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Messages - bulletdesigner

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571


1- Force the game to spawn all aliens in the UFO or craft (theoretically you can already set percentageOutsideUfo to 0, but it won't really work),
2- Force the game to spawn all civilians in the UFO or craft.

3-The next step would be spawning units on certain mapblock coordinates (like items on the ground).

1- Tried, don´t work, percentageOutsideUfo only works in ufo missions ( the ufo becomes empty)
2- Tried, don´t work  even if i force aliens to spawn in a specific mapblock that block randomize the nodes aliens still

3- Bring it please  :P (next step evolution on openxcom)

572
Can someone help with this strange question :
The alien nodes works fine in a fixed map size, but when they get mixed in the random generating mapscript they are also deployed random. So my intent is to have alien in the fixed nodes like in the fixed size map and ufos.
So how does the mapscript messes the deployment? is when i add lines? when i fill area? i tried to go around by adding ufo craft but none deploys in that nodes if it´s not a ufo mission.
Can someone shed some light on subject?
tried all by now so they obey nodes, but i´m kind of stuck..

573
40k / Re: 40k
« on: June 26, 2017, 12:59:17 pm »
As a fan of WH40k universe I was interested in this mod and finally got some time to take a look. I played for about a hour and was surprised by the quality of this mod. Srsly, I never expected such a good sprites. But there some thoughts/complaints:
1) weapon mechanics still feels like an original game (X-Com, I mean). Bolters = Rifles, Lasguns = Lasers. WAT. See, lasguns in Wh40k are mass-produced cheap guardsmen weapons and bolters are the sort of BFG compaired to modern ballistic weapons. But here bolters are just a slightly buffed rifles. Oh, and Craft Bolter is still the same useless Craft Cannon from UFO. Both my starting interceptor craft has been destroyed by the same enemy craft despite the second interceptor was armed with crack missiles.
2) I guess shotgun should be renamed to stubber (since most shotgun-like weapons in WH40k are falling to this category).
3) FEMALE SPACE MARINES?! HELL NO! (but anyway this may be leftover from the original game, so I'm sorry for this complaint)

Anyway I'm still amazed by your work. Perhaps all my complaints are coming from the fact that I was trying to play this mod just like vanilla.

P.S.: found a typo
STR_STINGRAY_LAUNCHER: Krak Missile Launcher


1) bolter is the have much more power in the game than lasguns  stats to prove:

  damageAlter: #DA BOLTER normal ammo
      ToArmorPre: 0.1
      ToHealth: 1.0   
    power: 60

    damageAlter: #DA BOLTER mastercrafted ammo
      ToArmorPre: 0.1
      ToHealth: 1.0   
    explosionSpeed: 5   
    power: 80

    power: 70 lasgun ammo
    damageAlter: #DA LAS
      ToArmorPre: 0.5
      ToHealth: 0.9


    damageModifier: #CHAOS ARMOR
      - 1.0 #none
      - 1.0 #AP
      - 0.8 #FLAMES
      - 1.0 #HE
      - 0.8 #LASCANON
      - 1.1 #PLASMA
      - 1.1 #STUN
      - 1.1 #MELEE
      - 1.0 #ACID
      - 0.0 #SMOKE

Still las is more effective to vehicles like in the damn of war concept
Also in chaos gate lasgun is more powerful than regular bolter, they downgrade it when the created the imperial guard
I made so that in the endgame, bolter be the regular weapon of the game with mastercrafted ammo

also you need 2 crafts at same time to take down ufo  at the beginning so they don´t became shooting ducks by endgame and force more decisions
 
2) http://warhammer40k.wikia.com/wiki/Shotgun  Astartes Assault Shotgun - While not as iconic or widespread amongst Space Marines as the Astartes Bolter, the Astartes Assault Shotgun is a powerful and versatile weapon commonly used by their Scouts.

3) GW board room someone said " we need girl´s in this" " i know make then space marines" other said" but we love money and they only will buy head bits"" i know make the totally different space marines  but equal powerful with same gear and vehicles  even thought it makes no sense since space marines now have 2 hearts and are twice as tall as man" and call it heresy because we can give 2 heart but not remove big breast""ho man i love paychecks"     

one of my fav. game of all time is chaos gate, the main reason i´m doing this mod instead of playing it is 2 reasons:
--assault cannon deus ex machina everything is useless  even in hardcoremode
--characters are ussless (except librarian)
so my main goal is to do that balance weapons so every marine is important
and every character is important

i won´t start ranting about dawn of war where every marine is cannon fodder and someone watched lord of the ring and turn squads in to legions because we love paychecks
Also the fucking cristiano ronaldo has force commander in dawn of war 2 man that to me is more heresy than female space marine ("yeah f*ck captain kruger a wise old chapter captain we need teen´s in this""ho man we love paychecks" )

ho well sorry about mini rant i guess some passion was to be expected
i work with a lot of investors and they don´t give a fuck about context and art they just want $$ paychecks
and since i make no money in this, my decisions are made so i can play a good chaos gate  ;)

574
40k / Re: 40k
« on: June 23, 2017, 02:30:10 am »

1) That definitely sounds good.  None of my guys are strong enough to use the HB yet.  Low quality gene-seed I suspect.  Does the master-crafted ammo improve damage or accuracy?

master-crafted ammo does more damage
master-crated weapons have more accuracy
 

575
40k / Re: 40k
« on: June 20, 2017, 05:34:07 pm »
Just downloaded this mod and gave it a spin.  Absolutely love it, great work!  Only two problems thus far, though one is a game breaker:
1) Heavy bolter does same damage as regular bolter?  Heresy! Not chapter approved.

2) I keep running into crashes on the geoscape.  These occur at certain times and persist even if I reload an earlier save.  In my first game it happened 5 days in.  In my second game it happens early in the second month.  I've attached my savegame.  I


1) heavy bolter has 10 shot´s  and when you get master crafted ammo it get´s even more OP

2) crahes in geoscape usualy are my fault in alien mission scripting, i´m in the middle of doing a lot of side mission witch works in that part, and i´m  taking to long and i haven´t updated  yet  so it all works fluid , still i will see if your save game works with my version and try to help out

--- posts merged ---

mastermindkar
it´s works fine with me your save, as i load  it spawns space hulk mission , so was i said was old mission script


Just updated the 40k file, update it also and it should work fine , also remember you need open xcom extender
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

also you will need flamers , help´s  a lot ,more effective weapon vs 2x2 units gives damage x4 against large units


576
Work In Progress / Re: 50 x 30 ufo map size
« on: June 19, 2017, 05:36:32 pm »
By the way, if you're using OXCE/OXCE+, you don't need to turn the map into a UFO in order to place it on different terrains, this was one of the features of the vertical/alternate terrain code.  If you have the cathedral in it's own terrain, you can add it by the addBlock mapscript:

Code: [Select]
mapscripts:
  - type: [Some terrain name]
    commands:
    - type: addBlock
      verticalLevels:
      - type: ground
        groups: 0
        size: [1, 1, 0]
      - type: middle
        terrain: [Name of Cathedral's terrain]
        maxRepeats: 1

you made me interested in this vertical map option, i´m planning to add tank´s (1x1 map using terrorists units ) and crafts (1 x 1 map using civilian), and that´s seems the way to go add a map with a craft and a separated with a tank on several map´s


also thank for help all people on thread

577
40k / Re: 40k
« on: June 13, 2017, 03:00:02 am »

We definitely need new code to allow its movement.

got to give 200 on under armor for no granade exploit, since it don´t move,
but what will be awesome if we can equip all our craft with small turrets to give advantage to certain crafts
is there any code for civilian deployment? like in the alien for exemple:

    civilianTypes:
      - STR_CRAFT_WEAPON
    civilians: 4
    data:
        lowQty: 4
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 100
and spawn zone
    deployment:
      - [3, 3, 1, 2]
      - [2, 3, 1, 6]
      - [2, 4, 1, 4]
      - [3, 4, 1, 4]

the predator guns can be done because we can control those 3 variables:
 the location
 the type
 the quantity
if the same can be done for civilians it is gold

578
i have´d the same problem some time ago doing the flying daemon https://openxcom.org/forum/index.php/topic,4322.msg75625.html#msg75625
this will help

579
40k / Re: 40k
« on: June 12, 2017, 12:51:04 am »
it´s it a ghost in the shell mod? its the spider tank from the anime, dunno about the movie!

580
40k / Re: 40k
« on: June 09, 2017, 09:21:12 pm »

Be Advised Chaos predator on scene
https://youtu.be/w-dB6OkioFQ

was f*cking dificult to do, dunno if someone already made bosses something like this
btw rank 6 :misc 1 is terror unit 7
and rank 8 :misc2 is terror unit 6
mapview got that inverted

581
40k / Re: 40k
« on: June 06, 2017, 11:41:58 am »
bulletdesigner the genestealer sprite is awesome, alongside the rise of the mod.

Please could I use this for an idea I have? I'll ensure I credit you :)

Updated: I prototyped an idea for a ranged mutated chryssalid called the chryssamorph in my other post, needless to say a ranged chryssalid is the stuff of nightmares!

sure no prob

582
40k / Re: 40k
« on: May 26, 2017, 09:33:39 pm »
i´m busy doing lot of stuff, the space hulk is part of the plan, still the genesteller part is out of the way


made a Cathedral and a lot of maps for i am mounting a side campaign with characters and support vehicules (vindicator will appear on nearby future)
https://www.youtube.com/watch?v=oFluYwfczvw&feature=youtu.be

Still i´m always discovering bug´s as i play along no route on xbase28 map, bigunits that jam elevator on space hulk mission also route correct , i must be the only guy playing this(no one complains)!

583
40k / Re: 40k
« on: May 24, 2017, 01:57:55 am »
there´s a problem on a mission enemy base assault script , just fixed it uploading soon

584
Work In Progress / Re: 50 x 30 ufo map size
« on: May 16, 2017, 08:12:44 pm »
Meridian sorry about the mess , just made it work , was a line not introduced, works fine now , noticed when i was copy pasting rullset´s to send

585
Work In Progress / Re: 50 x 30 ufo map size
« on: May 16, 2017, 05:32:54 pm »
to be honest i made no map script, since it worked on the other ufo i created using the 30x30, they deploy vanilla script , so that´s the problem i think  if i make the new script, i need to script all terrain types with a diferent name and define other data like zone and world dat that i´m not into yet. But That way i have no problem since i have made other maps with 30 x 70 work fine, but i have to make a diferent map for all terrain types ( for what i see made in other mods, and maybe that´s the reason behind)

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