Author Topic: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations v0.98  (Read 274546 times)

Offline begri

  • Sergeant
  • **
  • Posts: 41
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #315 on: June 20, 2016, 10:08:04 am »
When will come the next release?

Gesendet von meinem SM-T800 mit Tapatalk


Offline XOps

  • Colonel
  • ****
  • Posts: 193
  • Guy who drowns first
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #316 on: July 25, 2016, 03:25:32 am »
For those wondering where I have been for the past several months, well did you know that launching a book is really hard and time consuming? So basically my time and creative energy has been monopolized on getting my book launched, getting a website set up, design work for marketing materials, etc. However, that does not mean that I have abandoned this mod. I always come back to XCom, and I always end up fiddling with this mod.

I have been working on a few things.

But I haven't really had time to sit down and add enough to merit an update. I will post more info when I start working on this mod again. If I can ever find time, I will try to sit down and iron out of the lot of the bugs others have found first.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #317 on: August 17, 2016, 03:31:26 am »
It's anything that has incendiary explosions and a hit/explosion sound defined - the game has an explosion sound hard coded in based on power, and it conflicts with defining a new one.  See my earlier post for a fix:

Experienced a CTD when attempting to fire the hybrid cannon with the chem (incendiary shells), happens on hitting the target.  I've attached a save where it occurs, just use the selected soldier to fire on the Muton he's facing.

I was able to fix the CTD by changing the lines for the hit sound/animation for STR_HB_CANNON_CLIP2 to
Code: [Select]
    hitSound: 0
    hitAnimation: 0

Offline Eduard_Nope

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #318 on: September 30, 2016, 05:30:05 pm »
Is there any way to implement only visual changes with no effect on gameplay. Because I use FMP and it's not working correct with this mod

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9101
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #319 on: September 30, 2016, 05:34:07 pm »
Is there any way to implement only visual changes with no effect on gameplay. Because I use FMP and it's not working correct with this mod

Depends which visual changes do you mean exactly.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #320 on: September 30, 2016, 06:21:52 pm »
The short answer is yes, as long as you're willing to write your own mod to do it.

Offline Wolfstarr

  • Colonel
  • ****
  • Posts: 248
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #321 on: October 01, 2016, 10:47:08 pm »
OMG the sprites in this mod are awesome!

Offline Vermoin

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #322 on: November 28, 2016, 12:33:07 am »
Hey, this mod is amazing, I got it to work a while back. Problem is though, I can't find where I can activate the TFTD manufacturing rules. Can somebody please help?

Offline MrFebreze

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #323 on: December 16, 2016, 02:50:34 am »
Someone should do an LP of this mod.  I'd do it but my OS is old.

I learned this the hard way: you should hoard alloys.  Then invest in a large lab so you can crack the codex in time. 

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #324 on: December 17, 2016, 01:31:14 am »
I have a suggestion for the color/camoflage variants of armors: if you set them to all have the same storeItem, then you don't need to manufacture different colors; one item lets you use any color of the armor.

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #325 on: December 24, 2016, 12:13:02 am »
Error received. STR_MUTON_GUARD not found. Game attached.

EDIT: I looked through the code. I couldnt find an entry for STR_MUTON_GUARD in items.rul. I intend to add the below. I will keep on searching.

  - type: STR_MUTON_GUARD
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 65000

EDIT #2: I looked through ufopedia.rul. I could see an entry for STR_MUTON_GUARD but no entry for the corpse. I understand from looking through the code that the intention is for the MUTON GUARD to only be accessible during the final Cydonia mission. In that case, I propose the below - remove them from the free research available to the medics. I doubt there is any weapon dependent on meeting them. Do confirm if there is.

EDIT #3: Following on from the second edit, I have disabled / commented out the STR_MUTON_GUARD string under the medics. This should solve the problem.
« Last Edit: December 24, 2016, 10:24:24 am by Cristao »

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #326 on: December 28, 2016, 10:54:12 pm »
I have advanced and am now in Jan 2000. The Aegis, the third generation fighter, seems to have a very short fuel range. Is this for real or does it need a fix?

EDIT: Created mod to change capacity. Did below changes.

  - type: STR_XCF3
    fuelMax: 40
    refuelRate: 10

EDIT 2: Didnt work. I guess I have to look at how speed, fuel and the formula works.

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)#Crafts

https://www.ufopaedia.org/index.php/Refueling

EDIT 3: Noticed no infopedia text for Shock (Stun) weapons... There is also a high number of infiltrations. At the moment, all my big payers have been subverted. I suspect that is why you added the money contracts.
« Last Edit: December 31, 2016, 10:53:37 pm by Cristao »

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #327 on: January 19, 2017, 09:50:45 pm »
Deciding to research all the codecs takes a really lonnnnnnnnnngggggggggggggggggg time!! However you get some pretty sick tech and better ways of making money!

Offline VSx86

  • Sergeant
  • **
  • Posts: 29
    • View Profile
XenoOps + newest nightlies = ?
« Reply #328 on: May 01, 2017, 06:04:49 am »
Is this mod compatible with newest nightlies, e.g. April 2017?
If no, which ruleset/resources patches must be applied?

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod -0.957 Update
« Reply #329 on: May 26, 2017, 04:17:16 am »
XOps, you still working on this project?

I read your post above. What's the book about? Sci-Fi?
« Last Edit: May 26, 2017, 04:19:13 am by Mr. Quiet »