Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1949556 times)

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3240 on: January 27, 2020, 12:01:46 am »
Correct action is to change those custom XCF mods to require XCF as master (instead of xcom1).

How would you do that? Adding a medatada file that specifically mentions XCF as the master mod? What about those mods that were compatible with x-com 1 but also worked for X-Files (such as the Fire Blanket one)? Would that trick work?
Could it be possible to simply "undo" the master status on the XCF mod to be less of a hassle?

Offline the nomad

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3241 on: January 27, 2020, 12:50:44 pm »
Is there some kind of cheat to win a mission or kill all enemies in the map? Because I'm in a Cyberweb army attack mission, a couple of cyborgs seem to have spawned in a place inaccessible, even by explosives.

Well it seems I can reach them with 6 high explosives but my soldiers flip out by the time I prepare the bombs due to depleted readiness, so if there is anyway to modify their readiness or morale that could work too I guess. 
« Last Edit: January 27, 2020, 06:48:15 pm by the nomad »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.1: Big Rain
« Reply #3242 on: January 28, 2020, 01:05:51 am »
Sorry, but are you also talking about extensions like these that are embedded in the "standard" folder :
- Aliens_Pick_Up_Weapons
- UFOextender_Psionic_Line_Of_Fire
- ...

They won't work anymore either?  :-[

They never really worked with XCF, which is something I couldn't get through to you numbskulls, which in the end resulted in this change. :P

Offline justaround

  • Captain
  • ***
  • Posts: 93
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3243 on: January 28, 2020, 04:43:02 pm »
Is there some kind of cheat to win a mission or kill all enemies in the map? Because I'm in a Cyberweb army attack mission, a couple of cyborgs seem to have spawned in a place inaccessible, even by explosives.
I recall there being dev commands that allow stuff like making whole map visible and moving units around. Once or twice in some earlier version I had to use that myself when caves in X-Com Files spawned with portions of them inaccessible/disconnected but with enemies.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.1: Big Rain
« Reply #3244 on: January 28, 2020, 05:10:16 pm »
And I'm interested in those spawns, they should not happen in the first place. Do you have a save?

Offline the nomad

  • Colonel
  • ****
  • Posts: 101
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3245 on: January 28, 2020, 08:04:00 pm »
I recall there being dev commands that allow stuff like making whole map visible and moving units around. Once or twice in some earlier version I had to use that myself when caves in X-Com Files spawned with portions of them inaccessible/disconnected but with enemies.

I eventually managed to complete with a lot of loads but I will look for it if happens again, thanks.

And I'm interested in those spawns, they should not happen in the first place. Do you have a save?

There is one after I used a couple of high explosives, here it is.

Offline Spiralize

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: Re: The X-Com Files - 1.1: Big Rain
« Reply #3246 on: January 31, 2020, 02:20:46 am »
This terrain indeed doesn't exist, but I don't know why the game is trying to use it.

I recommend skipping the mission and if it ever happens again, reinstalling the mod.

Having a similar issue to the nomad here. Game crashes while looking for a "SAVANNAPOLAR" terrain file when generating a ufo crash site in heavily forested terrain.

Some interesting details; there actually is a SAVANNAPOLAR file for all three terrain file extensions in my mod's TERRAIN folder (as well as a SAVANNAPOLARBITS file), despite the fact that those don't exist in a freshly downloaded 1.1.2 version and I thought I was already on 1.1.2. IDK, it's probably just there from some previous version or something and I need to do a clean install. Still, here's the save file in case you want to look at it. Let skyranger 3 finish traveling to crash site 4 and the error should reproduce on mission start, assuming it's not just my terrible file hygiene that's to blame.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.1: Big Rain
« Reply #3247 on: February 02, 2020, 07:29:34 pm »
Yes there are such terrain files, but it is not really related. This terrain was removed as a part of the Terrain Pack and these files are unused; they should not be there.

I've examined this issue before and found no problems. Just reinstall everything. If the problem persists, please let me know.

BTW I'd gladly publish 1.2, but still waiting for the translations...


EDIT: version 1.2 has been released.

- The mod is Master now.
- New craft: Kitsune-106.
- New Dossier: Dr. Hadriex.
- New mission: Hell Cruise with Dr. Hadriex.
- New units: Dr. Hadriex, Cultist of Spirits, Ancient Sea Ghost.
- New items: Hadriex Gun, Webwear.
- New faction: Children of Aether (logo by Arvidus).
- 6 new events, by Sherris (with minor adjustments).
- New staff input.
- New terrain: Urban Low (by Finnik & Solarius Scorch).
- New Alien Base mapblocks (by Civilian).
- Improved routes on Port TFTD.
- New Spikeboar inventory picture (by Nord).
- New craft system: Fuel Tank.
- MiB base no longer causes point loss.
- Rebalanced Power Mace.
- Psiclone now works like a melee weapon (X-Com Psiclone no longer required and removed).
- Plasma Grenade is now actually plasma.
- Cheaper Pump Action.
- Smartgun now has uniform Auto and Snap range.
- Pepper spray now counts for the Incapacitator commendation.
- Limited Ethereal race research paths.
- Special spiders made more common.
- Fixed Alien Key disappearing on non-related missions.
- Fixed Smart Shotgun Ammo not needing Tritanium.
- Fixed the unblocked free hand on the Flying Drone.
- Minor fixes.


The first point requires a bit of explanation. From now on, the X-Com Files are no longer a normal mod, but a master mod. This means that from the player's point of view, it is now considered a separate X-Com game, just like Piratez. Therefore, instead of enabling it normally, now you need to switch to it just in the same way you would switch from UFO (X-Com 1) to TFTD:



Secondly, if you want to continue a campaign from a previous version, you need to find your xcom1 folder (the one where saves, screenshots and configs are) and rename it to x-com-files.
(On the first launch after this conversion, the game will warn you that there some mods are missing; you can safely ignore this.)

Offline X-Man

  • Colonel
  • ****
  • Posts: 281
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3248 on: February 04, 2020, 06:22:07 am »
The mod is Master now.

Some standart mods are unavailable now... TFTD damage model, for example. ;)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.1: Big Rain
« Reply #3249 on: February 04, 2020, 07:29:06 pm »
Some standart mods are unavailable now... TFTD damage model, for example. ;)

Which was the whole bloody point, as explained before ad nauseam.

Offline X-Man

  • Colonel
  • ****
  • Posts: 281
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3250 on: February 04, 2020, 07:49:36 pm »
Which was the whole bloody point, as explained before ad nauseam.

Why and where?  ???

Offline Mathel

  • Colonel
  • ****
  • Posts: 268
  • Do not mistake Muton for mutton.
    • View Profile
Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3251 on: February 04, 2020, 09:15:21 pm »
Why: Not really compatible.

Where:
They never really worked with XCF, which is something I couldn't get through to you numbskulls, which in the end resulted in this change. :P

Offline X-Man

  • Colonel
  • ****
  • Posts: 281
    • View Profile
Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3252 on: February 05, 2020, 07:33:36 am »
Why: Not really compatible.

Where:

Thanks.
TFTD damage model works fine, it makes battles lesser chaotic... Too sad it is unavailable now. :(

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3253 on: February 05, 2020, 11:53:57 am »
TFTD damage model works fine, it makes battles lesser chaotic... Too sad it is unavailable now.
If you can't live without this mod... have you tried it by modifying his "master:" line in his metadata?  :-X

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.2: Masters of the Universe
« Reply #3254 on: February 05, 2020, 04:13:20 pm »
Why on Earth would I want to allow to wreck the entire balance? Do you think these values and formulas are random button mashing?  :P