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Messages - dbarizo

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Released Mods / [UFO] [CRAFT WEAPONS] AIR-2 Genie rocket
« on: January 23, 2024, 09:28:26 pm »
Hello all,
A bad Sci-Fi movie recently reminded me of the old AIR-2 Genie, an air-to-air rocket with a nuclear warhead, able to destroy bombers in a 300 meter radius from the detonation point.
As it seemed like a good "tool" to engage UFOs, I created a mod to include it as one of the craft weapons available from day 1.
The Genie is far more powerful than the avalanche (250 vs 100) but each launcher carries only 2 missiles, has a very short range (25 Km), and low accuracy (20%). It is also far more expensive than the avalanche, at $50K each rocket.
I have tested it, and all is OK, but I'm concerned about how much it could affect the game balance in the early days, so I would very much appreciate any feedback about it.
It can be downloaded from here: https://1drv.ms/u/s!Ao-z49aL7uwVyIta5m3HJN0oqUSqEw?e=jzoywv

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Translations / Re: Spanish/Español (Latin America)
« on: January 01, 2024, 05:01:10 pm »
¡Feliz año!
Estoy trabajando lentamente para traducir X-Com Files.
Por si alguien llega a leer este mensaje, les dejo algunos comentarios sobre las traducciones. Si alguien tiene una opinion o sugerencia, se agradece.
Horizon Walker (Es el titulo o que se asigna a un agente por "Recorrer el plano del subconsciente")
Se sugirió "Guardian del Horizonte", pero quizás el más literal "Caminante del horizonte" o "Explorador del horizonte" vayan más de acuerdo con la intención original.

3
Work In Progress / Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« on: November 04, 2023, 10:31:34 pm »
I've been trying to adjust the damage created by the explosion, so that most of the times it will breach 1 wall tile, and occasionally, another 2 wall tiles on the side.
For that, I've been trying variations of this:
Code: [Select]
    power: 150 #Base power
    damageType:  3#Set High-explosive
    damageAlter:
      RandomType: 2 #hardcoded 50-150% spread, not really relevant to damage to UFO Wall
      FixRadius: 3 #Max explosion radius
      ToTile: 1.3 #Tiles get 130% of the base power, 195
      RandomTile: true #enables randomizing damage taken by the tile
      TileDamageMethod: 2 #Damage will be ((power x RandomTile) * ToTile), or 150 x random x 1.3, or: 195 x random
      RadiusReduction: 65 #Base Power of the explosion will be reduced by 65 for each tile away from the center.
With this, I expect that the tile at the explosion center will take:
150 x 1.3 x random => From 0 to 195, if random goes from 0 to 100%
or
150 x 1.3 x random => From 97.5 to 292.5, if random goes from 50 to 150%

Then, the next tile would take:
150 x 1.3 x random - 65 => From -65 to 130, if random goes from 0 to 100%
or
150 x 1.3 x random - 65 => From 32.5 to 227.5, if random goes from 50 to 150%

Then, in most cases, the UFO wall in the center tile should be destroyed (Takes 100+ damage), and in some cases, so would the adjacent walls.
But, when I test it, I'm always having 3 wall tiles destroyed.
By playing with the numbers, and even the type of damage, I can get always 1 wall tile destroyed
But never any kind of randomness. What am I missing here?

Any help is much appreciated.

4
Work In Progress / Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« on: November 03, 2023, 04:38:48 am »
Thanks!
That one works a bit like the "Plasma Breacher" , in the sense that both are "guns" with a range of 1.
I think that this demolition charge is different enough, and something that if I were an X-Com soldier would prefer to use.
I mean, "Leave it in the floor, run, and count to 3", instead of "Stand by the wall and open a hole while standing there" ;D

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Work In Progress / [WIP][EQUIPMENT][UFO] Demolition Charge
« on: October 31, 2023, 05:26:42 am »
Hello all,
After trying the option to increase the High Explosive blast to 200, I thought that leaving it as it is, and having a new "tool" that can blast through a UFO's wall would be a good idea.
So I've been working on a "Demolition charge". It has a blast power of 200, but the damage radius is just 4, as it is supposed to have a somewhat directed charge, and heavier casing. It is also heavier overall and harder - takes longer - to throw.
This is in part to make it less useful as a "heavy grenade", a role that the classic "High Explosive" can still fulfill with the original 110 blast rating.
I was looking around to see if there was already a similar weapon, but I couldn't find one.
Any thoughts or feedback?


http://yaccs.info/SELFDRIVE/uploads/Demolition%20charge.mkv


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Translations / Re: Spanish/Español (Latin America)
« on: October 26, 2023, 01:28:11 am »
¡Buenas!
No parece que haya mucha actividad en este tema.
¿Hay alguien que esté coordinando esta traducción?
Yo comencé por mi parte con algunas cosas, pero me gustaría evitar trabajos duplicados e incongruencias.

7
Help / Show custom damage in Ufopaedia entry?
« on: October 23, 2023, 03:30:35 am »
Hello everybody!
I've been playing X-Com since 1994, and fooling around with mods for a few years now.
Right now, I'm working on a Laser Sniper Rifle, and for the damage, I'm using damageBonus.
    power: 25
    damageBonus:
      firing: 0.6
The idea is that a trooper with low firing accuracy will not do much damage, but one with high accuracy can do a very good deal of damage.
This will show the weapon as having a damage of 25 in Ufopaedia, which can be quite confusing.
So I'm using hidePower to keep it from showing any damage, and writing an explanation of the damage model in the text entry.
Is there a way to show a custom value in the Damage section, let's say "50-100"?

Thanks in advance!

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