aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Svanh

Pages: 1 ... 3 4 [5]
61
Open Feedback / Re: Alien sight range annoyance
« on: October 19, 2013, 07:20:29 am »
I remember aliens doing this in the original. It's probably due to another alien spotting for the shooter (if aliens work like that).

62
Offtopic / Re: beginner's question
« on: October 18, 2013, 12:06:55 pm »
Smoke grenades might be more trouble than they are worth on Snakeman and, to a lesser extent, Floater terror missions because they obscure your soldiers' vision as well as the aliens.

You do not want Chrysalids or Reapers walking up to your soldiers unseen.

63
Work In Progress / Re: Having some trouble with line 0, column 0 error.
« on: October 17, 2013, 01:58:35 pm »
I've added ammunition and weapons, adjusted most weapon stats, adjusted soldier stats, adjusted/added research and manufacture entries, adjusted most if not all armours and alien stats, added some armour, added a UFO with deployment details and a mission etc.

The problem popped up when I started playing around with HWPs and adding stats to armour. I'm expecting it to be in STR_ASSAULT_DRONE entries or entries related to them (Maybe in research?).


--- posts merged ---

Really sorry to anyone who's had a look at the second ruleset for me. There isn't a problem with the ruleset, I just typed the wrong filename into the config file. :-[

Thanks for all the help!

64
Released Mods / Re: Sectopod HWP OXCOM0.9
« on: October 17, 2013, 02:08:28 am »
@Warboy: is it possible to have terror units and tanks that feature two weapons? the terror units have only one which is defined by having the same name as the unit, as I recall, so that's probably a "no" there, but what about tanks? it would be interesting to have a sectopod that has for example a laser gun and a conventional missile launcher...

also, didn't somebody (chiko?) make a sectopod "chassis" once, which would allow for "walker HWPs" with different turrets? did he ever actually make a whole set or was it just one mockup picture?

Working off the vanilla HWPs it seems that fixed weapons(in the items section) must have the same name as the HWP defined in the units section. The armour used for an HWP does not have to have the same name though.

It would be nice if you could add secondary weapons though.

65
Work In Progress / Re: Having some trouble with line 0, column 0 error.
« on: October 17, 2013, 01:59:47 am »
Thanks! Fixed that ruleset.

I have another ruleset (attached) giving me the same issue but without the problem with armor/armors. Since they both showed this issue at the same time I assumed it was the same problem which is why I didn't post it before.

Thanks for any help! :)

66
Work In Progress / Having some trouble with line 0, column 0 error.
« on: October 16, 2013, 02:20:53 pm »
I get a line 0, column 0 error: bad file on the ruleset attached. It popped up the first time I tested it so I'm not sure quite which part is wrong. I have tested the battlescape applicable portion on another ruleset, and it worked quite well though.

Any ideas?

67
Work In Progress / Re: Alien mission/alien deployment questions
« on: October 08, 2013, 01:03:12 am »
Thanks for the explanation and the help.

68
Work In Progress / Re: Modding the Psi-Amp
« on: October 08, 2013, 01:02:09 am »
maxRange doesn't appear to do anything for the psi-amp unfortunately. The reason you haven't found any maxRange instances in the ruleset is because vanilla weapons all had infinite range. Adding it to a weapon just requires you to add the line "maxRange: x" to a weapon, making sure all indenting is correct.

I don't think you'll have much luck with battleType. Given that the psi-amp has the same battletype as the electroflare and there doesn't appear to be a way to transfer the psi-amp's psionic attacks to another item a battleType change would probably just give you a psi-amp that also shoots.

Altering enemy psionic strength is probably the easiest way to nerf the psi-amp. I'd suggest adding about 20-30 to Mutons and 60-70 to Ethereals with the other races between those.

That, or set caps on soldier stats so that psionic strength can't exceed 80/skill can't exceed 50 etc.

It really depends how hard you want to make it for yourself.

69
Work In Progress / Re: Alien mission/alien deployment questions
« on: October 07, 2013, 01:04:43 pm »
I had another look at missions. The failure the first time may have been because I was defining the deployment from the Terror Mission deployment. I defined a UFO and a deployment using the same name and the mission was playable from the New Battle screen with the correct distribution of enemies.

Another explanation for the previous problem was that I was on 0.9 stable at the time and also wondering why extraStrings and extraSprites kept failing.   :)

70
Work In Progress / Alien mission/alien deployment questions
« on: October 04, 2013, 10:31:32 am »
How are mission entries linked to deployment entries? I am trying to make a version of the terror mission with mostly terror units and I've made mission and deployment entries for it.

When trying to play it in the "new battle" mode openxcom just crashes.

Here are the entries I've made:
Code: [Select]
  - type: STR_DESTRUCTION_MISSION
    data:
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 6
        lowQty: 5
        highQty: 15
        dQty: 7
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 5
        highQty: 15
        dQty: 7
        percentageOutsideUfo: 10
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 4
    civilians: 16
    roadTypeOdds: [50, 25]

Code: [Select]
  - type: STR_DESTRUCTION_MISSION
    points: 15
    raceWeights:
      0:
          STR_SECTOID: 30
          STR_FLOATER: 70
      1:
          STR_SECTOID: 40
          STR_FLOATER: 40
          STR_SNAKEMAN: 20
      3:
          STR_SECTOID: 20
          STR_SNAKEMAN: 60
          STR_FLOATER: 20
      5:
          STR_SECTOID: 10
          STR_SNAKEMAN: 20
          STR_ETHEREAL: 40
          STR_MUTON: 20
          STR_FLOATER: 10
      7:
          STR_SNAKEMAN: 100
    waves:
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 3000

What am I doing wrong?

Pages: 1 ... 3 4 [5]