Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1950355 times)

Offline Slaughter

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #75 on: May 23, 2016, 05:01:46 am »
Very interested in playing this mod.

A query: Do OpenXcom extended mods need something other than thrown in modfolder > play to work? Because I have been meaning to have fun with this (and PirateZ), but I don't have a PC right now so I'm playing with the Android version.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #76 on: May 23, 2016, 09:01:31 am »
A query: Do OpenXcom extended mods need something other than thrown in modfolder > play to work? Because I have been meaning to have fun with this (and PirateZ), but I don't have a PC right now so I'm playing with the Android version.

Apart from the exe you also need the correct version of vanilla Openxcom files, like the rulesets. That's why they are packaged with the mod.

Offline Slaughter

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #77 on: May 23, 2016, 11:31:37 am »
So unless someone makes a .exe for the Android version, its a no-go?

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO...








...OOOOOOOOOOOO...

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Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #78 on: May 23, 2016, 12:33:20 pm »
So unless someone makes a .exe for the Android version, its a no-go?

Yes, it seems so.

Offline Xtendo-com

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #79 on: May 23, 2016, 05:47:06 pm »
So unless someone makes a .exe for the Android version, its a no-go?
I tried to make android version in last weekend using already existing source code of android version, but it was not trivial just to compile a project. Will try again in next weekends.

Offline Slaughter

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #80 on: May 23, 2016, 07:09:41 pm »
I tried to make android version in last weekend using already existing source code of android version, but it was not trivial just to compile a project. Will try again in next weekends.
Salute!
You're doing Gollop's work, dude!
Always had ideas of something a lot like this mod.
Anyone try that for piratez and other X-COM Extended mods?



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Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #81 on: May 26, 2016, 09:48:39 am »
Always had ideas of something a lot like this mod.

See? Me too! ^_^

Anyone try that for piratez and other X-COM Extended mods?

Piratez use exactly the same .exe as X-Com Files.

Xtendo-com, if you succeed with the android version, I think it'd be best if you contact Meridian - maybe he'll be interested in putting the link in his development thread.

EDIT:

A new version 0.1.2 is up!


  • T'leth arc started.
  • Added a new Battleship map by Civilian.
  • Added a Medical Bag (aka First Aid Kit Lite).
  • New Desert and Polar Desert map blocks.
  • New spawn points for missions.
  • New Nitro Express handob.
  • Ufopaedia article on retreating (pic by Henry Ponciano).
  • Limited pistols' effective range to counter the increased vision range.
  • Changed the profile of Dart Rifle.
  • Fixed EXALT hideouts not spawning.
  • Fixed a bug with Flare Pistol giving you recovery points every time.
  • Fixed some issues with Ufopaedia.
  • Revised map selection for most ship types.
  • Enviros now depend on item categories, not item lists.

Download link in the first post.

I haven't tackled the problem with transparent walls yet, but I'm making progress. It's a slow job...

Offline Nord

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #82 on: May 28, 2016, 07:58:01 pm »
I tried to make android version in last weekend using already existing source code of android version, but it was not trivial just to compile a project. Will try again in next weekends.
You are our(my & my friends) idol now. We will pray for you all day long. ;)

Offline kazek

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #83 on: May 30, 2016, 07:47:32 pm »
So after playing for some time (i love the experience) i found some bugs, that i'd like to report.

First of all sometimes, during cult base attack i got CTD during enemy movement. I noticed, that it was always caused by enemy unit walking on specific tile (for example in deasert base: just below the western stairs).

Some strings are missing (mostly related to EXALT, but also this frog(?) from Dagon church and second milestone).

Blackops Smartgun is availible for purchase from the beginning (but without ammo) and does not have Ufopedia entry.

Sometimes there are two spawned missions in the same spot, for example cult activity and strange life form.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #84 on: May 31, 2016, 11:58:13 am »
First of all sometimes, during cult base attack i got CTD during enemy movement. I noticed, that it was always caused by enemy unit walking on specific tile (for example in deasert base: just below the western stairs).

Thanks, that's exactly the kind of critical bug I need to know.
Would it be possible to have a save? Or failing that, at least a screenshot?

Some strings are missing (mostly related to EXALT, but also this frog(?) from Dagon church and second milestone).

Yeah, I'm slowly filling it in.

Blackops Smartgun is availible for purchase from the beginning (but without ammo) and does not have Ufopedia entry.

Thanks, that's a bad problem. But easy to fix. :)

Sometimes there are two spawned missions in the same spot, for example cult activity and strange life form.

That should be extremely rare, but yeah, it can happen. Not much I can do except making a lot more mission points, which is gradually happening.

Offline Arthanor

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #85 on: May 31, 2016, 03:43:28 pm »
Maybe the cult is also looking for the life form? Maybe they had captured it and it ran away? It's all in the story you make up! ;)

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #86 on: May 31, 2016, 04:07:19 pm »
Maybe the cult is also looking for the life form? Maybe they had captured it and it ran away? It's all in the story you make up! ;)

Actually when the new nightly features are implemented, we can have a three-way between X-Com, cultists and monsters! :)

(Irrelevant, I know.)

Offline Mr. Quiet

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #87 on: June 01, 2016, 12:17:44 am »
About 3-ways battles if armed civi's count: During non-terror sites, I'd like for the bottom right counter that appears when you spot an enemy to be a question mark instead of a "1", "2", etc when you spot a human or animal. Some can be more obvious enemies like MIB, but if cultists are wearing plain clothes like a civi, then you wanna wait until you're fired upon and then the "question mark" for that specific enemy becomes a "number". I'd love to see farmers roaming in the farm maps with a shotgun or a shovel and 50-50 chance they'll attack you too. If they attack you, you can defend yourself, but if you shoot first, well if they had a weapon, technically you're supposed to disarm all civis during quarantines. I mean it's standard for military in warzones.

Offline kazek

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #88 on: June 01, 2016, 02:54:27 pm »
I'm sorry, allready moved on and overwriten it. Next time i'll keep it.


I found another issue: To destroy EXALT you have to uncover their HQ like in case of other cults. But researching their special unit (EXALT Master) does nothing. I've checked in ruleset, that you need also PSICLONE (i presume it is an item) but it does not spawn on enemies even in EXALT bases.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #89 on: June 01, 2016, 03:37:59 pm »
I found another issue: To destroy EXALT you have to uncover their HQ like in case of other cults. But researching their special unit (EXALT Master) does nothing. I've checked in ruleset, that you need also PSICLONE (i presume it is an item) but it does not spawn on enemies even in EXALT bases.

Well... I'll check, but I certainly believe you. That's some serious blunder. The EXALT caused me so many problems. :P