Author Topic: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)  (Read 21034 times)

Offline arrakis69ct

  • Colonel
  • ****
  • Posts: 246
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #30 on: September 06, 2014, 12:00:49 pm »
Ok. My problem of difference numbers of storage. The hangars give 25 space to storage thx....

Enviado desde mi LG-D802 mediante Tapatalk


Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #31 on: October 04, 2014, 02:38:58 pm »
Thank you so much for this mod! My only problem with it are the rather hefty price tags, otherwise it's really wonderful. I especially like all the small graphic details like the sinks and showers etc. Really cool! :)

Offline fejkr

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #32 on: October 27, 2014, 10:00:22 pm »
Hello, the mod is very good, but unfortunately after the upload when I want to build a Large Living Quarters or Large Storage Facility as always, the game stops working and exits. Could someone please advise how to fix this problem? I use version 1.0 openxcom. Mission to defend the base function normally. Another mode of regulating the base do not have. Thank behind any answers :)
« Last Edit: October 27, 2014, 10:03:03 pm by fejkr »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8906
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #33 on: October 27, 2014, 10:04:31 pm »
Hello, the mod is very good, but unfortunately after the upload when I want to build a Large Living Quarters or Large Storage Facility as always, the game stops working and exits. Could someone please advise how to fix this problem? I use version 1.0 openxcom. Mission to defend the base function normally. Another mode of regulating the base do not have. Thank behind any answers :)

Can't be sure, but I'd be sceptical about running most mods on version 1.0, except really old ones. It's just really outdated in terms of functionality.

Offline fejkr

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #34 on: October 27, 2014, 10:25:41 pm »
Can't be sure, but I'd be sceptical about running most mods on version 1.0, except really old ones. It's just really outdated in terms of functionality.

So I used the update openxcom_git_master_2014_10_27_2040.zip update - 19:43 27/10/2014 And bug has been fixed. Now I can finally build normally without crashing. So very much thank you!  ;D

Offline TaxxiDriver

  • Colonel
  • ****
  • Posts: 102
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #35 on: November 07, 2014, 02:46:26 pm »
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #36 on: November 07, 2014, 04:14:48 pm »
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.

Those can be found in the XenoOps mod fwiw  :)

along with a large psi-lab, a corridor and security station and mega hperwave and radar...  :)
« Last Edit: November 07, 2014, 04:55:39 pm by new_civilian »

Offline xracer

  • Commander
  • *****
  • Posts: 561
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #37 on: November 07, 2014, 04:44:45 pm »
It's a great mod! I'm enjoying a lot from this  :) Perhaps large workshops and labs would be also great.

Those will be great!!

One thing it always bug me, was that there are no hallways in other levels, if some one could do maps that add hallways in other levels not in every facility but in a few, for example the hangar, to allow soldier to snipe aliens :) or vice versa to allow aliens another entry point to the base!!! more defense options, more strategy required.

of course i do not know if it is possible or not. but strategically it will be a great addition bases with multiple levels. :)

I can already picture it!!!!!

Offline TaxxiDriver

  • Colonel
  • ****
  • Posts: 102
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #38 on: November 08, 2014, 03:33:30 pm »
Those can be found in the XenoOps mod fwiw  :)

along with a large psi-lab, a corridor and security station and mega hperwave and radar...  :)

Damn, really? I should have known that earlier...

Offline kharille

  • Colonel
  • ****
  • Posts: 366
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #39 on: November 09, 2014, 05:02:43 am »
haven't had a close up look but a great idea.  so theres offices for the officers right?  that would be good.  Bad enough they get the same salary as the grunts... 

Offline KingMob4313

  • Colonel
  • ****
  • Posts: 484
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #40 on: November 07, 2015, 08:01:50 pm »
So, anyone get this to work with the Nightly?

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1253
    • View Profile
Re: [FACILITY] Improved Living Quarters - Now With Pictures
« Reply #41 on: December 04, 2015, 01:34:28 pm »
aww one can dream i gess of the 1x2 T_T i wanted work shops and labs that size but ohh well
You could make 2x2 mixed facilities, for instance a double-size lab and double-size workshop right next to each other as one facility, or a double-size lab with double-size living quarters. I figure it would work but I haven't tried it.

Offline 7Saturn

  • Colonel
  • ****
  • Posts: 479
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #42 on: May 17, 2016, 01:45:04 pm »
So, anyone get this to work with the Nightly?
I just tested it, and nope, it doesn't seem to work, even with all other external mods deactivated. Would be nice, if the mod maintainer made this work again, as it seem to be a very nice addition.

Offline Blank

  • Captain
  • ***
  • Posts: 70
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #43 on: May 17, 2016, 07:34:25 pm »
Just copy everything from the DATA folder into the base ImprovedLivingQuarters folder. So it should look like mods\ImprovedLivingQuarters\MAPS etc.

Offline 7Saturn

  • Colonel
  • ****
  • Posts: 479
    • View Profile
Re: [FACILITY] Improved Living Quarters + Large Stores (updated 2.0)
« Reply #44 on: May 18, 2016, 01:01:41 am »
Seems to work like charm, this way. Thanks for the lift!