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Messages - bulletdesigner

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526
40k / Re: 40k
« on: September 18, 2017, 09:06:23 pm »


The custom made inventory for both.. since the priest and the ethereal inventory don´t convey the monk tunic spirit

527
40k / Re: 40k
« on: September 15, 2017, 10:44:01 pm »
sorry men i won´t be making that armor in a near future
some update on what i´m doing
Servitor and monk civilian units Drawing r 4



528
40k / Re: 40k
« on: September 15, 2017, 02:30:23 am »
is that pre-heresy armor?.. i cannot keep up with every new launch , new battle tanks, new everything
but in answer to the question , currently i´m making monk servo bot´s and if i add more new units to spacemarines will be centurian! before even that event tau or orks or some new enemy race

529
40k / Re: 40k
« on: September 14, 2017, 07:44:41 pm »
Mark X, is it possible to have these in? (Don't mind this feature request if its not possible and hard to do

i don´t understand the request , explain better

530
Open Feedback / Re: Pathing down the Skyranger ramp
« on: September 13, 2017, 03:12:00 pm »
I never look into it as a bug, but than in real life it cost more to walk up and down a ramp , i even thougt it was pretty cleaver ! But i see all people complain and even release mod to nulify it

531
Open Feedback / Re: Impossible to Reach UFO - is this a bug?
« on: September 09, 2017, 05:44:28 pm »
Turn on debug mode (ctrl+D) and teleport a unit to cursor using ctrl+W.
Then save and reload.

Is there any way to a teleport be intruduced in game , like apocalypse , that would be kool , since i see there is a way to use it in debug mode

532
Work In Progress / Re: Bullet Designer's V-22 as a stand-alone mod.
« on: September 05, 2017, 06:32:59 pm »
There's a hole somewhere. Bulletdesigner fixed some of those but either he missed one or I forgot to add his changes to my version

yes i remember fixing it, still i can miss something, i will attach to this post my latest plane 3 file

533
40k / Re: 40k
« on: September 05, 2017, 12:45:12 pm »
the only changes i made was organize the whole research (rearrange with # tab´s) and put research rulleset on separate file.
Maybe is the fact is STR_THREAT_ONE was 4 dependencies? while other 4 corpses correspond with unlock ... isn´t the 4 corpses unlock´s not enough? (maybe oxce+ don´t need dependencies and unlock at the same time)

534
40k / Re: 40k
« on: September 05, 2017, 02:14:04 am »
Got a CTD (and had to reboot) after researching 2 live aliens, the log said something about a FATAL missing str_threat_one. I checked , it is there, but maybe sth is wrong in the unlock part of it?



to be honest, i haven´t changed that part since one of the early release, does the problem persists? because i check ruleset and all is in order and one problem can be a invisible space that cannot exist next to the STR_THREAT_ONE

- name: STR_FLOATER
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE(space)<<del it

try it and let me know

535
Suggestions / Re: Scout planes in Battlescape
« on: September 03, 2017, 04:23:09 am »
I had such ideas, but ultimately decided that it would be worthwhile only if we could spawn it from an item, so it would not take up a soldier's place.
Could be a personal preference though, I don't use parrots and such.

I guess everyone is hoping for the miracle spawn weapon, me included, lots of turrets and possiblities will  arrise !
 

536
40k / Re: 40k
« on: September 02, 2017, 06:06:02 pm »
new version UP


Nop the size is from video files

537
40k / Re: 40k
« on: September 01, 2017, 10:07:41 pm »
Bullet, any chance for us to test your new version build? Pretty excited to give it a spin!
the file it´s almost up to date

also i´m planning a release soon, but the more i do the more i get involved and do more stuff


--- posts merged ---

new version UP

538
The default mode for each alien unit is Patrol - each turn the alien will choose a node and move between them. Once the alien sees an enemy unit the AI will switch the unit's individual mode to either Combat/Sniper/Escape depending on its rank, aggression stat and RNG. It will then remain on this state until the enemy unit is killed or, in case it can't see the enemy unit anymore, it will remember its location for X turns with X being determined by its intelligence stat before reverting back to Patrol.

So you can't switch the AI mode since it is determined individually for each unit. As for the turn 20 timer, what it does is that after turn 20 all the alien units know the location of all your units. They will not Patrol anymore but they'll switch to either Combat/Sniper/Escape


Thks Hoobes , just made it work with our explanation!
how to solve?
put 3 nodes under the 4x4 civ unit and linked it , now everyone wants a piece of the action, since you said they need to go to node to end patrol, i put nodes under the vindicator now vindicator is in combat mode, alien get crazy even in first turn


539
Just found on forum and read the tatical ai ufopedia https://www.ufopaedia.org/index.php/Tactical_AI
so how can i switch the Ai modes to combat ? is that the solution?
i see in the bughunt turn 20 they all switch to combat, will that work?


540
Work In Progress / Civilians Vs Aliens (no hostile actions between then)
« on: August 21, 2017, 05:08:40 pm »
I Several questions that i don´t know the answer but some of you must now..
 So i just created a scenario where i put 1 civ(vindicator) and 1 alien(predator) unit at range of each other and
  Both are armed, and both only start fire at each other on provocation from the other!
When i get at range with x-com units , predator starts fire without provocation!
I wanna a star a war between then without being me manually to start the provocation!
so do they need to move to detect or to fire? why no hostile action between like in terror mission? is it a point issue? a movement issue?




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