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Author Topic: The X-Com Files - 1.4: Signs of Apocalypse  (Read 600175 times)

Offline mumble

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1260 on: May 27, 2017, 12:14:17 am »
special stat bonuses from commendations. In Meridian we trust :)
Oh you tease.

That sounds great, but balancing would take work : still, I would love this to make soldiers a little more diverse, and enable something along the lines of soldier builds, similar to xcom enemy unknown, except less shoe-horned in.

The possibilities for this sound great... like maybe making weapon proficiency medals for different gun types, and with each rank (bronze, silver, gold) lower TU cost, and raise aim by 1 or something.

This could work for some crazy gameplay, especially for some of the more rare medals - perhaps sole survivor granting +10 hp, and +15 bravery.

Damnit, I want this now...
« Last Edit: May 27, 2017, 12:34:54 am by mumble »

Offline Yankes

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1261 on: June 02, 2017, 12:03:03 am »

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1262 on: June 02, 2017, 12:42:07 am »
Idea for fun "pistol":
https://www.youtube.com/watch?v=CcNS4JdprWc

Yeah, and I definitely must make a Calico. :)

Offline LuigiWhatif

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1263 on: June 04, 2017, 08:34:28 am »
I've pretty much wrapped up my current game, so I figure I should give my feedback.  I'm very impressed by your work, and I find the various arcs compelling to progress on.  However I felt that some of the later arcs took too long to progress on or perhaps relied too much on chance to spawn.  I only started encountering Osiron after I had power suits and railguns, and I could do the Cydonia mission before I met the Syndicate.  As of March 2000 I've pretty much finished researching alien technology, but I still haven't finished the Syndicate line and I haven't encountered any MiB except the agents at abduction sites.  On the matter of research, I was browsing the tech tree and I saw that I could advance more on the TfTD line but I need an item called "Dagon".  Is this in the game?  I haven't encountered one, but I don't see a TfTD percent on the first page so I'm curious if it's still to come.  The last thing I can think of is I still would like better armor for infiltrations.  I still think some form of jumpsuit would work, or a durathread suit.

For now I probably won't play again for a while.  I have some other games to play, and then I'll probably get to Piratez first.  I'm excited to see how your game will have progressed by then.

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1264 on: June 04, 2017, 12:46:22 pm »
Many thanks for sharing your thoughts and feelings. I agree that it's too easy to go to Cydonia now, but that's because I'm building the mod from the ground up (early stages first), and it's still unfinished.

As for the Dagon research, you
Spoiler:
need to interrogate an Aquatoid
.

Offline LuigiWhatif

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Re: The X-Com Files - 0.6.5 alpha: Keep Your Enemies Closer
« Reply #1265 on: June 04, 2017, 10:37:56 pm »
I did.  I researched both a soldier and a navigator.  Neither gave me it.  I see in the tree there is a leader class, but I don't recall ever seeing one.  Here's my last save if you want to check.  I have some in my Aquaca base you can transfer to my HQ.

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1266 on: June 10, 2017, 10:29:08 pm »
I did.  I researched both a soldier and a navigator.  Neither gave me it.  I see in the tree there is a leader class, but I don't recall ever seeing one.  Here's my last save if you want to check.  I have some in my Aquaca base you can transfer to my HQ.

Yeah, you were right, it was bugged...
I really need to release the next version soon.

EDIT: 0.6.5b bugfix version has been released.

- Updated to newest OXCE+.
- New Commercial mapblocks.
- Fixed some problems with Zrbite.
- Fixed medium convoy crashing on some maps.
- Fixed Megaworm melee crash.
- Fixed mission crash caused by label conflicts.
- Fixed EXALT bases spawning after their destruction.
- Fixed Gang War in forests.
- Fixed FAMAS article not being displayed at the right time.
- Fixed Miniguns research.

Offline Stoddard

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1267 on: June 11, 2017, 12:57:57 am »
A couple of bugs in the ruleset:

An unintended fallback to the vanilla (same as was with the ufopaedia articles):
Code: [Select]
--- facilities_XCOMFILES.rul.orig 2017-06-11 00:46:02.229488675 +0300
+++ facilities_XCOMFILES.rul 2017-06-11 00:46:29.921410023 +0300
@@ -60,7 +60,7 @@
     hitSound: 10
     mapName: XBASE_10
     listOrder: 714
-  - name: STR_HYPER_WAVE_DECODER
+  - type: STR_HYPER_WAVE_DECODER
     requires:
       - STR_HYPER_WAVE_DECODER
     hyper: true
@@ -93,7 +93,7 @@
     personnel: 50
     mapName: XBASS_01
     listOrder: 690
-  - name: STR_MIND_SHIELD
+  - type: STR_MIND_SHIELD
     requires:
       - STR_MIND_SHIELD
     mind: true

A typo:
Code: [Select]
--- terrains_XCOMFILES.rul.orig 2017-06-11 00:48:20.097101982 +0300
+++ terrains_XCOMFILES.rul 2017-06-11 00:48:23.781092608 +0300
@@ -7137,7 +7137,7 @@
         groups: 0
       - name: WARE_14
         width: 10
-        lenght: 10
+        length: 10
         groups: 2
         revealedFloors: [2, 3]
       - name: WARE_15
This one is masked by a fallback to default size of 10 in the code, but still.




Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1268 on: June 11, 2017, 01:07:22 am »
Thanks, fixed.

niculinux

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1269 on: June 15, 2017, 01:11:29 pm »
@Solaius: an humble request, may we have the current uzi sprite (same used by the Mib mod) with the one used in alinare'sThe Endless war, A total conversion for Openxcom (screenshot here) It's actually a really cool sprite!  8)

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1270 on: June 16, 2017, 12:17:12 pm »
@Solaius: an humble request, may we have the current uzi sprite (same used by the Mib mod) with the one used in alinare'sThe Endless war, A total conversion for Openxcom (screenshot here) It's actually a really cool sprite!  8)

Maybe if I add more weapons in general. ;) Though I already have two Uzis...

Offline krautbernd

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1271 on: June 17, 2017, 11:47:57 pm »
Hi Solarius, i've been playing your mod the last few days. It's a hell of a lot of content you've put into this  :D

Some minor things that i stumbled upon while playing:

- Megaworm (terrorist) ufopaedia entry isn't linked correctly (i.e. not at all)
- EXALT outposts keep on popping up even though the arc is finished (i.e. EXALT is destroyed)
- doors in Cyberweb lairs sometimes don't link correctly
- stored items are scattered on hangar floors during base defense missions - is this intended?
- council member defense missions start with your agents neatly lined up on the rooftop and enemies inside the house and the lower balcony, meaning your soldiers instantly draw reaction fire - is this intended?
- the second level (counted from the top) of the archive defense mission is kind of messed up
- Durathread factory missions sometimes don't contain said factory (i.e. no reasearch topic)

As i have no idea what you are working on right now most of these might already be fixed on your side. BTW, do you plan on including the TFTD ufopaedia entries/images? Because the Ion Beam Accelerator/engine and the Aquatoid entry look very...preliminary.

Offline MFive

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1272 on: June 18, 2017, 04:58:19 am »
Durathread factory missions sometimes don't contain said factory (i.e. no reasearch topic)

There is an item on the map, bluprints IIRC. If you used lots of explosives, this could have destroyed it.

I just finished a few of these missions (version 0.6.5b), had no issues.

- EXALT outposts keep on popping up even though the arc is finished (i.e. EXALT is destroyed)

This happened to me with Cult of Dagon, they stopped after a month or two
« Last Edit: June 18, 2017, 05:00:25 am by MFive »

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1273 on: June 18, 2017, 10:26:46 pm »
Hi Solarius, i've been playing your mod the last few days. It's a hell of a lot of content you've put into this  :D

Thank yewww!

- Megaworm (terrorist) ufopaedia entry isn't linked correctly (i.e. not at all)

Fixed!

- EXALT outposts keep on popping up even though the arc is finished (i.e. EXALT is destroyed)

Fixed!

- doors in Cyberweb lairs sometimes don't link correctly

Which ones? Can't find anything wrong, but it ain't easy.

- stored items are scattered on hangar floors during base defense missions - is this intended?

Yes - or rather, an accepted limitation. Otherwise hangars can't be stores.

- council member defense missions start with your agents neatly lined up on the rooftop and enemies inside the house and the lower balcony, meaning your soldiers instantly draw reaction fire - is this intended?

I'm still experimenting with that, and I hope for improvement of spawning routines.

- the second level (counted from the top) of the archive defense mission is kind of messed up

Meaning?

- Durathread factory missions sometimes don't contain said factory (i.e. no reasearch topic)

Hmmm... Weird. Probably like MFive said, you have destroyed it somehow.

BTW, do you plan on including the TFTD ufopaedia entries/images? Because the Ion Beam Accelerator/engine and the Aquatoid entry look very...preliminary.

Not exactly the same entries, but sure, I'll be expanding the Pedia.
« Last Edit: June 19, 2017, 08:47:44 pm by Solarius Scorch »

Offline krautbernd

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Re: The X-Com Files - 0.6.5b alpha: Keep Your Enemies Closer
« Reply #1274 on: June 18, 2017, 11:12:23 pm »
Which ones? Can't find anything wrong, but it ain't easy.
Rooms connecting to the long hallway/hallways - mostly on the upper left and the lower right. The inner doors always spawn, but the outer ones don't, i.e. they are blocked by walls.

Meaning?
It's just a grid of one-space wide hallways. Might be intended, but i found it strange that they aren't even terminated at the borders of the level.

Hmmm... Weird. Probably like MFive said, you have destroyed it somehow.
No, i have a save i can replicate this with. The factory doesn't spawn, neither does the resarch topic item - only 3-4 durathreads. The level is just normal hills without any buildings. Granted, it doesn't always happen, i'd say the chance of it is 50/50.

Also something i noticed, when you down and ground-assault the big syndicate aircraft the spawn points don't work as intended - i had my guys spawn inside the syndicate plane, including the items.
« Last Edit: June 18, 2017, 11:16:55 pm by krautbernd »