OK, this is really the first time i have built my own "Ruleset" ( the UFO ruleset i uploaded last night was built from one 54X he posted up in my Expanded UFO Topic), this does not work so i am curios as to what i did wrong ( it will be easy once i have a general template to work from).ERROR : Warning " Floater Elder" could not be found in English??? WTF
Update: Getting closer: i have renamed the .PCK as i was testing what was wrong, you have been warned
ERROR : Warning " Floater Elder" could not be found in English??? WTFI'm guessing this is the language strings. Won't your string need to be something like STR_FLOATER_ELDER, and then have the translations in English etc. of "Floater Elder"?
Instant battle works until you start the mission ( crash happens after equipment screen), can i please get a little help for what ever is missing ???
I'm guessing this is the language strings. Won't your string need to be something like STR_FLOATER_ELDER, and then have the translations in English etc. of "Floater Elder"?
Update: Getting closer: i have renamed the .PCK as i was testing what was wrong, you have been warned, file still not workingI'm not sure we support extra PCKs (extraSprites is designed for modern image files), I'll have a look.
Also, i have been looking at the Terror Units, how do i specify what weapons they have, i want a Chrysalids that can make zombies via Melee and spit Acid with a Arc Attack, i dont see how to do that in Rulesets, it looks like it can only have one or the other.You can specify alien equipment in the "alienDeployments", though terror unit weapons might be hardcoded.
I'm not sure we support extra PCKs (extraSprites is designed for modern image files), I'll have a look.
You can specify alien equipment in the "alienDeployments", though terror unit weapons might be hardcoded.I hope this changes at some point.
I just assumed since you supported the old format everywhere else, it would be in by default, i am about to leave for work, not sure if i will time tonight to have another look at this.Well changing extraSprites to support old formats would be more work than it's worth, so I just changed it so if you put your PCKs in the UNITS folder they will be detected (and likewise for other old image locations).
I hope this changes at some point.Well terror units always have the same weapon throughout (where the weapon is "unit name" + "_WEAPON"). I could change it to _WEAPON1 and _WEAPON2 but I'm not sure if the terror AI handles two weapons. I'll leave it to Warboy. :P
Also "specab" any plans to expand the options in here?Like? We only added stuff needed by X-COM.
Like? We only added stuff needed by X-COM.
Wow, those floaters are scary! When will this MOD be available?
Wow, those floaters are scary! When will this MOD be available?its still early days so for now just use the ruleset SupSuper fixed for me, the current strenghs of these guys was just some numbers i picked at random but they did a good job a killing me.
its still early days so for now just use the ruleset SupSuper fixed for me, the current strenghs of these guys was just some numbers i picked at random but they did a good job a killing me.
Now i have a general idea of how this works, i would like to roll a few of these out over the next 2 months so i can make a update to the mod site, anyone wanting to help with the ufopedia entries for these guys let me know as creative writing is not my strength,
Pink Chrysalids - Spit acid with embedded eggs :) got to push limits of the ruleset
anyone wanting to help with the ufopedia entries for these guys let me know as creative writing is not my strength,I'd be overjoyed to help with this, if you want me.
That will also push the limits of players!This wasnt my orignal intention, i originally wanted it as a second attack option without the possability of spawning a zombie, but Warboy told me its hardcoded like that so, thats just how its going to be :) I will need to experiment with the Range of this attack so its not super powerful :P
I still haven't implemented the research/manufacture triggers correctly; I only just got it to show up correclty in game with transparencies and all; and I have a persistent problem in which it keeps getting referred to as STR_SUNFIRE_ARMOR_UC instead of SUNFIRE ARMOR.
maybe you could post your ruleset (even if it's unfinished), we could take a look at it and maybe find what's wrong...
Sorry about that! Last time I mod OXCOM late at night. :o
@luke83 Awaiting these new aliens eagerly! :DDont get to excited its just one of many projects i am doing instead of studying mathematics for my "Night School" coarse, i really need to focus on that....Soon :P
Hi, uh, here's my attempt at the encyclopedia texts! I did my best to describe the aliens' improvements without knowing the concrete details.Aw c**p, completely forgot about these. But having read some of Giftys work and now this texts, I have to admit he is way better than me anyway :D
Uh oh; does this mean we get to witness the dawn of the Blue Lobstermen?LOL if you want a blue lobster, its would only be 20mins work :P
I'm scared, guys.
Honestly, you can do whatever you want, I just meant to convey that the idea of an upgraded lobsterman is quite scary to me. :P
Now that armor can affect statistics; I just realized something that flows logically:
Once you research MIND SHIELD, wouldn't it make sense to develop some sort of armor which could boost a user's psionic resistance? An actual honest to god working TINFOIL HAT?
OK, i understand now, i have never come up against a Lobster as it is, TFTD Thrashes me every time i try to play it :P
We have( moriarty and i) have asked for extra options to be added so we could modify stats via items, my intention was Sword+1, a "Mind shield emitter" would easily be achieve with this mod.... I hope it gets added one day.
Yeah how would items work? When they're equipped? Held? Wielded? Used? Dropped? Exploded? Etc. :P
Yeah how would items work? When they're equipped? Held? Wielded? Used? Dropped? Exploded? Etc. :P
i was just heading to bed when i noticed your post, here is your files in ORIGNAL game format, i have not tried these yet ( very tired).
I hope they look as cool in game as they do in GIMP :P
As for your 64bit issues, have you tried running a Virtual Machine, i do all my xcom modding and testing in Virtual machines :P
Uh oh; does this mean we get to witness the dawn of the Blue Lobstermen?If you want them tell me, i made some because of this post. no kidding. :)
I'm scared, guys.
I tried doing a ruleset before for these, i think it safe to say, i found it way to complicated to get my one working.. I had dreams of a Swarm of several types of chrysalids plus zombies that can hold weapons but couldn't get the basics working :-[
If you want them tell me, i made some because of this post. no kidding. :)
If you can upload it later, I'd like to see those green Cyberdiscs please... :)
Pics or it didn't happen! XD
see my resources release thread. https://openxcom.org/forum/index.php?topic=2048.0
Didn't someone create a white rabbit sprite somewhere? That would be interesting.
Some other are really interesting :o
And apparently they had planned to make some MIB 8)
Yup. It was planned to have XCOM agents acting as MiB but the idea (https://www.gameinformer.com/b/features/archive/2012/01/04/xcom-a-series-that-almost-wasn-t.aspx?PostPageIndex=3) had to be dropped off from the original game.Thanks for the link :)
Hey! I did those concept-style floater sprites, based on your recolor sheet. I think it looks pretty decent, the only catch is I'm running a 64 bit system, so I can't actually use PCKview to put the images in a useful order, I can only give you the raw sheet. Sorry about that.
Light-caped version (https://i.imgur.com/rLmQ481.png)
Dark-caped version (https://i.imgur.com/JqvnTM7.png)
I hope the elbow spikes look right, the arms look so amorphous and vague on their own that I wasn't always sure where the elbow was. :P