Nookrium Posted September 11, 2015 Author Share Posted September 11, 2015 There are no commanders on a Supply ShipYeah... ignore all that, I think I might be losing my mind At least I clarified at the beginning that they don't have commanders, so I'm not completely lost. Link to comment Share on other sites More sharing options...
Hobbes Posted September 11, 2015 Share Posted September 11, 2015 There are no commanders on a Supply Ship, and only some Battleships and Alien Bases and X-COM base defense missions have them. That's more correct for Redux Link to comment Share on other sites More sharing options...
silencer_pl Posted September 11, 2015 Share Posted September 11, 2015 Wait so magically on base defense commanders get murdered by their kin ? Link to comment Share on other sites More sharing options...
Nookrium Posted September 11, 2015 Author Share Posted September 11, 2015 That's more correct for Redux ?? No commanders on Base Defense?? Silencer has a good point, that means if I shoot a retaliation very large down it'll have a commander, but if it makes it to the base hes gone? Link to comment Share on other sites More sharing options...
NKF Posted September 11, 2015 Share Posted September 11, 2015 Somebody has to fly the battleship home. Stick to the Battleships and alien bases for the commander. - NKF Link to comment Share on other sites More sharing options...
silencer_pl Posted September 11, 2015 Share Posted September 11, 2015 At this stage of advancement one would think that aliens have autopilot. Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 https://www.openxcom.com/content/modimages/RIECOKEE091220151132.png UFO Redux version 0.7 BETA has been released at the mod portal The secret invasion has begun! https://www.openxcom.com/content/modimages/TSYRVTEC091320151210.png The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet's defense, transport, manufacturing and research facilities that support the Earth's armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units. https://www.openxcom.com/content/modimages/USEPEAFM091220151159.png To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions. https://www.openxcom.com/content/modimages/ZQFGXBML091320151203.png New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia. https://www.openxcom.com/content/modimages/PVRGWUVG091220151142.png Expect bugs. And there's some unit images still unfinished and other minor details. For a detailed list of changes of version 0.7 check the first posts of this thread. All of the features in the pics are from version 0.7, so no spoilers to this Let's Play And guys, thanks all for the feedback - I incorporated a lot of it on this version. Nookrium 1 Link to comment Share on other sites More sharing options...
silencer_pl Posted September 13, 2015 Share Posted September 13, 2015 This is compatible with latest build right? I wonder what happened to version 0.6 Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 This is compatible with latest build right? I wonder what happened to version 0.6 Fully compatible with latest build. 0.7 was considered sexier than 0.6 Link to comment Share on other sites More sharing options...
silencer_pl Posted September 13, 2015 Share Posted September 13, 2015 Is the merc rule same as previous? Omega Facility in February ? Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 Is the merc rule same as previous? Omega Facility in February ? Mercenaries/Omega Corporation have been removed as a faction. There are now human collaborators though. The mission structure has been completely reworked. You will get a monthly Alien Attack Facility mission starting on February, but you'll get the pop up warning like a terror site. Those attacks can either be on ships, factories, military sites or research facilities, and on some you'll have different objectives like defending a building or disabling the ship's navigation (like the Synomium devices in TFTD). Later you can actually completely stop these alien attacks through research. And there are also special missions (including the former Omega Facility, now renamed Area 51) at certain months or when you complete researched, and you'll also get the pop up warning for nearly all of them. Link to comment Share on other sites More sharing options...
silencer_pl Posted September 13, 2015 Share Posted September 13, 2015 Sounds good. My only wish for now would be to drop January Terror or hold of the Cyberdiscs. Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 Sounds good. My only wish for now would be to drop January Terror or hold of the Cyberdiscs. It can be easy to delay the January terror site by using the Graphs to identify the area where it will take place: the Research mission always takes place at your base's region, so any other UFO sightings are from the terror UFOs. Then you can send the Darkstar to patrol over the area and detect the UFOs for your interceptors to shoot them down, which will delay the site, possibly until February. In any case, you could still get a 30% chance of Cyberdiscs for your 1st terror site on the original, and on Redux the chance is bigger due to the Mixed crews but you'll also get less Cyberdiscs on a mission since there will be other types of terror units present. Link to comment Share on other sites More sharing options...
silencer_pl Posted September 13, 2015 Share Posted September 13, 2015 You would have to gimp your interception by selling that first Interceptor and switch to Darkstar. Don't know which situation is better. Longer eyes or stronger arms. Also I've put a base in Georgia and got a terror In alaska. That's pretty far from starting location. Also... What's the point of doing terror missions, if the points for civilians are as not doing it anyway ? Unless you've made not attending to terror mission -10000 points or something. Default was -1000 correct? Link to comment Share on other sites More sharing options...
Nookrium Posted September 13, 2015 Author Share Posted September 13, 2015 Here's my next part, looks like I found my first major bug. Any ideas Hobbes? https://www.youtube.com/watch?v=5Q4hEXspK90 Fully compatible with latest build. It is compatible? I didn't think it was going to be? Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 You would have to gimp your interception by selling that first Interceptor and switch to Darkstar. Don't know which situation is better. Longer eyes or stronger arms. Also I've put a base in Georgia and got a terror In alaska. That's pretty far from starting location. You do not need to sell the Interceptor since your starting base has a Darkstar and the additional hangar for it... wait that's missing from the zip file lol. I didn't say that the Terror mission is spawned near your base, only that the Sectoid Research mission is. It can be easy to delay the January terror site by using the Graphs to identify the area where it will take place: the Research mission always takes place at your base's region, so any other UFO sightings are from the terror UFOs. Also... What's the point of doing terror missions, if the points for civilians are as not doing it anyway ? Unless you've made not attending to terror mission -10000 points or something. Default was -1000 correct? So many civilians is a bug, fixed now and thanks. Link to comment Share on other sites More sharing options...
Hobbes Posted September 13, 2015 Share Posted September 13, 2015 Here's my next part, looks like I found my first major bug. Any ideas Hobbes? Working on it. Doesn't seem to be the unit so most likely it's a terrain issue. Terrain appears to be Jungle, but I need a save to help out. It is compatible? I didn't think it was going to be? I was referring to OpenXCom builds. 0.5.4 of Redux is not compatible with 0.7 Link to comment Share on other sites More sharing options...
silencer_pl Posted September 14, 2015 Share Posted September 14, 2015 Now when Nook uses Avengers and Plasma Beam, I've noticed that the repair takes higher priority. With lowered ranged on plasma beams wouldn't refuel and rearm make higher priority? I mean Avenger can take lots of beating it would be rather more important to keep this babe fueled and armed. Link to comment Share on other sites More sharing options...
Nookrium Posted September 14, 2015 Author Share Posted September 14, 2015 Now when Nook uses Avengers and Plasma Beam, I've noticed that the repair takes higher priority. With lowered ranged on plasma beams wouldn't refuel and rearm make higher priority? I mean Avenger can take lots of beating it would be rather more important to keep this babe fueled and armed.I'm assuming this is an OpenXcom thing, but it is pretty annoying, especially with how long it takes to repair. Link to comment Share on other sites More sharing options...
Hobbes Posted September 15, 2015 Share Posted September 15, 2015 I'm assuming this is an OpenXcom thing, but it is pretty annoying, especially with how long it takes to repair. It is an OXC thing. You can always you can simply go to Options, Advanced, then under Geoscape choose Force Craft Launch, allowing you to scramble craft at any time. A very compelling argument could be made that in real life you don't repair craft that are armed and fueled because of the danger of an accident since there is inflammable fuel and weapons involved. But since this a videogame and real life arguments can be silly Link to comment Share on other sites More sharing options...
Nookrium Posted September 15, 2015 Author Share Posted September 15, 2015 Well, you can still launch when it's damaged, it just won't add any fuel until it's completely repaired. It's not a big issue for my game since I have 2 other bases with manned craft, but if I only had the 1 Avenger I would really be hosed. Link to comment Share on other sites More sharing options...
Hobbes Posted September 15, 2015 Share Posted September 15, 2015 Well, you can still launch when it's damaged, it just won't add any fuel until it's completely repaired. It's not a big issue for my game since I have 2 other bases with manned craft, but if I only had the 1 Avenger I would really be hosed. I asked you before: do you have a save during tactical of that crash? I'm still trying to find out what went wrong. Link to comment Share on other sites More sharing options...
Nookrium Posted September 15, 2015 Author Share Posted September 15, 2015 I asked you before: do you have a save during tactical of that crash? I'm still trying to find out what went wrong.Oh, sorry about that, I missed you asking for it. My autosave during the mission is gone now.https://www.dropbox.com/s/vgxnst3sg22d49r/73.sav?dl=0 -- a couple days before the sitehttps://www.dropbox.com/s/e2ek10utu5pn6zr/74.sav?dl=0 -- Just after I'm pretty sure it was something on my end though and not the mod. When I loaded up save #74 I got a constant CTD at various times, usually within a couple minutes. Once I reinstalled OpenXcom it seemed to fix everything. Here's the next part, I got destroyed by Ethereals...https://www.youtube.com/watch?v=VnsRzDFT6hc Link to comment Share on other sites More sharing options...
Hobbes Posted September 15, 2015 Share Posted September 15, 2015 Oh, sorry about that, I missed you asking for it. My autosave during the mission is gone now.https://www.dropbox.....sav?dl=0 -- a couple days before the sitehttps://www.dropbox.....sav?dl=0 -- Just after I'm pretty sure it was something on my end though and not the mod. When I loaded up save #74 I got a constant CTD at various times, usually within a couple minutes. Once I reinstalled OpenXcom it seemed to fix everything. Ah thanks but I really needed it during tactical to confirm it was Jungle terrain, although I'm pretty sure it was. There are 2 usual reasons for the crash, first related to the Overlords and their terror units but they are OK, and the next with the terrain, but since it's vanilla it can be discarded. But if you keep getting CTDs then it's likely it was OpenXcom related. Link to comment Share on other sites More sharing options...
Nookrium Posted September 16, 2015 Author Share Posted September 16, 2015 When I loaded up #74 (after the crashing episode) the game was basically unplayable. I was constantly crashing while at the geoscape, after that mission. Once I reinstalled it seemed to fix everything. Link to comment Share on other sites More sharing options...
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