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Messages - the_third_curry

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76
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 03:06:44 am »
32x48 sounds like floor objects, I've usually seen them fit in 32x40.

Nice work, just got to sort this research problem out and the mod will be ready for Beta.

77
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 01:41:04 am »
Yrizoud, can you (or anyone else who knows how to work with sprites) give me the acid can on a 32x48 pixel canvas along with a slight variation (like just the acid can with an additional stripe or something) also on a 32x48 pixel canvas. I have no experience or software whatsoever dealing with sprites and any of my attempts to edit them mess something up.

Edit: Very close to being done (just need sprites) when I encountered a problem. When I research the Acid Capsule Gun (changed it from acid cannon) the game crashes. Researching the acid capsule gun should automatically unlock the basic acid capsule and cause the advanced acid capsule research to become available (I decided to make it its own short research project.) Does anyone know what I'm doing wrong (code is listed in spoilers below)?

Spoiler:
items: 
  - type: STR_ACID_CAPSULE_GUN
    requires: STR_ACID_CAPSULE_GUN
    size: 0.3
    costSell: 5000
    weight: 17
    bigSprite: 300
    floorSprite: 7
    handSprite: 25
    bulletSprite: 6
    fireSound: 67
    compatibleAmmo:
      - STR_BASIC_ACID_CAPSULE_PACK
      - STR_ADVANCED_ACID_CAPSULE_PACK
    accuracySnap: 75
    accuracyAimed: 105
    tuSnap: 50
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    recoveryPoints: 0
    armor: 80
    attraction: 1
    maxRange: 20
    listOrder: 5910
  - type: STR_BASIC_ACID_CAPSULE_PACK
    requires: STR_BASIC_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 500
    weight: 7
    bigSprite: 301
    floorSprite: 8
    hitSound: 19
    hitAnimation: 46
    power: 140
    damageType: 8
    clipSize: 11
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5911
  - type: STR_ADVANCED_ACID_CAPSULE_PACK
    requires: STR_ADVANCED_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 700
    weight: 10
    bigSprite: 302
    floorSprite: 9
    hitSound: 19
    hitAnimation: 46
    power: 400
    damageType: 8
    clipSize: 4
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5912
ufopaedia:
  - id: STR_ACID_CAPSULE_GUN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ACID_CAPSULE_GUN_UFOPEDIA
  - id: STR_BASIC_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_BASIC_ACID_CAPSULE_UFOPEDIA
  - id: STR_ADVANCED_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ADVANCED_ACID_CAPSULE_UFOPEDIA
research:
  - name: STR_ACID_CAPSULE_GUN
    cost: 250
    points: 30
    dependencies:
    - STR_CELATID_AUTOPSY
    listOrder: 602
    getOneFree:
    - STR_BASIC_ACID_CAPSULE_PACK
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 50
    points: 15
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 603
manufacture:
  - name: STR_ACID_CAPSULE_GUN
    category: STR_WEAPON
    requires:
      - STR_ACID_CAPSULE_GUN
    space: 4
    time: 1200
    cost: 140000
    requiredItems:
      STR_ALIEN_ALLOYS: 10
  - name: STR_BASIC_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_BASIC_ACID_CAPSULE_PACK
    space: 4
    time: 100
    cost: 2000
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_ADVANCED_ACID_CAPSULE_PACK
    space: 4
    time: 1150
    cost: 3500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
extraSprites:
  - type: BIGOBS.PCK
    files:
      300: Resources/AcidWeaponry/Acid_Capsule_Gun_BIGOB.gif
      301: Resources/AcidWeaponry/Basic_Acid_BIGOB.gif
      302: Resources/AcidWeaponry/Advanced_Acid_BIGOB.gif
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/AcidWeaponry/Sound/AcidFire.wav
extraStrings:
  - type: en-US
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored alien alloy capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
  - type: en-GB
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."

78
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 12:45:28 am »
Yeah, I was planning to make it Celatid dependent, just wanted to make sure I did it right (thanks Ivandogovich for demonstrating.) It's definitely OP at the beginning, but it should be pretty balanced by the time Mutons hit. I'll have a much more complete 2nd version up in a few hours.

79
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 12:15:08 am »
The design looks pretty good yrizoud, but the gun won't display properly. When I look at the GIF, it looks fine, but when I try to edit the picture to rotate it 90 degrees, the gun part disappears leaving only the can.

80
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 02, 2014, 06:32:17 pm »
What size of weapon and ammo do you need ?

The acid cannon and its ammo are the same size as the auto cannon and heavy cannon: height 3 and width 2 for the gun, height 1 and width 2 for the ammo.

I'll definitely consider the maxRange as well.

EDIT: ...and the FLOOROBs are messed up again, I thought I had fixed that

81
Here's my first mod attempt to actually produce a result. This mod adds an acid cannon with two types of ammo. The first type of ammo fires an acid attack at the same strength as a celatid spit. The second acid is extremely strong and can be used to dissolve the outer walls of UFOs. The weapon has a ton of power, but is limited by its high weight, small clip size, and lack of auto-fire.

As of now, the weapon is more or less complete. The only things it doesn't have as of 0.8 are 1) HANDOBS and 2) a FLOOROB for the gun. The weapon is fully functioning though. It requires Celatid corpse research to use in a campaign. It's maximum range is 20.

Does anyone have any advice/suggestions/input?

82
Work In Progress / Re: Trying to make my first mod - need help
« on: August 01, 2014, 09:46:26 pm »
I followed LeBashar's advice and just edited the standard grenade. I changed it to damage type 10 and the item continued to work; UFOpaedia listed its damage type as "unknown." I threw the primed grenade in battle and... it did absolutely nothing. It didn't damage the terrain or units at all. I then took the high explosive, changed it to type 10 and moved its power and blast radius to something ridiculously high. I lobbed one in a terror mission and it made a big explosive, but, once more, it did nothing. Changed it to damage type 11, still nothing.

The message on the UFOpaedia wiki Ruleset Reference page that reads "NOTE: A damage type other than 0-9 will only affect terrain, units will ignore it" needs to be changed. Any damage type outside of those 10 does nothing.

83
Work In Progress / Re: Trying to make my first mod - need help
« on: August 01, 2014, 09:23:00 pm »
Beware that BIGOBS has to be a 32x48 whereas a FLOOROB has to be a 32x40, and this could make game crash
So you have to create a second GIF

Quote
Ufopaedia crash is usally a telltale sign of missing/wrong graphic file(s); even if you could use the same file for bigob and floorob, which you shouldn't try, I wouldn't reccomend it (either the floorob will be huge, or the bigob tiny). Handob is not needed for a grenade (the default handob is grenade handob). The code looks legit.

I created a separate GIF for the FLOOROB at the 32x40 size, but nothing changed. The item is non-appering on the purchase menu and looking it up crashes the game. I have a clean install of 1.0 in a folder labeled "OpenXcom2" for the purposes of testing the mod, so I don't see anyway that there could be another mod or code conflicting with it.

Quote
I only took a quick look at your code, but it looks to me like there is a lot missing from the weapon entry. I guess for a grenade-type weapon (that's what it is, right?) that might be ok, I'm not sure.

My entry for the grenade type weapon is based off of a copy-and-paste of the entry for the standard grenade; I just edited the values for that part. Most of the work for the grenade seems to be done by just setting it as a grenade object.

Quote
For a first attemp it could me easier to not try to modifi everything :
- try to change the stats of an existing grenade, with same graphics. When it will work, then modify graphics.
- or, try to make news graphism for o copy of existing weapon but don't change any stat. When it will work, then modify stats.

In retrospect, just editing something in game would probably have been the better starting idea, but I did scan over some other mods for how the sprites work and, as far as I can tell, the issue with the FLOOROB is the only thing I messed up. I'll try to edit the in game grenade and see how that goes though.

84
Work In Progress / Trying to make my first mod - need help
« on: August 01, 2014, 06:38:46 am »
With all the other mods getting made, I decided I would finally try to make one of my own. The problem is that I have no idea what I'm doing. I read on the Ruleset Reference section of UFOpaedia that damage types other than 0-9 will only affect terrain and not units, so I got the idea to make a Terrain Vaporizer that destroys terrain without damaging humans or aliens.

Here's the code I've got so far:

Spoiler:
item:
  - type: STR_TERRAIN_VAPORIZER
    name: STR_TERRAIN_VAPORIZER
    size: 0.2
    costBuy: 5000
    costSell: 2400
    weight: 5
    bigSprite: 400
    floorSprite: 400
    power: 200
    damageType: 10
    battleType: 4
    blastRadius: 5
    listOrder: 4050
ufopaedia:
 - id: STR_TERRAIN_VAPORIZER
   type_id: 4
   section: STR_WEAPONS_AND_EQUIPMENT
   listOrder: 4050
   text: STR_TERRAIN_VAPORIZER_UFOPAEDIA
extraSprites:
  - type: BIGOBS.PCK
    files:
      400: Resources/Terrain_Vaporizer.gif
  - type: FLOOROB.PCK
    files:
      400: Resources/Terrain_Vaporizer.gif
extraStrings:
  - type: en-US
    strings:
      STR_TERRAIN_VAPORIZER: Terrain Vaporizer
      STR_TERRAIN_VAPORIZER_UFOPAEDIA: The Xcom Terrain Vaporizer effectively removes a wide range of environmental obstacles by utilizing a chemical explosion that is non-harmful to organic lifeforms.

I'm using the attached sprite for the weapon (yes it's just a TftD rip for now.)

The problem is that, when I enable the ruleset, the weapon doesn't function at all. It doesn't appear for purchase or in New Battle. It does appear in the in-game UFOpaedia, but trying to access it just causes the game to crash.

85
Work In Progress / Re: Recommended mods?
« on: July 31, 2014, 05:42:51 am »
While technically not a mod, definitely look into ranged-base accuracy in the Advanced options menu if you want a more varied gameplay experience. Solarius Scorch's Alien Armory Expanded adds in some new weapons that work particularly well with this option. Also, I'll second the ones Aldorn mentioned if you're not into getting an entire compilation.

86
Nerfed Alien PSI setting
With "Nerfed Alien PSI", alien Psionics work the same way as the player. That means no more ignoring line of sight and psi spamming the Commander all the way in the back of the skyranger they can't even see. No more auto-targeting the psi weaklings that their friends can't see. Aliens can only psi spam at those their friends can see.

On the downside, it makes determining who is PSI-Weak harder, as the aliens actually play by the rules when it comes to Psionics.


Laser/Plasma Autocannon modification
Because I really love the Auto Cannon. I wish there was a laser/plasma version of it.

For the first one, use UFOextender Psionic Line of Sight (though this will affect your soldiers as well.) It should come prepacked with OpenXcom 1.0 in the mod section. There have been reported problems with the AI with this setting, namely that it causes the aliens to almost never use psionics at all. There is also an option to reveal soldiers' psionic strength immediately after the psionic researches are done in the Advanced options menu.

87
Offtopic / Re: Losing countries
« on: July 26, 2014, 08:24:04 pm »
To the furthest extent of my knowledge, no.

There are exactly four ways to lose (according to UFOpaedia):
1) Being over 1 million dollars in debt
2) Having two consecutive bad months
3) Having all bases captured by the aliens
4) Failing an attempted attack on Cydonia

88
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 25, 2014, 06:43:47 pm »
Honestly, I've never used the Tank/Cannon in the vanilla game.

I modified the Tank/Cannon in my most recent playthrough to where it auto-fired and it was still very underpowered compared to either the Tank/Artillery or the Tank/Rocket Launcher.

Maybe the Tank/Cannon could get a burst-fire where it shoots 5 times.

89
Playthroughs / Re: Speed Run anyone?
« on: July 24, 2014, 11:57:14 pm »
Most of the speed runs of X-com that I've seen usually don't bother with laser weaponry; they stock up on scientists, take down a small ship early on, and hope for heavy plasmas.

90
Work In Progress / Re: PLAY AS THE ALIENS!!
« on: July 23, 2014, 06:43:23 am »
It's definitely an idea that's been tossed around a lot, and one that a lot of people have mulled over, but, so far, I don't think anyone has given it a serious try. There's just so many questions about how it would be implemented.

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