aliens

Author Topic: [WIP] X-Chronicles version 0.3  (Read 14984 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1229
  • The Gate will open... someday.
    • View Profile
Re: [WIP] Chronicles
« Reply #60 on: June 09, 2020, 05:18:00 pm »
Update, see first page.

Offline Nord

  • Commander
  • *****
  • Posts: 1229
  • The Gate will open... someday.
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #61 on: June 17, 2020, 10:11:58 pm »
So, no feedback? Noone interested? Shall i stop that?

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 6825
  • OXCE developer
    • View Profile
    • My Wiki
Re: [WIP] X-Chronicles version 0.3
« Reply #62 on: June 17, 2020, 10:21:22 pm »
No time right now.
But I'll give it a spin during summer holidays.
Anything coming from you can only be pure gold :)

xcomfan

  • Guest
Re: [WIP] X-Chronicles version 0.3
« Reply #63 on: June 18, 2020, 12:15:16 am »
Congratulation it's really promising, keep it up! Hope to give a shot, hopefully 8)

Offline Mitra Lightbringer

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #64 on: June 22, 2020, 06:12:44 pm »
So, no feedback? Noone interested? Shall i stop that?
Oh, sorry, I forgot to send you the answer.
Yeah, you asked for any typos, but there were too many, I just wanted to gather them all, but I did not get too far into the game. I need alive goblin to unlock magic, but getting alive enemies in a safe way is impossible. I still like it a lot. Pics are GREAT, and always relevant.
I am a bit confused about the lasers, though. Are we supposed to have them, or are they there just for testing purpose?

Edit: How do I fix the typos and how do I send you fixed version? You should replace the "Heawy Weapons" with "Heavy Weapons" as soon as you can, though, it really sticks out.
« Last Edit: June 22, 2020, 08:25:40 pm by Mitra Lightbringer »

Offline Nord

  • Commander
  • *****
  • Posts: 1229
  • The Gate will open... someday.
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #65 on: June 23, 2020, 07:11:53 am »
.
I am a bit confused about the lasers, though. Are we supposed to have them, or are they there just for testing purpose?

Edit: How do I fix the typos and how do I send you fixed version? You should replace the "Heawy Weapons" with "Heavy Weapons" as soon as you can, though, it really sticks out.
Yes, lasers are a test items.
About typos: you can fix them in a file "language/en.yml", and then upload it here.

Offline Mitra Lightbringer

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #66 on: June 28, 2020, 10:58:13 pm »
Fixed a couple of typos.
Special forces contract does not work.
« Last Edit: June 29, 2020, 04:16:56 pm by Mitra Lightbringer »

Offline Mitra Lightbringer

  • Captain
  • ***
  • Posts: 61
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #67 on: June 29, 2020, 04:18:20 pm »
Special forces contract does not work.
Fixed that, too. Missing lookup, apparently.

Offline Finnik

  • Colonel
  • ****
  • Posts: 211
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #68 on: July 05, 2020, 08:05:07 am »
Tried your mod today, very interesting and unusual, good luck to you! It's cool that you use new mechanics, it will be very interesting to see the development.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5254
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [WIP] X-Chronicles version 0.3
« Reply #69 on: September 04, 2020, 01:52:41 am »
I was away from the forums, so I did not notice the update, but I'm watching this with close interest. Kudos on new designs, this looks like beginnings of something really huge. Don't stop work on it - few oxce mods are on the quality levels of yours. I notice how much X-Piratez grafix you take and improve - it makes me feel really good, that it can serve other modders to help doing awesome work!

Offline Nord

  • Commander
  • *****
  • Posts: 1229
  • The Gate will open... someday.
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #70 on: September 04, 2020, 02:22:21 am »
I am working. But things goes slow.
Here is legion thunder priest.

Offline Mathel

  • Colonel
  • ****
  • Posts: 166
  • Do not mistake Muton for mutton.
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #71 on: September 04, 2020, 12:19:11 pm »
Seems interesting. Once I finish my XCF playthrough, I should try this.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5254
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [WIP] X-Chronicles version 0.3
« Reply #72 on: September 05, 2020, 02:02:44 am »
Found 2 critical bugs, disallowing to launch game in new OXCE:
1. hunters have nonexistent item STR_HUNTING_RIFLE_CLIP (I assume they should have STR_HUNTING_RIFLE_AMMO)
2. some enemy has nonexistent item STR_ARCANE_CLAW (I assume should be STR_ARCANE_CLAW_1).

edit: there is more of it - missing corpse items for a bunch of armors:
Error processing 'CHRYSALIS_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'DIGGED_FIRE_OSTRICA_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_1_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_2_ARMOR' in armors: Missing battle corpse item(s).


Edit2:
Testing so far - budget is rather tight, and soldiers die in droves. I'd consider cutting their hiring cost in half.
« Last Edit: September 05, 2020, 07:54:13 pm by Dioxine »

Offline eXalted

  • Sergeant
  • **
  • Posts: 19
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #73 on: September 06, 2020, 01:19:12 am »
This looks really really awesome!

I am curious to play it but noticed that the soldiers start with (really overpowered) Laser Rifles. Is this intended?

Offline Nord

  • Commander
  • *****
  • Posts: 1229
  • The Gate will open... someday.
    • View Profile
Re: [WIP] X-Chronicles version 0.3
« Reply #74 on: September 06, 2020, 02:31:58 am »
Found 2 critical bugs, disallowing to launch game in new OXCE:
1. hunters have nonexistent item STR_HUNTING_RIFLE_CLIP (I assume they should have STR_HUNTING_RIFLE_AMMO)
2. some enemy has nonexistent item STR_ARCANE_CLAW (I assume should be STR_ARCANE_CLAW_1).
Ok, got it.
Quote
edit: there is more of it - missing corpse items for a bunch of armors:
Error processing 'CHRYSALIS_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'DIGGED_FIRE_OSTRICA_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_1_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_2_ARMOR' in armors: Missing battle corpse item(s).
Are thei needed? it is units leaving no corpse on death. Shall i give them "none" item as corpse?
Quote
Edit2:
Testing so far - budget is rather tight, and soldiers die in droves. I'd consider cutting their hiring cost in half.
Ok. Almost no balancing is done at this point.
This looks really really awesome!

I am curious to play it but noticed that the soldiers start with (really overpowered) Laser Rifles. Is this intended?
Laser rifles are a test items, you can ignore them.