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Messages - endersblade

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61
Work In Progress / Re: Are stat caps moddable?
« on: November 14, 2014, 08:34:24 pm »
Commander is a unique title, the idea is that it represents the (military) head of the entire organization. You can have 1 colonel for every 23 soldiers though. So you can round up your groups to 23 per base, except in one base where you put less soldiers, and have the commander in this one.

Ah.  Then looks like I'll be hiring more soldiers :-)  Thanks for the help guys.  I can't believe I missed the stats part in the rules file, I coulda sworn I went over that whole thing >.>

62
Work In Progress / Are stat caps moddable?
« on: November 14, 2014, 07:04:49 am »
I was reading over the stat caps on the UFOpaedia, and was wondering, is it possible to raise or lower the stat caps?

Also, what about ranks?  Are we able to change how many of each rank we're allowed to have per game?  The reason I ask is, I run several bases with squads in them, about 20 soldiers per base.  I'd optimally like to have one Commander per base, as well as the other ranks, so each base basically has its own chain of command.

63
Work In Progress / Re: Unable to remove fields?
« on: November 14, 2014, 02:08:02 am »
i would suggest unequipping the weapon you change in all crafts , save, activate the  mod, load , test

Yup, that did it, thanks :-)

64
Work In Progress / Re: Unable to remove fields?
« on: November 14, 2014, 12:46:44 am »
Huh.  Maybe it's just not working on the game I'm loading, I'll have to test it on a fresh one.

65
Work In Progress / Unable to remove fields?
« on: November 13, 2014, 11:35:54 pm »
I followed the info found here https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom) about removing fields, maps, lines, etc.  So I'm trying to make Auto Cannons only have an autofire mode.  So in my mod, I did this:
Code: [Select]
    accuracyAuto: 65
    accuracySnap: ""
    accuracyAimed: ""
    tuAuto: 35
    tuSnap: ""
    tuAimed: ""

The same goes for removing ammo from the Craft Fusion Cannon.  I tried doing clip: "", and it still requires ammo in game.  Apparently I'm not doing this right lol.

Game loads up fine, but the AC still has both snap and aimed modes.  I'm running the Final Mod Pack as well, but my mod is at the bottom of the list; I assumed this would mean that mine would override all previous mods?

Edit:  Ok, I just zeroed out the AC properties, now it only has autofire mode.  :-)  Still can't figure out what to do for the craft ammo though!

66
Work In Progress / Re: Can't add auto mode to weapons?
« on: November 13, 2014, 10:44:35 am »
I'm not really for or against Notepad++, but a lot of the editing I do for other games like, say, Xenonauts, the XML editing and formattting is really nice.  I can shrink things or expand them, making it cleaner and easier to read.

67
Work In Progress / Re: Can't add auto mode to weapons?
« on: November 12, 2014, 09:28:28 pm »
Thanks for the quick responses guys! :-)

68
Work In Progress / Re: Can't add auto mode to weapons?
« on: November 12, 2014, 09:10:37 pm »
I'm using notepad++, and I'm pressing tab once I make a new line to make the text line up with the others.  Is that the problem?

69
Work In Progress / Can't add auto mode to weapons?
« on: November 12, 2014, 07:58:41 am »
I was tinkering around in Xcom1Ruleset.rul, making some modifications to weapons as a starting point for figuring out how to mod.  (I have a backup of the original, yes).  I decided to do things like add auto mode to pistols and heavy lasers, and make auto cannons have auto mode only.  Loaded the game up, game crashed.  After much trial and error, I found that it was putting the accuracyAuto:  and tuAuto: lines into the pistol and heavy laser that was causing it.  I opened up the XcomUtil rules file that adds auto to pistol, copied the lines to Xcom1Ruleset, and the game crashes.

I know it's possible using another mod, since obviously the XcomUtil mod does it.  I will do such in my own mod, and leave the original Xcom1Ruleset alone.  But why is it when I edit Xcom1Ruleset, it causes the game to crash?

70
Suggestions / Re: few gameplay suggestions for vanilla, codding require
« on: November 11, 2014, 08:51:05 pm »
Sounds to me like someone's been playing a bit too much Xenonauts -_-;

71
Playthroughs / Re: heh. well then, back to xcom school I go!
« on: November 11, 2014, 01:09:27 am »
That was on veteran :-)

I just tried a game on...experienced? Second difficulty. Three UFOs outflew my interceptors, then I get a terror mission. First guy steps off, boom, dead. Three more, dead. Fourth goes out to find a cyberdisc. After four rounds pumping lead into that thing, it (and a hidden alien of some sort) kill off my last rook. Mission failed, basically game over.

It was kinda funny the first time. Now it's just getting lame.

I installed FMP. Love it. Shot guns are my favorite! Can't wait to see what else this thing can do!

72
Work In Progress / Re: Craft sonic weapon, no ammo
« on: November 10, 2014, 06:26:39 pm »
Laser Cannon and Sonic Cannon don't have clip: lines.  So if I just remove the clip line from something, it will cease needing ammo!  Cool!

Thanks for the link!  And thanks for the info about storage limits (or lack thereof).  Good to know!  Now I just gotta figure out the max range of the intercept window.

Edit:  DERP...of course I meant Plasma and not Sonic -_-  I'm stuck in TFTD mode lol.

73
Work In Progress / Re: Craft sonic weapon, no ammo
« on: November 10, 2014, 08:54:58 am »
Thanks for the reply :-)  But it isn't quite what I'm talking about.  Although I do believe I'm running with unlimited storage and all that.

The way alien containment info was stored in the original was in a file called ASTORE.DAT.  It was essentially plain text file that has a list of all the aliens you've captured.  Unfortunately there was a limit (file size?  line limit?) that, once reached, no matter how much Alien Containment space you actually had open, you would NEVER receive another live alien.  To alleviate this issue, you could delete it (or delete the info in it) and it would SOMETIMES work again, although most often the game would just continue to make captured aliens disappear.

Now, this was a fairly high number, most people would never reach it.  There is more than enough room to capture all the aliens you needed to fill the UFOpaedia, unless you make it a habit of capturing soldiers.  But not much more beyond that.  Like I mentioned, I love capturing aliens (it's sometimes easier than trying to kill them), and I also liked really long games, so I would usually always reach that point. 

I don't see the ASTORE.DAT file in my OpenXcom directory, so I'm not sure if this is even an issue.  I just want to make sure before I go hog wild capturing live aliens :-)

Hope this was enough info to explain what I'm talking about lol :-P

74
Work In Progress / Re: Craft sonic weapon, no ammo
« on: November 10, 2014, 07:37:14 am »
Also, so as not to have to create another thread:  In original XCOM/TFTD, there was some sort of strange limit (memory maybe?) when it came to Alien Containment.  After a certain amount of time, no matter if you were researching them or not to get them out of containment, eventually the newer aliens you captured just disappeared after a mission.  Has this been fixed?  I'm about to start a game with the Final Mod Pack, and since it requires live aliens for a lot of stuff, I plan on just stunning the hell out of everything I can.  I just don't want to screw myself by capping out the Containment again!

75
Work In Progress / Craft sonic weapon, no ammo
« on: November 10, 2014, 07:06:07 am »
Something I could never figure out, the Sonic Craft Cannons, if I remember, do not actually use ammo.  They just automatically reload back at base.  I always wanted to be able to make other weapons do this.  So looking at the Sonic Cannon:

Code: [Select]
  - type: STR_PLASMA_BEAM_UC
    sprite: 5
    sound: 9
    damage: 140
    range: 52
    accuracy: 50
    reloadCautious: 12
    reloadStandard: 12
    reloadAggressive: 12
    ammoMax: 100
    rearmRate: 50
    launcher: STR_PLASMA_BEAM
    projectileType: 5

The only thing I can see is the "projectileType: 5" that may have something to do with it.  Now, I don't want to make other weapons do sonic weapon damage, if that's what it actually does, but I WOULD like to make them not require ammo.

Also, going along with this, I was wondering if anyone offhandedly knew what the "max" range within the intercept window is?  I used to know it back when I modded the original, but can't for the life of me remember.

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