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Author Topic: Ironfist Dropship 1.4c  (Read 47933 times)

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #45 on: November 21, 2014, 12:13:02 pm »
I'm having the exact same problem XCOMFan419 had before. I disabled every other mods but it still didn't work. I got frustrated, so reinstalled as 1.0 with installer but still the ship doesn't seem to be right. Then I got the latest nightly, but still the problem lingers on.

I really don't think I've done something wrong with the installation (1.4 patch -> 1.0 -> nightly) since I was doing everything fine with other mods so far, some of which add the terrain files. I don't have any clue at the moment :(

Offline SIMON BAILIE

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Re: Ironfist Dropship 1.2
« Reply #46 on: November 21, 2014, 12:51:37 pm »
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #47 on: November 21, 2014, 01:14:17 pm »
Dito, I encountered exactly this problem as many others have described but I was using version 1.0. In the end I scrapped the Ironfist and built a Skywarden which with the exception of no stairs is in my opinion overall better than the Ironfist, faster for a start 2500km/h. But see the pics and decide for yourselves. However I'll have a look @ version 1.2 and see what happens.

Hm, so I'm not the only one having the problem... I know nothing about map files so I cannot do anything :( I even don't know how to open the files: just tried the paint and of course it wouldn't work ::)

I'd love to use any ships. The most interesting thing about this mod was that it is a transporter: there had been plenty fighter type of crafts but few of them were transporters. Can I see your Skywarden? I do have seen a craft named Skywarden from XAE mod, but your Skywarden seems to be a different one. I'd love to see a transporter capable of carrying many troops...

Offline SIMON BAILIE

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Re: Ironfist Dropship 1.2
« Reply #48 on: November 21, 2014, 01:30:57 pm »
Can't take the credit myself as this Skywarden is from "Xeno Operations v0.8 Beta By XOps". If u're thinking of using this mod I think there might be conflicts if u're using XAE @ the same time.

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #49 on: November 21, 2014, 01:35:15 pm »
Oh, I see. I think I can still have a look at it. Thanks for the suggestion :)

Offline Solarius Scorch

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Re: Ironfist Dropship 1.2
« Reply #50 on: November 21, 2014, 02:55:27 pm »
I don't think this mod would conflict with anything, since it's reasonably clean. But of course I'll fix anything than needs to be fixed, if I get more concrete info on what's wrong.

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #51 on: November 21, 2014, 05:41:08 pm »
I upload some pictures. It's without any mods except the ironfist 1.2 with the latest nightly.

Soldiers can go up the stairs, but strangely cannot go right outside via the front (where supposedly the ramp should be). Soldier with flying armors can do the trick, though. Basically identical to the case of XCOMFan419. I would PM him just in case.
« Last Edit: November 21, 2014, 05:45:50 pm by TaxxiDriver »

Offline Solarius Scorch

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Re: Ironfist Dropship 1.2
« Reply #52 on: November 21, 2014, 06:00:04 pm »
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.

Offline HotIceHilda

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Re: Ironfist Dropship 1.2
« Reply #53 on: November 22, 2014, 02:45:14 am »
Looks like wrong mcd. Please reinstall your Openxcom using unmodified X-Com files and stick to the install instructions; do not forget to use Zombie's map fix as explained in the installation section on the Openxcom website.
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.

Offline endersblade

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Re: Ironfist Dropship 1.2
« Reply #54 on: November 23, 2014, 03:09:17 am »
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #55 on: November 24, 2014, 04:40:51 pm »
For what it's worth, I installed the steam version, ran the installer for OpenXcom 1.0, and have just been installing the nightlies as they come out. I have the Final Mod Pack, and I haven't had a single issue with this craft. Is the FMP version different somehow? The only other mod I'm using is one of my own make that just tweaks weapon stats, so no conflicts or inadvertent fixes that I know of.

I was suspecting that, and today I just copied and pasted the suspected files (terrain and map files from FMP with lightning and avenger since those are related to this mod) and it finally works. I have no idea exactly which file has the direct connection with this mod. But I'm just assuming some changes in the map/terrain/routes files are inevitable to use this mod. Altering the basic map/terrain files can cause confliction with other mods so one should be a bit careful using this mod seperately, I guess?

Offline Solarius Scorch

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Re: Ironfist Dropship 1.2
« Reply #56 on: November 24, 2014, 07:07:01 pm »
What do you mean by"unmodified XCOM filies" I have not edited my original XCOM files from the steam version. There is no mention of Zombie's map fix at all.

I meant this part: "OpenXcom requires a vanilla version of the original UFO: Enemy Unknown / X-COM: UFO Defense (any edition) with the latest patch." What I meant was the OpenXcom Universal Patch.

Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same. Anyone else has similar problems?

Offline TaxxiDriver

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Re: Ironfist Dropship 1.2
« Reply #57 on: November 25, 2014, 02:35:25 am »
Anyway, I can't explain the difference between functionality of these maps, since they should be exactly the same.

You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM? IIRC the size of some of those files were different from that of openXCOM files. And they were different from those in the universal patch, too (I used the installer so they are in my openXCOM folder anyway). And if those files are to be really the same, was there any reason to attach those files into FMP? ???

There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???


Offline Solarius Scorch

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Re: Ironfist Dropship 1.2
« Reply #58 on: November 26, 2014, 09:32:46 pm »
You mean the maps/terrain/routes files of lightning and avenger from FMP are the same as those of openXCOM?

No no, I meant that the dropship maps are identical in the standalone Dropship mod and the FMP.

And if those files are to be really the same, was there any reason to attach those files into FMP? ???

Because FMP means French/Final Mod Pack? :P

There's still a possibility that I've done something wrong, and in that case it's good since that means I've fixed it now :) But I'm just wondering then why FMP has those additional files ???

I wish I knew, bro. I wish I knew.

Offline SIMON BAILIE

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Re: Ironfist Dropship 1.2
« Reply #59 on: May 19, 2015, 03:05:04 pm »
I'm using this transport ship a lot in my current game of redux but was wondering if it's possible to have some of my troops starting @ the bottom of the stairs, see pic for details. I've looked @ the .rul file but can't see where to change the deployment in that.