engine coding, so content is not in my focus at the very moment. Also, content is not very much decomposed to say that, like "mib arc 38% done" as I need to define what is 100% first. I have issue tracker on github and board on trello, but it's also more about engine. I have a tree for campaign progression in miro, but as it describes campaign in details, I trat it as a major spoiler for players and it is devs-only tool. Furthermore, I share progress in Discord, for now base personnel roles feature and stealth improvements are on the table.

The same way you turned it off, probably. Not a bug, don't worry about it.
hm, probably I should disable it based on `ftaGame` property, to make it more closed =)

I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.
not a problem

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #34 on: June 13, 2022, 01:37:44 am »
hm, probably I should disable it based on `ftaGame` property, to make it more closed =)
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.

EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt with 5 agents assigned that is said to finish in "several days", but which is still ongoing 2+ months later.
Code: [Select]
    covertOperations:
      - name: STR_MONSTER_HUNT_RUMORS_AMPHIBIAN
        spent: 520
        cost: 520
        successChance: 58
        assignedScientists: 1
        assignedEngineers: 0
        hasPsi: false
        inBattlescape: false
        hasBattlescapeResolve: false
        progressEventSpawned: false
        over: true
        items:
As far as I can tell this should be finished, only it never did. Meaning the agents&items are now locked behind this with no in-game option to recover them.

Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.

I also don't quite understand the whole point of monster hunt missions. I waste money in return for nothing because the corpses are worthless and I can't recover any live monsters (no option to research containment, let alone build one because lack of money).
« Last Edit: June 13, 2022, 12:49:28 pm by krautbernd »

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #35 on: June 13, 2022, 12:33:57 pm »
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.
You can still see it in debug =)

EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt that is said to finish in "several days", but which is still ongoing 2+ months later.

Looks like a bug. I don't quite remember if it was fixed already, but I will keep eye on it.

Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.

Yeah, this is a problem for next release to solve - thing is that we tested with very greedy testers, who manage to loot everything possible on mission, so the income was not an issue on pre-release playtesting.

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #36 on: June 13, 2022, 01:08:50 pm »
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #37 on: June 13, 2022, 02:45:57 pm »
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?

probably, I made it quite time ago, and I need to look at my code to refresh memory =)

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #38 on: December 25, 2022, 05:08:10 pm »
Stay tuned with engine development for the next major release! https://github.com/723Studio/OpenXcom_FTA/milestone/2
If anything, the percentage of completion is displayed incorrectly, because detailed tasks in the githab started to conduct only recently, in fact there is less than 5% of the total amount of work done.
« Last Edit: December 25, 2022, 05:12:08 pm by Finnik »

Offline Slow

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Re: From the Ashes - initial release!
« Reply #39 on: December 26, 2022, 08:15:37 pm »
will there be a linux version?

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #40 on: December 28, 2022, 11:50:59 am »
There is already a linux version =) Check download links

Offline tanarg

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Re: From the Ashes - initial release!
« Reply #41 on: March 02, 2023, 09:16:52 pm »
game crash on start new game
windows11
what i do
i dl FtA-1.0.3-486bb076b-2023-02-27-win64.7z
unzip it to "E:\Games\OpenXcom From the Ashes" and copy all from "XCom UFO Defense\XCOM" to "OpenXcom From the Ashes\UFO"
i dl X-Com-From-the-Ashes/zip/refs/tags/v0.1.0.3
unzip to "Documents\OpenXcom\mods"
i run OpenXcomFta.exe
click mods->Xcom From the Ashes
see placeholder
click "new game"
see difficulty level 1-5 click any, click "Ok" and see Openxcom error "open xcom crashed Soldier STR_ENGINEER not found"

openxcom.log from Documents\OpenXcom
Spoiler:
[02-03-2023_21-55-07]   [INFO]   OpenXcom Version: FtA 1.0.3 (v2023-02-28)
[02-03-2023_21-55-07]   [INFO]   Platform: Windows 64 bit
[02-03-2023_21-55-07]   [INFO]   Data folder is:
[02-03-2023_21-55-07]   [INFO]   Data search is:
[02-03-2023_21-55-07]   [INFO]   - C:/Users/sashaaa/Documents/OpenXcom/
[02-03-2023_21-55-07]   [INFO]   - E:/Games/OpenXcom From the Ashes/
[02-03-2023_21-55-07]   [INFO]   User folder is: C:/Users/sashaaa/Documents/OpenXcom/
[02-03-2023_21-55-07]   [INFO]   Config folder is: C:/Users/sashaaa/Documents/OpenXcom/
[02-03-2023_21-55-07]   [INFO]   Options loaded successfully.
[02-03-2023_21-55-07]   [INFO]   SDL initialized successfully.
[02-03-2023_21-55-08]   [INFO]   SDL_mixer initialized successfully.
[02-03-2023_21-55-08]   [INFO]   Attempted locale:
[02-03-2023_21-55-08]   [INFO]   Detected locale: C
[02-03-2023_21-55-08]   [INFO]   Attempting to set display to 640x400x8...
[02-03-2023_21-55-08]   [INFO]   Display set to 640x400x8.
[02-03-2023_21-55-08]   [INFO]   Loading data...
[02-03-2023_21-55-08]   [INFO]   Scanning standard mods in ''...
[02-03-2023_21-55-08]   [INFO]   Scanning user mods in 'C:/Users/sashaaa/Documents/OpenXcom/'...
[02-03-2023_21-55-08]   [INFO]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[02-03-2023_21-55-08]   [INFO]   Active mods:
[02-03-2023_21-55-08]   [INFO]   - xcom1 v1.0
[02-03-2023_21-55-08]   [INFO]   Loading begins...
[02-03-2023_21-55-08]   [INFO]   Pre-loading rulesets...
[02-03-2023_21-55-08]   [INFO]   Loading vanilla resources...
[02-03-2023_21-55-08]   [INFO]   Loading rulesets...
[02-03-2023_21-55-09]   [INFO]   Loading rulesets done.
[02-03-2023_21-55-09]   [INFO]   Loading fonts... Font.dat
[02-03-2023_21-55-09]   [INFO]   Lazy loading: 1
[02-03-2023_21-55-09]   [INFO]   Loading custom palettes from ruleset...
[02-03-2023_21-55-09]   [INFO]   Making palette backups...
[02-03-2023_21-55-09]   [INFO]   After load.
[02-03-2023_21-55-09]   [INFO]   Loading ended.
[02-03-2023_21-55-09]   [INFO]   Data loaded successfully.
[02-03-2023_21-55-09]   [INFO]   Loading language...
[02-03-2023_21-55-09]   [INFO]   Language loaded successfully.
[02-03-2023_21-55-09]   [INFO]   OpenXcom started successfully!
[02-03-2023_21-55-09]   [INFO]   Playing flx, 320x200, 890 frames
[02-03-2023_21-55-09]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[02-03-2023_21-55-14]   [INFO]   SDL_mixer initialized successfully.
[02-03-2023_22-05-07]   [FATAL]   OpenXcom has crashed: Soldier STR_ENGINEER not found
Log file: C:/Users/sashaaa/Documents/OpenXcom/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
[02-03-2023_22-05-16]   [INFO]   SDL_mixer initialized successfully.
[02-03-2023_22-05-16]   [INFO]   Loading data...
[02-03-2023_22-05-16]   [INFO]   Scanning standard mods in ''...
[02-03-2023_22-05-16]   [INFO]   Scanning user mods in 'C:/Users/sashaaa/Documents/OpenXcom/'...
[02-03-2023_22-05-16]   [INFO]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[02-03-2023_22-05-16]   [INFO]   Active mods:
[02-03-2023_22-05-16]   [INFO]   - From the Ashes v0.0.11
[02-03-2023_22-05-17]   [INFO]   Loading begins...
[02-03-2023_22-05-17]   [INFO]   Pre-loading rulesets...
[02-03-2023_22-05-17]   [INFO]   Loading vanilla resources...
[02-03-2023_22-05-17]   [INFO]   Loading rulesets...
[02-03-2023_22-05-17]   [WARN]   Mixed area types (point vs non-point), region: RESISTANCE_FARM_START_ZONE, zone: 0, area: 2
[02-03-2023_22-05-17]   [WARN]   Mixed area types (point vs non-point), region: RESISTANCE_FARM_START_ZONE, zone: 0, area: 5
[02-03-2023_22-05-17]   [WARN]   Mixed area types (point vs non-point), region: RESISTANCE_SCIENTIST, zone: 0, area: 5
[02-03-2023_22-05-17]   [WARN]   Mixed area types (point vs non-point), region: STR_AMPHIBIAN_TERROR, zone: 0, area: 17
[02-03-2023_22-05-17]   [WARN]   Mixed area types (point vs non-point), region: STR_SWARMID_JUNGLE_TERROR, zone: 0, area: 17
[02-03-2023_22-05-17]   [INFO]   Loading rulesets done.
[02-03-2023_22-05-17]   [INFO]   Loading fonts... Font.dat
[02-03-2023_22-05-17]   [INFO]   Lazy loading: 1
[02-03-2023_22-05-18]   [INFO]   Loading custom palettes from ruleset...
[02-03-2023_22-05-18]   [INFO]   Making palette backups...
[02-03-2023_22-05-18]   [INFO]   After load.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_CIVILIAN_HUNTER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_FEMALE_CIVILIAN_FARMER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_FREE_SPOT': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_MAD_DOGE': This unit has a corresponding item to recover, but still isn't recoverable. Reason: (the first 'corpseBattle' item of the unit's armor is marked with 'recover: false'). Consider marking the unit with 'liveAlien: ""'.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_MALE_CIVILIAN_FARMER': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_MALE_MILITIA_CITIZEN': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Supressed Error for 'STR_MALE_POLICE': This unit can be recovered (in theory), but there is no corresponding item to recover.
[02-03-2023_22-05-18]   [INFO]   Loading ended.
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/Tinkering/handob_Railgun.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/Tinkering/handob_Railgun_Slug.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/General/handob_GrenadeLauncher.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/General/handob_GrenadeLauncher_HE_Clip.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/General/handob_GrenadeLauncher_I_Clip.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/General/handob_GrenadeLauncher_Smoke_Clip.png (from lodepng) has incorrect transparent color index 1 (instead of 0).
[02-03-2023_22-05-18]   [WARN]   Image Resources/Weapons/Earthbound/Special/floorob_Baseball_Bat.png (from lodepng) has incorrect transparent color index 20 (instead of 0).
[02-03-2023_22-05-18]   [INFO]   Data loaded successfully.
[02-03-2023_22-05-18]   [INFO]   Loading language...
[02-03-2023_22-05-18]   [INFO]   Language loaded successfully.
[02-03-2023_22-05-18]   [INFO]   OpenXcom started successfully!
[02-03-2023_22-05-18]   [INFO]   Playing flx, 320x200, 211 frames
[02-03-2023_22-05-20]   [INFO]   SDL_mixer initialized successfully.
[02-03-2023_22-05-23]   [FATAL]   A fatal error has occurred: Soldier STR_ENGINEER not found
[02-03-2023_22-05-23]   [FATAL]   0x671c40 OpenXcom::CrossPlatform::stackTrace(void*)
[02-03-2023_22-05-23]   [FATAL]   0x672ab0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[02-03-2023_22-05-23]   [FATAL]   0x41c880 exceptionLogger()
[02-03-2023_22-05-23]   [FATAL]   0xd31310 MPEGaction::MPEGaction()
[02-03-2023_22-05-23]   [FATAL]   0xf5d5f0 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[02-03-2023_22-05-23]   [FATAL]   0xf632e0 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[02-03-2023_22-05-23]   [FATAL]   0xe19fd0 OpenXcom::RuleSoldier* OpenXcom::Mod::getRule<OpenXcom::RuleSoldier>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::RuleSoldier*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::RuleSoldier*> > > const&, bool) const
[02-03-2023_22-05-23]   [FATAL]   0x8c0900 OpenXcom::Mod::getSoldier(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool) const
[02-03-2023_22-05-23]   [FATAL]   0x77b3b0 OpenXcom::MasterMind::newGameHelper(int, OpenXcom::GeoscapeState*)
[02-03-2023_22-05-23]   [FATAL]   0x83ff70 OpenXcom::NewGameState::btnOkClick(OpenXcom::Action*)
[02-03-2023_22-05-23]   [FATAL]   0x68edb0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[02-03-2023_22-05-23]   [FATAL]   0x74f050 OpenXcom::State::handle(OpenXcom::Action*)
[02-03-2023_22-05-23]   [FATAL]   0x68a380 OpenXcom::Game::run()
[02-03-2023_22-05-23]   [FATAL]   0x41c950 SDL_main
[02-03-2023_22-05-23]   [FATAL]   0xb4c3d0 console_main
[02-03-2023_22-05-23]   [FATAL]   0xb4c4f0 WinMain
[02-03-2023_22-05-23]   [FATAL]   ??
[02-03-2023_22-05-23]   [FATAL]   ??
[02-03-2023_22-05-23]   [FATAL]   0x7ffb447926a0 BaseThreadInitThunk
[02-03-2023_22-05-23]   [FATAL]   0x7ffb45fca9d0 RtlUserThreadStart
[02-03-2023_22-05-30]   [FATAL]   OpenXcom has crashed: Soldier STR_ENGINEER not found
Log file: C:/Users/sashaaa/Documents/OpenXcom/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

XPirates and x-com files are installed on the computer

Offline Finnik

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Re: From the Ashes - initial release!
« Reply #42 on: March 02, 2023, 11:14:49 pm »
game crash on start new game

Hi, you are using incompatible versions of the engine and mod - you downloaded the most recent and yet unstable version of the engine (it is in pre-alpha testing state, I'm quite sure it can have multiple bugs because it has so much of a new code) and release version of the content (mod) part. Try version 0.8.1 of the engine - https://lxnt.wtf/oxem/builds//FTA/FtA-0.8.1-f9c90f9bc-2022-11-18-win64.7z, it should work fine with released mod version.

Offline tanarg

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Re: From the Ashes - initial release!
« Reply #43 on: March 03, 2023, 02:05:06 am »
Hi, you are using incompatible versions of the engine and mod - you downloaded the most recent and yet unstable version of the engine (it is in pre-alpha testing state, I'm quite sure it can have multiple bugs because it has so much of a new code) and release version of the content (mod) part. Try version 0.8.1 of the engine oxem/builds//FTA/FtA-0.8.1-f9c90f9bc-2022-11-18-win64.7z, it should work fine with released mod version.

thx! its work!

Offline krautbernd

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Re: From the Ashes - initial release!
« Reply #44 on: March 05, 2023, 01:47:52 pm »
I just downloaded the newest master and started a new game. Apparently the remnants of XCOM aren't all that fond of their old commander (or MIB prisoners), as they simply executed them at the end of the initial base defense, citing "not enough prison space". I guess the existing prison facilities is too good for the ex-commander?

Spoiler:
The prison facilities lacks aliens: and prisontype: and ftaPrisonSpace: is apparently not implemented or not respected by latest available version of FtA.

EDIT:

Also for some reason I start out without any scientist and engineers. Is this intended? Has this been changed and the player is supposed to pick them up later on? Starting base lists a couple of "randomized" soldiers with engineering/scientist "role" apparently, and in-game there are soldiers assigned the according "armor", but none of them can be used accordingly.

EDIT:
The newest nightly lets me assing scientist and engineers, but assinging&starting engineering projects crashes the game. I guess I'll wait for the next "official" release then XD
« Last Edit: March 05, 2023, 05:20:50 pm by krautbernd »