Author Topic: The X-Com Files - 2.5: Silent Run  (Read 1192840 times)

Offline Bonakva

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3570 on: May 24, 2020, 01:23:14 pm »
I immediately climbed into a tree to understand what was wrong ... but the fact, the technology has been studied, but there are no things
« Last Edit: May 24, 2020, 01:28:27 pm by Bonakva »

Offline krautbernd

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3571 on: May 24, 2020, 01:28:23 pm »
Upload savegame please.

Have you actually researched Grenade Launcher Acquisition?
« Last Edit: May 24, 2020, 01:30:52 pm by krautbernd »

Offline Bonakva

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3572 on: May 24, 2020, 01:30:19 pm »
SAVE

Offline krautbernd

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3573 on: May 24, 2020, 01:35:06 pm »
Solarius, why is this here:

Code: [Select]
  - type: STR_GRENADE_LAUNCHER
    categories: [STR_HUMAN_TECH, STR_EXPLOSIVES, STR_INCENDIARIES, STR_SMOKE, STR_LAUNCHERS, STR_HEAVY_WEAPONS, STR_LAND]
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY
      - STR_NAPALM_GRENADE

Is this intended? Why do we need to research the napalm grenade to buy the grenade launcher?

@Bonkova
Go into your items_XCOMFILES.rul and delete the STR_NAPALM_GRENADE entry in the above STR_GRENADE_LAUNCHER definiton (and only there, not any other instances of it). That should solve the problem.
« Last Edit: May 24, 2020, 01:39:54 pm by krautbernd »

Offline Solarius Scorch

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3574 on: May 24, 2020, 03:26:19 pm »
Oh i did not know about that...it'a new feature?

No.

Yay, new version!

Feels good to see my little input there.

:)


Signs of the Apocalypse! Sounds omnious! But hey, what about the arc tracker at the OP? Update?

I can't remember what half of these censored entries are, but okay, I'll try to manage :)

So... How I update my current running game?

Just replace the mod folder and update OXCE. You don't need to do anything with the save itself, just don't update in battlescape.

As a firearm autism moment, the pedia entry for the AKM is incorrect about the calibre. The AKM still uses 7.62x39 rather than 5.45x39 as noted.

Ah, that. I forgot to change it, and the tree is complicated.

Honestly, why does everyone know this tidbit? I don't think I know anyone IRL who would... -_-

Solarius, why is this here:

Code: [Select]
  - type: STR_GRENADE_LAUNCHER
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY
      - STR_NAPALM_GRENADE

Is this intended? Why do we need to research the napalm grenade to buy the grenade launcher?

OK, it's a bit awkward. I'll redo it to:

Code: [Select]
  - type: STR_GRENADE_LAUNCHER
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY

but also

Code: [Select]
  - type: STR_LAUNCHER_INC
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY
      - STR_NAPALM_GRENADE

@Bonkova
Go into your items_XCOMFILES.rul and delete the STR_NAPALM_GRENADE entry in the above STR_GRENADE_LAUNCHER definiton (and only there, not any other instances of it). That should solve the problem.

It's still not exactly as intended, but good enough for a quick fix.

xcomfan

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3575 on: May 24, 2020, 03:38:02 pm »

Honestly, why does everyone know this tidbit? I don't think I know anyone IRL who would... -_-

I do! Gotta try soon this relase... ;)

Offline krautbernd

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3576 on: May 24, 2020, 04:13:39 pm »
BTW Solarius, how exactely do the handcuffs work in-game in regards to handcuff-strength and protection levels? How high is the chance that enemies can free themselves when the handcuff strength > handcuff resist? Is there a way to view enemy handcuff protection levels in the battlescape?

Offline Solarius Scorch

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3577 on: May 24, 2020, 04:21:20 pm »
BTW Solarius, how exactely do the handcuffs work in-game in regards to handcuff-strength and protection levels? How high is the chance that enemies can free themselves when the handcuff strength > handcuff resist? Is there a way to view enemy handcuff protection levels in the battlescape?

Sorry, this is cannot be checked, as it's all funky scripting. All I know has been explianed by Kozinsky in his thread.

Offline krautbernd

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3578 on: May 24, 2020, 04:34:21 pm »
Sorry, this is cannot be checked, as it's all funky scripting. All I know has been explianed by Kozinsky in his thread.
Sorry, I might have been a bit vague - my question was whether you'd changed anything in regards to the strength levels and the chance to break from the cuffs. In the original script units with a strength of up to 39 had a 1% chance of breaking free and so on. Is that the case in XCF as well?

Offline RolandVasko

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Re: The X-Com Files - 1.3: Sanity Check
« Reply #3579 on: May 24, 2020, 04:45:48 pm »
Are the Gertrude Ellison and Dr Hadriex missions one-chance-only?  The text didn't seem to say they were but the after I didn't complete the Ellison mission it hasn't shown up again and now I'm a little worried.  The Hadriex mission just spawned outside my dragonfly's range and I want to know if I can wait for it to spawn in a better place.

do you still have any saves just abit BEFORE these missions ?

(overally advice, rather usually saves, always before such any important events, /  "milestones" )

Offline Solarius Scorch

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3580 on: May 24, 2020, 05:06:05 pm »
Sorry, I might have been a bit vague - my question was whether you'd changed anything in regards to the strength levels and the chance to break from the cuffs. In the original script units with a strength of up to 39 had a 1% chance of breaking free and so on. Is that the case in XCF as well?

No, I haven't modified these values.

Also:
Version 1.4a has been released.
- Reorganized 46mm Grenade (INC) buying.
- Swapped AKM and AK-47 graphics.
- Fixed Heavy Crossbow Tritanium Bolts.

Offline Kozinsky

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3581 on: May 24, 2020, 06:29:25 pm »
Sorry, I might have been a bit vague - my question was whether you'd changed anything in regards to the strength levels and the chance to break from the cuffs. In the original script units with a strength of up to 39 had a 1% chance of breaking free and so on. Is that the case in XCF as well?
The algorithm has been changed to: for normal handcuffs (with handcuff strength 40), all units with strength less or equal to 40, have 0% chance of getting free;
with strength 41 - 1% chance;
with strength 42 - 2% chance;
...;
with strength 128 - 88% chance;
with strength 129 - 89% chance;
with strength more or equal to 130 - 90% chance.

Offline Thermite

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3582 on: May 24, 2020, 08:12:58 pm »
No, I haven't modified these values.

Also:
Version 1.4a has been released.
- Reorganized 46mm Grenade (INC) buying.
- Swapped AKM and AK-47 graphics.
- Fixed Heavy Crossbow Tritanium Bolts.

I did the pull request!

Offline Slaughter

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3583 on: May 24, 2020, 08:21:27 pm »
No.

:)


I can't remember what half of these censored entries are, but okay, I'll try to manage :)

Just replace the mod folder and update OXCE. You don't need to do anything with the save itself, just don't update in battlescape.

Ah, that. I forgot to change it, and the tree is complicated.

Honestly, why does everyone know this tidbit? I don't think I know anyone IRL who would... -_-

OK, it's a bit awkward. I'll redo it to:

Code: [Select]
  - type: STR_GRENADE_LAUNCHER
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY

but also

Code: [Select]
  - type: STR_LAUNCHER_INC
    requiresBuy:
      - STR_GRENADE_LAUNCHER_BUY
      - STR_NAPALM_GRENADE

It's still not exactly as intended, but good enough for a quick fix.

Might wanna include that part about updating somewhere? Because yesterday I did it and not only I didn't update OXCE, but I started off a battlescape save in a EXALT outpost.

But there's only one censored entry.

Ah shit, there goes ten days of progress and one 100% successful Red Dawn safehouse raid. All gone, like tears in the rain.

*Sound of tape being rewinded*

Enviado de meu moto e5 play usando o Tapatalk
« Last Edit: May 24, 2020, 08:25:50 pm by Slaughter »

Offline Solarius Scorch

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Re: The X-Com Files - 1.4: Signs of Apocalypse
« Reply #3584 on: May 24, 2020, 08:29:40 pm »
I did the pull request!

Awesome, thanks. Merged.

How did you capture all these spaces at the end of lines? Most of these came from other people's contributions, so I couldn't even see them. They don't show up as errors in the validator or anything.

Might wanna include that part about updating somewhere? Because yesterday I did it and not only I didn't update OXCE, but I started off a battlescape save in a EXALT outpost.

Required OXCE version is specified in the metadata, the game shouldn't let you run the mod if your OXCE version is incorrect. The problem is that it only checks on mod enabling, so if it's already enabled, you don't get anything.

And why are you blaming me, like it was some mod issue? That's the iron rule for every OXC mod, for reasons you should well understand yourself (issues with weapons changing properties in the middle of a battle and such).

But there's only one censored entry.

...what?

Ah shit, there goes ten days of progress and one 100% successful Red Dawn safehouse raid. All gone, like tears in the rain.

*Sound of tape being rewinded*

I don't get it. What did you lose?

Updating in the battlescape can led to problems, but doesn't have to.

Enviado de meu moto e5 play usando o Tapatalk

Why is this shit in your every post?
« Last Edit: May 24, 2020, 08:31:30 pm by Solarius Scorch »