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PALU

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Everything posted by PALU

  1. Are they? I only see harridan_elite.jpg and wraith_warrior.jpg. Androns are split in two, and Caesans and Sebillians are split in 3, so those cases should not be much of a problem. I may well have missed something or failed to look in the right places, though?
  2. Bombing Run Mission: Great! Changing the trigger point for "Laser Mass Production" would be very useful and would work well with: Weapon Mass Production: Perhaps the naked theft of my research has a silver lining after all, Commander. I've been following the progression of our stolen technology through unofficial channels and it looks like the combined brainpower of this planet has finally cracked a fraction of what my team has managed to create. Laser weapons are now mass produced on a global scale and are being hastily issued to as many soldiers as they can crank them out of what industry still exists. You can expect friendly forces to be better armed than they previously were. Our projections suggest the statistical likelihood of a non-Xenonaut soldier dying or being severely maimed in combat has dropped from 95% to 90%. It isn't all sunshine and rainbows, of course. Now that every nation has their own weapons program (successful or otherwise), they're completely dependent on crashed UFOs for Alenium and Alien Alloys, making our sponsors our biggest competitors for the resources we need to win this war. Furthermore, the xenoastronomy lab reports the alien armada appears to be have completed refitting their small/medium crafts (as we have seen ourselves) for atmospheric flight, are well underway with their medium ones, and have even started on their largest ones. Expect to see gradually larger and more dangerous craft in the sky, Commander! They're definitely coming for us. However, as a result of this development, we have decided to help the national governments out by providing them with technology so they can at least cushion the blow for us and buy a bit more time for the only actual force in play to do the job. This, of course, means we won't be able to make any profits on sales in the future either, but we have made it this far on sponsor money, so this is probably the better investment. Judging by what we have seen of the local efforts so far, we would expect local forces to largely be equipped with basic level equipment (i.e. Mk-1) of the latest technology (both Energy and Kinetic) somewhere between 1 and 3 months after we manage to research it. After all, they have to produce the equipment at an industrial scale and then distribute it (and we can't devote resources to develop the industrial production processes for them). The industrial scale also means they can't change the production lines constantly to produce improved equipment. Also, they'll have to stick with the original design, which is the least resource intense version, as it allows them to produce the highest volumes with the resources they do have. The problem with the Harridan and Wraith Lore++ description is that they cover the whole time span in one image. However, given that the (very nice) images are fixed, I think phase 2 is the right place for them, even though it reveals the future appearance of more advanced troop versions not encountered yet (hm, maybe a line about interrogations revealing their existence?). I tried to keep the weapon tech info somewhat obscured, which is probably good enough, even though it reveals a little too much on that point as well. I think the Officers can be taken care of as well, given the input.
  3. Lore++ investigation: This turned out to be trickier than expected, because it's cut the wrong way, and I'm far from done: - Research Mission states that the craft land frequently, but I don't think that's the case anymore? - Laser Mass Production is present in the OP Endgame save, but not in mine (phase 2/3 transition). The laser weapons mentioned have appeared for a fair while in my game, but the ship refitting is gradual. If the text appears at a late stage it's fitting to say refitting of the largest ships is almost complete (which is what it does currently). Ideally the laser weapon stuff should appear earlier, with the refitting stuff appearing late, but I assume this is not an option. - Bombing Run Mission seems to fail to appear. Present neither in OP Endgame or my save, as far as I can tell. I haven't tried to find out why. The class analysis entries cause some trouble, because they really reveal too much (or at least too early), at least for the wraiths and harridans. Levels encountered at later phases are described, as well as the non existent "officer", and the terror troops are missing. This is how I've tried to "repair" those: Wraith Class Analysis: Commander, please talk to your men. If a test subject manages to breach quarantine the correct response is to subdue and restrain it until our specialists can get to the scene. It is most emphatically not to grab whatever is to hand and reenact the more bloody scenes from the Texas Chainsaw Massacre, even if the subject does manage to teleport into the mess hall during chow time. When your brutes had finished there wasn’t enough left of the Wraith for tissue analysis. Like Harridans, Wraiths have a truncated class structure. This is probably to do with their elite status in the alien hierarchy – no Wraith need sully its hands with manual labour! While Wraith battle armour is a uniform green, we have noticed a considerable amount of personalisation with no suit exactly the same. This is probably how Wraiths distinguish themselves socially and indicates that Wraiths have a surprising level of independence in the alien hierarchy. We have identified certain strata of rank within the Wraith military, identifiable by the amount of armour it is permitted to wear. It can be noted that Wraiths have only been seen together with Caesans, but that doesn't necessarily rule out their presence in other company. Soldier: The Wraith solider class wears a segmented, armoured bodysuit with additional plating at the shoulders and typically carries Neutron weaponry. Their ability to teleport into flanking positions and behind vehicles frequently allow them to unexpectedly strike from hiding. Warrior: The Warrior class has a larger variation in armament, and use Photon weapons. Apart from additional plates on the legs, the primary difference is in the thickness and quality of the subdermal armour implants which considerably improve their resilience. Elite: Examination of the Elites’ armour suggests considerable “after market” modifications, the most common being a treatment similar to the hardening process we have observed in Landing Craft. We have also noted implants of an unknown type that improve the flexibility, agility and overall resilience of the Elite. Elites wear the most complete suits of armour - a green bodysuit similar in design to Sebillian Elites, as well as a more enclosing set of armour plating. Elite troops carry Thunder weapons. In addition to these "normal" ranks, there is also a parallel rank of Terror troops, i.e. Terror Soldier, Terror Warrior, and Terror Elite. These troops differ from the normal versions in that they use the same weapons as the other terror troops they operate together with, they have a greying hue to their armour, and their eyes have been modified to be reddish in colour. Addendum: The "Officer" class doesn't seem to exist: it appears the head gear observed was actually the result of Wraiths injured in crashes bandaging their wounds, presumably taking care to protect their bruised nodes. Harridan Class Analysis: Like some of the more obnoxious bean-counters in administration, the Harridan class structure is short, blunt and myopically focused on its role. We have identified several classes of Harridans, their primary distinguishing feature being the quality, coverage and effectiveness of the armour they wear. Soldier: Often seen accompanying Androns (no doubt to provide technical as well as long-range support) and Sebillians, the blue-and-white Soldier class is the most common opponent you will face. I hope I shouldn’t have to warn you about their skill with rifles or their jump-packs. The soldiers appear to use sniper rifles or cannons using any of the Matergy, Plasma, and Neutron classes, as well as Flamer cannons. Warrior: The most obvious upgrade the purple Warrior receives is the addition of armoured gloves and boots as well as upgrades to their targeting systems. As can be expected, they still use sniper rifles and cannons, but those weapons use more advanced technologies, while still covering all the bases of regular weapons. The Elite is physically indistinguishable from other Harridans, however their black and grey suits are of the highest quality and incorporate powered elements that vastly improve their physical and mental capabilities. The Elite is superiour to other Harridans in every way. These troops still use sniper rifles and cannons, but ones using the most advanced technologies available. In addition to this "normal" hierarchy, there is a parallel one of Terror troops, i.e. Terror Soldiers, Terror Warrior, and Terror Elite troops. These terror troops are deployed in the same missions as other terror troops are, and have better armour than their regular corresponding units, with a grayish tint. The terror troops still use sniper rifles and cannons, but ones based on technologies that seem to be reserved for terror troops. Unusually, there is no evidence of higher-ranking leaders among the Harridans. Our best hypothesis is the nature of how Harridans behave precludes the mental capacity for grand strategy. They depend upon leaders from other races to provide them with direction… and targets. Addendum: It appears there is no Officer rank among Harridans. We have been unable to identify how that notion entered our system, but it's been surprisingly resilient to elimination...
  4. I agree with that. I've been a bit unhappy with that.
  5. I'll try to get that into the lore. A possibility might be Advanced Xenomorph DNA, and given that the queens interrogated have shown intelligence, they might have told the interrogators. The human command (at least X-Division's) are quite aware of facehuggers, after all, so humans definitely know about it, but possibly not the whole story unless they can get it out of a queen. Adv Xeno DNA comes fairly late, so it might be a suitable place for it. Edit: Hm, I just unlocked the Alien Leader Interrogation, and it doesn't quite hang together. The latter half seems to assume we have actually caught a Praetor, while this research can be unlocked by a Sebillian, so I think the mind control part should be moved to Praetor interrogation, especially given that it's only flavor, although a hint about the mind control power might be suitable.
  6. This is what I've done to Xenomorph DNA Analysis: We have now analysed the Xenomorph DNA successfully and crosschecked several different variants against each other, and this has verified our suspicion that the variants aren't different species, but rather different expressions of a common set of DNA in a fashion analogous to how ants can form several different castes from eggs laid by the same queen. The facehuggers bursting out of eggs are most disturbing. While the scurrying critters aren't hard to kill and dies of lactic acid buildup fairly quickly (they seem to last a little longer as the war wears on, indicating the aliens are "improving" them) if they fail to find a victim, the ones that do find victims are a significant threat: Even if killed, an immature Praetorian hatches from it, and if left to its own volition, the Praetorian hatches anyway after some time. It also seems that this Praetorian differs from the "normal" ones (thankfully!) in that it continues to evolve and will metamorphose into a Queen unless killed. The most alarming finding is that these Queens differ from the "normal" ones in that they seem to continue to gradually metamorphose into ever more dangerous Queen versions unless killed. We are currently unable to determine how far this metamorphosis chain goes, but I definitely recommend you don't try to find out in the field, as I suspect we won't even get a battlefield report out of such an attempt. We have also confirmed that normal Xenomorph units are hatched from civilian captives (so we know at least one reason for the abduction reports!), and the "normal" Pratorians hatch from Wraiths (we don't know if the Wraiths are victims or "blessed" when selected to become Praetorian incubators, but the sociological studies will have to wait until after the war). Queens actually start as Praetorians and rapidly metamorphose into Queens. Interestingly, this research has uncovered a weakness in Reapers (not Xenomorphs!), allowing our troops to deal a little more damage against them. We believe this knowledge, assisted by Zombification and Alien Blood Technology, should allow us to start research on the Heavy Chemical Gas topic. and Reaper DNA: By analysing the DNA of various Reapers encountered we have confirmed that they are of the same species, using differing expressions of the same set of DNA to produce different versions (similar to how social insects produce different castes from the same genetic material). We have also confirmed soldier reports from the field: "Zombies" can be killed to prevent reapers from hatching, and, disturbingly, it seems the more advanced Reapers are not only more dangerous than the earlier ones, but also mature faster within their hosts, resulting in them bursting out faster after injection. Analysis of the Reaper DNA has provided us with one of the components to improve on the chemical gas technology, although we also need to know how alien toxins work to actually start. Note that this is from earlier today (or was it yesterday?), so the latest discussion isn't included. I believe I've seen xenomorphs bursting out of both killed and unkilled zombies in more or less every terror mission where xenomorphs are present. Local forces have a tendency to blast them... I've mostly stayed away from Lore++ as I didn't know how it behaves. I then assume you intend to load it before my file, and that causes the Lore++ version to be overridden if I've got an entry, and that the images will still be from the "real" version? I'll address the Asierus. Also, this is based on the .01 file. I intend to diff it against the one you changed. I'm still locked up in ground battle in my game, so I can't update yet.
  7. The butchered aircraft: The Sonda was described as a 4 cannon interceptor, rather than a 2 missile craft, while another was describes as the fastest interceptor in the sky, while it was fast only for a bomber... Power Sources: I was a bit unclear. I meant the actual items, where I've been wary of disassembling them in case they're needed to build something (think Goliath and control system downgrading disassembly). However, all other indications are that the power sources for vehicles and the like can be built as part of the vehicles themselves. There's a text about naked singularities having to be captured, though. I've thought about getting the immature creature burst out to be described for the Xenomorph, and ought to do so. It really is a bit early to have it in the first entry, it hasn't been experienced yet usually (that would be after the first terror mission with them), but that's probably the best place. I'll look at categories to see what it will look like. Another possible split would be ready to proceed, need a little bit, and we think this might be useful somewhere in this general direction. I tried to find 1½ line spacing, but that seems to use CSS and/or "real" HTML, and I don't know if those things would work. &#sup2; didn't, for instance, but the code number did. @Larry Burstyn It happens less and less frequently the longer the invasion goes on, but yes, it was quite common that they didn't crumble until it was their turn in the early game.
  8. I've addressed the first set of comments. I've also added description based on your morphing image to the Reaper and Xeno DNA entries and corrected the reaper description (it said they'd burst out if zombies were killed, which I think is the base game behavior). I'll address the latest comments as well (Not sure I agree with your view on list layout, but I'll take a look at it to see what I think looks reasonable). I wasn't too happy about butchering a number of nice aircraft descriptions, but unfortunately, those nice descriptions described something completely different from what the aircraft had turned into. Edit: "touch" -> "tough". Goliath: Good point. I've updated that. First grenade had 4, for some reason, but the rest seem to say 8 already? I tried an empty line between entries in lists, and it's butt-ugly, in my eyes, and increases the length of the entry so it has to be scrolled in several cases. I agree there should be a line before the list though. When it comes to "another eye-pleasing format" the problem is that I don't know of any. I think half a line in between would look good, but I don't know if that can be done, and certainly not how to do it if so. As far as I can tell, power sources of various complexity don't have any use, and thus ought to be disassembled to unlock resources from them. As I haven't been 100% certain I haven't written that, however (even though searches in the manufacturing file haven't found any matches).
  9. If you think people's perception of this mod is dependent the legalese of whether it's actually part of this mod or technically is part of other mods that your installation sets up to include, I think you're wrong. They can have their money back regardless (which amounts to 0) and will probably base their impression on the totality regardless. If you think the legalese matters you should have a big disclaimer listing all the mods (potentially) used you're not actually responsible for. The ability to disable mods is a valid point, though. If the version you're about to make is backwards compatible there are a few things that ought to be updated, but if not, it's probably just as well to go ahead.
  10. @Svinedrengen I've taken some time to respond as I've been unsure, but I think I'll correct things pointed out for a little time at least.
  11. 2-3 turns for recharge: again and again... Reporting bugs: Given the abuse I get when indicating there are error but being unable to provide you with your rather precise bug reports requirements, you shouldn't be surprised I avoid the abuse and let you live in the illusion of perfection. Lore++: I didn't know whether you had control over that or not. Transferring 1000 entries by hand... It's easier to just replace the file, as copying is error prone and doesn't provide any benefit. If there are changes that need to be merged, it's easier to do it the other way. Still, that doesn't get around the responsibility part, but I don't understand how you creating a mod would get around that. Yes, I understood you talked about another mod. That's why I responded to it. Are the modifications in xenopedia.xml for the current version of this mod or the probably not going to happen future updated one?
  12. Androns: Yes, I'm referring to the guarding ones in the command room. The ones standing inside a door (but never beside it, as far as I've seen) on the lower level are passive. Integration: I thought I did so from the beginning. My first preference would be just integration as part of the mod, the second one integration as part of Lore++ (where the "solider" spelling could be corrected), but an additional mod would work. The reason I really don't like the robosadist is that it's extremely annoying as you're locked up turn after turn waiting for it to respawn again and again, and again while enemies out of view fire at you, but more seriously, it depletes your ammo severely since it has an enormous amount of hit points. Also, you can't kill it on the first turn as it's protected by the smoke, and the resurrection explosion destroys explosives. Finally it kills the game when a non existent bug freezes it when the robosadist attacks the ground vehicle (which it seems to have a preference for), so you have to make sure to keep that out of range (while also being restricted by the area controlled by enemies). A single resurrection would mean you only had to kill it 3 times, which is bad enough, but something you can at least live with (and which can be implemented with the current logic used for roboreapers). Predator issues: - The Predator armor is described as being impervious to gas, so it came as a surprise when alien stun gas knocked the solider out (and Harridans ought to be immune to non corrosive gas as well). I suspect the units can't be fixed, in which case the description ought to be. - If I remember correctly, the Predator is described as giving the soldier the strength of 3 men. As far as I can see it supports itself, but there's no extra carrying capacity, so there's a lot of unused space there (on my units, as they carry miniguns with some ammo and med packs [so other units can use them]). I hadn't gotten access to that armor when I updated the text. - The Predator text indicates you should be able to walk through walls like enemy units can, but I've only managed to march through fences rather than jumping them (which at least allows you to clear the way for shield bearers).
  13. - I haven't invented the crash site bonus: it comes from somewhere displayed by the mod. This may be some remaining original text or a loading tip (saying it's 50% of the normal bonus, I think). Doesn't mean it has to be correct, though, only that the text is somewhere else as well. - I haven't gone back and updated entries made earlier, which is why the production costs may be missing from some armors. - I don't believe I've invented torpedo for the ship types mentioned, but think I've taken it from the weapon file. Doesn't mean they actually are torpedoes, though, as all I've got to go on is the names as I usually haven't seen the ships yet. There's a reason no effects of the weapons are described (and statements that weapons are nastier at later stages haven't been verified either: I've just assumed that's the case for all kinds of upgraded versions of vehicles)... I haven't gone back and checked, though. - My experience of Androns is that when you open a door in a ship and there's an Andron just beside the door, the bugger blasts through the the shield of the soldier rather frequently. If it was a minigun the soldier is a goner as well. It the andron is at the back of the room the shield will usually save the soldier even against a minigun, but won't be usable for another try. I'd certainly like to have a TeraHertz scanner to see if there's an enemy lurking beside the doors... If only the shielded androns would reaction fire clearing out a craft would be fairly easy. It's possible my play style doesn't build reaction sufficiently, but the shooting galleries I saw in the previous version haven't been seen in the current one, and trying to capture as much as possible doesn't help either. - The reason I haven't tried to describe xenomorph morphing is that I haven't found any suitable place for it (and I've never seen a queen morph "for real" myself). It shouldn't be in an entry on capture, as that's far too early usually, but rather when the player has seen it, but that's not possible to determine (and I've never seen the results of a face hugger conversion either). Possibly on DNA analysis. I've never seen a terror soldier morph into roboreaper boxes either, only robodog ones, but haven't seen any phase 3 ones. - A robosadist corpse is required to develop one of the last stage armors. My single encounter with a robosadist gave the impression no corpse can be recovered, and my attempts to determine if that was correct from the files failed. The earlier version op endgame save did have the armor, but not the corpse disassembly. - It can be noted that I have mentioned the other sadist unit after the players have had enough frustration with it to probably figure it out themselves. - I don't care about credits nor do I think keeping incorrect info shows respect.
  14. @Svinedrengen and @Larry Burstyn : The xenopedia.xml work is now finished. I hope at least one of you make use of it, so it's not completely in vain.
  15. I've replaced the file with the second update, but I have some problem understanding Reapers, where I've processed about half of them (the other half is presumably further down in the file): I've changed the text to reflect that zombification only appears if the victim is killed, but the description claims that killing zombies just results in an earlier release of a new Reaper, while my experience so far is that they just go splat when killed. I don't know if different ranks behave differently in that respect, or if none of them are released on death. Also, I don't think I've seen a regular zombie spawn a Reaper, but it might just be that those that did were out of sight, but it might also be rank related. As I don't know how it actually works (and have been unable to make sufficient sense out of the files I've looked at) I've just left the original description in place as the safest option.
  16. Geoscape bug indication (probably not enough meat to be a bug report, but might serve as an indication of something to look out for): I've twice had the game suddenly disappear after having aircraft catch up with an alien craft, auto resolved the conflict, and then immediately gotten a new engagement seemingly waiting in the background. When that was auto resolved the game vanished. In both cases reloading the latest save had things play out differently so the engagements were resolved separated in time.
  17. Are the freezes I've seen (which most likely have been triggered by reloading) caused by reaction fire TU reservation, though? None of my cases have been during my turn (when reaction fire attempts by melee units would be triggered by my actions), instead, it happens during the enemy turn, but it's hard to say what happens in detail, as I typically see an enemy move in the distance and then disappear out of view, or all of it happening completely out of view, such as hearing a unit firing, and then nothing more happens. However, I definitely can't rule out reactions to actions by locals.
  18. I do get freezes from time to time. However, the "no ground combat saves" rule for bug reports essentially rules out any useful bug reporting of ground combat bugs. What info, apart from the mandatory mod installation screenshot and a useful description do you need to have a reasonable chance to find something? Still hearsay, of course, so this is just background info, most of the cases I've seen seem to be some enemy unit acting, but probably freezing mid action, and most, but not all, of the cases have involved melee units (Reapers, robodogs. I'm not sure I've seen xenomophs, but it's probably just because the sample is small).
  19. Unless "Charons Changes, Psi, Sounds" and/or "No click sound" are ambient sound mods, I fail to find any that are activated by the X-Division installation. "COM - Ambience Forest" and "COM - Ambient Sounds" are marked as not being active.
  20. Unfortunately, ground combat is a bit buggy, and I'd suggest using multiple saves that you cycle through. I've had a few different cases: - Freezing during the enemy turn. This has sometimes been possible to get around by repositioning such that the buggying unit isn't visible. In one case that didn't work and I had to revert to the latest geoscape mission and land again as the landing save resulted in the same freeze. Fortunately, the geoscape save was fairly close to the landing point. - Freezing during loading. Nothing to do but to use an earlier save if several attempts all freeze, unless the advice in the preceding post works. I think the reason this is more common during terror missions than the smaller ones is that there's more going one, so there are more chances that a bug is triggered.
  21. Yes. As far as I can tell there's something inside the save that tells the game which research the game has unlocked, but the text itself seems to be read from the .xml files when the game is loaded (I haven't seen any effect when changing the file with the game paused in the background and then displaying a modified topic). That's actually how I started: by writing texts for research I had unlocked in my game and checking that the changed text had taken effect. Note that this regards the text only: changes to research requirement, introduction of new research, and other changes to the actual game content should not be attempted unless you're very sure about what you're doing (and I'm not...).
  22. @Svinedrengen I've done what you suggested and have created a thread: https://www.goldhawkinteractive.com/forums/index.php?/topic/19640-165xce-v0350-x-division-100-beta-01-xenopedia-texts/.
  23. The purpose of this "mod" is to provide some descriptions for the many xenopedia entries that are empty in the X-Division mod, as well as to correct existing entries that no longer reflect the current state of the mod. The file is for the 1.00.01 version if X-Division, and it's unknown if it works for earlier versions. It does work for an existing campaign though, as all it does is to replace one displayed text with another, but not change any references or structures. Installation: Back up the <xenonauts>\assets\mods\X-Division\xenopedia.xml file by e.g. changing its extension, and then download and place the supplied xenopedia.xml file in the original's place. Notes: - The work is complete. This means all entries thought to be available in the game has been visited. - The first half of the expected work was done as an exchange in the X-Division thread, while the remainder will be performed here, with no feedback received. The process started with the entries the author had uncovered, which was a sliding set of the first and a bit of the second phase. From then on entries were processed in the order they were defined in the file rather than by phase. - The X-Division team is free to use any or all of the contents I've made or modified if they decide to release a new version, and others are free to use this work as the basis for refinements. - This file will not switch to support a new X-Division release unless that release is compatible with an ongoing campaign (which doesn't seem likely). Caveats: - Most of the work has been made without the benefit of a spell checker, so, unfortunately, there are probably a fair number of spelling/typing errors in the file. - There are quirks/bugs in the mod that the texts tries to deal with, but the texts cannot correct them (that would require a real mod). - Some of the text is based on trying to understand information in other files. It's quite possible some of that is misunderstood, and in some cases there are several similar sets of entries, so a best guess had to be made as to which one was actually used. - The entries varies a bit in structure and approach. This is a result of the work being performed over time, and the knowledge and approach has changed during this process. - Entries thought not to appear in the game were initially left as is, while later entries have had their text of "Description" replaced by "Dummy". Appearance of a description text of "Dummy" means a mistake has been made, but there's not really any change in the actual information. Edit: 2018-10-13: Final version Edit2: 2018-11-13: This thread will not be updated any more, as the X-Division mod has moved on and the contents of this thread has been appended to it (in an updated state) as "Palu's Shining Xenopedia". Thus, any further work will take place in the main X-Division thread. It can be noted that the installation instructions for X-Division 1.00.10 describes how to continue an X-Division 1.00.01 campaign while still getting most of the updates, so there's no reason to stick with the older version (unless you have an intense dislike for any of the changes, I guess). xenopedia.xml
  24. @SvinedrengenAn important misconception is that I would enjoy writing the stuff, which I find to be more of a chore, while still trying to do a reasonable job at it while still actually slogging through it (i.e. trying to reach some balance between quality and speed). I don't see how people would be able to use it if I don't make a mod, advertise it, and maintain it, none of which has any appeal to me whatsoever (and I don't know how to do it either), as it would increase the scope of the task beyond what I'm prepared to accept. The original 1½-3 month effort was already stretching what I was willing to commit to. Unfortunately, Charon is very good at saying one thing explicitly, and then later serve up a generous helping of indications that things have changed, without actually, legalistically speaking, saying so. That is a mode of communication I have significant issues understanding, as has been proven, unfortunately.
  25. If you bring up the Ancient stuff, I still have no idea what you mean, where the nonsense is, or anything else, so if you actually said something apart from "it's wrong" I failed to understand it, which is why it is extremely frustrating. I eventually gave up and tried to move on. We are not on the same page, as I still have trouble understanding your intentions. However, I think we are not at war, which seems to be the best we can hope for.
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