XOPS,
thanks for the fix, I think that fixed most of the firing thru the door stuff, haven't tested HWP yet. I did noticed the first soldier on left can see and fire thru door still.
Another small thing, I made some power armor just now and I think it gave me both power armor and power suits? So I ordered 5 power armor and got 5 power suits too? I cant tell if they were made when I made the suits or if they appeared in the soldier armor screen when I equipped em?
Attached sav, using TFTD manu rules if that matters.
Thanks.
The Skywarden still needs a lot more polish in the mcd area. It's a lot harder to plug all of the holes than I initially thought. Given that the Skywarden is functional now, I will probably hold off on plugging all of the holes until 1.0. Thanks for the catch though.
As for the power armor, I loaded your save and tried to duplicate the bug. No luck or in this case good luck since I didn't find a bug. Don't know why it added extra power suits. Maybe it was something I fixed recently without knowing. Regardless I will keep an eye out for it next time I playtest.
Hey there. I've been lurking around OpenXCOM and the forums for a while now, and then I found your mod. I am incredibly impressed with the amount of work you've put into this. I honestly think that your mod has the potential to become the Long War of OpenXCOM. I realize this mod is in beta, but I am experiencing the same problem moghopper encountered. Whenever a melee attack animation plays, the game crashes after the fourth frame. I've done two clean installs for both OpenXCOM and your mod, and the end result has been the same. However, I believe I have managed to ascertain what aspect of the mod is causing the crash. It appears the AlienArsenal ruleset and associated resources are the cause. Is there an easy way to fix this, or is this going to be a major effort to fix? Also, I included a save that can show you the crash. Just wait for one of the Chrysalids to reach one of the troopers (*shudders*). I hope this helps. Keep up the amazing work!
Thanks for playing the mod! Let's see if we can fix this. First off, you need to make sure you have the latest nightly. It is the only one that supports the shortened melee animations. The nightlies are here:
https://openxcom.org/git-builds/If that does not fix it, then try a clean install as you did before and then update again to the latest nightly. It if still crashes, then trying backing up the options and battle configuration files and then deleting the originals letting open xcom generate new ones (these files are in the open xcom folder in the documents directory, not in the main game directory).
If it still crashes, disable all mods and try again to make sure it isn't a problem with the mods. If it still crashes, then do another clean install without mods. If this doesn't work, then go to the trouble shooting boards because it is an issue beyond my ability to fix.
Also trying to take on Snakemen and Crysalids with nothing but starting weapons and rookies! Well you got guts. That's all I can say.
Really enjoying this mod atm as its breathed new life into my games and looking forward to version 0.9 and later but I've a couple of enquiries. Is there a compatibility issue with adding the mod "smoke rocket" as it doesn't recognise the ammunition type. Secondly to expand the aliens further I would like to add the mod "new races mod" that adds aliens from TFTD but on looking at what this mod brings it might mess up the deployments at least. I'm currently using nighty build 10-27-14 2040 but enable my 42 mods through the generic mod enabler JSGME v2.3 so as to not tweak the original files. See attachments.
The smoke rocket mod doesn't work because XenoOps has already modded the Rocket Launcher to take special kinds of ammunition (AP rocket, really need to buff that one actually). If you want to add compatibility with the smoke rocket then edit XenoOpsWeapons.rul and add the following code to the Rocket Launcher
compatibleAmmo:
- STR_SMALL_ROCKET
- STR_LARGE_ROCKET
- STR_INCENDIARY_ROCKET
- STR_AP_ROCKET
- STR_SMOKE_ROCKET #add this to the end of the list
Then delete the following entry from the Smoke Rocket Mod
- type: STR_ROCKET_LAUNCHER
compatibleAmmo:
- STR_SMALL_ROCKET
- STR_LARGE_ROCKET
- STR_INCENDIARY_ROCKET
- STR_SMOKE_ROCKET
This should make it compatible.
I took a look at the new races mod. It doesn't mess with deployments so it should work. Only mods that try to give aliens new weapons really mess with XenoOps. However it will have plenty of other issues. For example, the first month you will encounter sectoids mixed with a lot of other odd races since in XenoOps, the sectoid race has been replaced by the Cydonia Landing Guard due to hardcoding issues. Also research into alien topics may work strangely as well (medics won't give data on XenoOps only races, Martian Solution research may not work when interrogating captured XenoOps races etc).
Looking at your mod list... holy crap that is a lot of mods. You even have Batman in there! Wow. Too bad I really don't have to time to check for compatibility issues with every single mod. I all can say is that mods that add alien gear flat out wont work. Mods that add new aliens will work, but can produce strange effects in research and mission order. Mods that add new weapons usually work. Mods that modify old weapons probably wont work or at least not well as too many weapons have been moved or replaced. New armors are hit or miss, but most should work since all of the original armors are largely untouched save for a few tweaks. Any mod that messes with the research order will probably cause issues as well since at this point I have mutilated the tech tree. Hope this helps.
In update news, I got almost everything ready for 9.0. Just need to finish those stupid turrets for the Alloy Tanks. After that I will be running out of things to add. Can't say when it will be out. November and December are always busy months for everyone. I also plan to include a Lite version with the next release that doesn't have the plasma conversion system and greatly shortens the tech tree to keep the pacing close to the original game as an optional version. After 9.0, my 1.0 goal is to combine all of the rulesets into a full mod with a marathon tech tree.