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Messages - GrossorMD

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1
Hello, is there something similar to this mod but that makes these missions one-stage instead of two-stages?

2
May I suggest adding the Prologue theme to the soundtrack? It's always been one of my favorites :p

3
Work In Progress / Re: [TFTD]Terrain Expansion
« on: June 07, 2016, 10:54:12 pm »
A Gill Man actually.

I even have a save. Probably won't work without the three mods I usually run with, though (which are pretty small on the other hand. A soldier stats mod which nerfs MC, a craft mod that mods alien weapon range, and a mod that adds incendiary grenades..). I can make a zip file with all that stuff if you want...

here are the screenshots

https://i63.tinypic.com/2yw7gxy.png

https://i64.tinypic.com/28he99d.png

4
Work In Progress / Re: [TFTD]Terrain Expansion
« on: June 07, 2016, 04:24:21 am »
I think beachfront is bugged. One of the bungalows had stairs that went upward but not downward (AKA: you could go to floor two, but not back to floor one). An alien trapped there made the terror mission unwinnable.

5
I could probably bear laser being like gauss more easily than gauss being like gauss, tbh. Shipping line missions are terrible in that regard.

Actually TFTD's two-stage mission bloat is pretty broken in general. TBH I think it should stick to alien base defenses and the like. Certainly not terror missions...

6
You know, I was looking at the rulesets, and I was thinking that I like the idea of making sonic/plasma the ones without ammo limits (although with higher encumberance. and possibly no autofire/worse accuracy), instead of laser/gauss. It kind of makes sense that the more useful guns appear later on...

7
Open Feedback / Re: Any word on openTFTD's progress?
« on: August 11, 2015, 09:15:11 pm »
Another feature request: would it be possible to have a land-only label for weapons as well as a water-only one?

8
Work In Progress / Re: TFTD MOD Better Aqunauts
« on: August 11, 2015, 07:01:52 pm »
The rent in Spain varies heavily from city to city and with energy affairs. My prior rental flat was an one bedroom, one combined livingroom-kitchen, and one bathroom. I think the whole thing was 60 square meters or so. I paid 550€ a month for that place. BUT, and it is a big but, it lacked central heating, and had to resort to electrical devices.  Thus I was footing an electricity bill that easily went into 200-300€.

Wages are... pretty bad in general. I make more than most, but that's only due to a humongous number of extra hours. Which I'd rather not throw in if I could. My working scheudles are insane.

9
Work In Progress / Re: help to make a tfdt mod
« on: August 09, 2015, 05:07:02 pm »
I tried meddling with gauss gun values in order to give them explosive ammo clips... to no avail. Conversely, modding alien craft ranges worked without a hitch...  ???

I *think* I successfully modded soldiers stats, when I set about lowering the cap in psi strenght and psi skill... I basically copypasted the stuff in standard/xcom2 over a new rul file.

10
Open Feedback / Beautify the TFTD globe?
« on: August 07, 2015, 04:24:07 pm »
As it stands the lack of terrain features make the TFTD globe far less attractive than the one in OpenXCOM. Would it be possible to make the TFTD globe more attractive in that regard?

11
You're right. I placed the mods all lumped together, not each in its folder. Thanks :)

12
Openxcom is an open source engine for the famed game X-Com: Ufo defense, which involves grand strategy and tactics in an unique format.

As you might or might not know, they rearranged the file system for the game, so that now rulesets are notably absent, and you're supposed to use a mod folder directly

And therein lies the problem: I used to mod some stuff directly at ruleset level (it took only a few copypastes and I don't switch versions that often, so it did not concern me overmuch.

What I did is add the modifications I wanted to an already existing ruleset affecting the parts I wanted to change.

However, for some reason, Openxcom fails to read my custom ruleset as a mod. It also fails to load alternate weapon tech, another one of my fav. mods.

Any input please?
Spoiler:
Code: [Select]
units:
  - type: MALE_CIVILIAN
    stats:
      melee: 15
  - type: FEMALE_CIVILIAN
    stats:
      melee: 15
 
  - type: STR_SECTOID_SOLDIER
    stats:
      melee: 12
  psiStrength: 30
  - type: STR_SECTOID_ENGINEER
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_MEDIC
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_NAVIGATOR
    stats:
      melee: 12
  psiStrength: 40
  - type: STR_SECTOID_LEADER
    stats:
      melee: 18
  psiStrength: 40
  psiSkill: 30
  - type: STR_SECTOID_COMMANDER
    stats:
      melee: 28
  psiStrength: 40
  psiSkill: 40
  - type: STR_FLOATER_SOLDIER
    stats:
      melee: 38
  - type: STR_FLOATER_ENGINEER
    stats:
      melee: 38
  - type: STR_FLOATER_MEDIC
    stats:
      melee: 38
  - type: STR_FLOATER_NAVIGATOR
    stats:
      melee: 38
  - type: STR_FLOATER_LEADER
    stats:
      melee: 45
  - type: STR_FLOATER_COMMANDER
    stats:
      melee: 55
  - type: STR_SNAKEMAN_SOLDIER
    stats:
      melee: 48
  - type: STR_SNAKEMAN_ENGINEER
    stats:
      melee: 48
  - type: STR_SNAKEMAN_NAVIGATOR
    stats:
      melee: 48
  - type: STR_SNAKEMAN_LEADER
    stats:
      melee: 55
  - type: STR_SNAKEMAN_COMMANDER
    stats:
      melee: 65
  - type: STR_SILACOID_TERRORIST
    stats:
      melee: 65
  - type: STR_CELATID_TERRORIST
    stats:
      melee: 35
  - type: STR_ETHEREAL_SOLDIER
    stats:
      melee: 56
  psiStrength: 40
  psiSkill: 40
  - type: STR_ETHEREAL_LEADER
    stats:
      melee: 66
  psiStrength: 50
  psiSkill: 50
  - type: STR_ETHEREAL_COMMANDER
    stats:
      melee: 78
  psiStrength: 60
  psiSkill: 60
  - type: STR_SECTOPOD_TERRORIST
    stats:
      melee: 30

Code: [Select]
soldiers:
  - type: XCOM
    minStats:
      tu: 60
      stamina: 60
      health: 40
      bravery: 30
      reactions: 50
      firing: 60
      throwing: 60
      strength: 30
      psiStrength: 0
      psiSkill: 0
      melee: 30
    maxStats:
      tu: 60
      stamina: 70
      health: 50
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 40
      psiSkill: 16
      melee: 40
    statCaps:
      tu: 80
      stamina: 100
      health: 80
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 40
      psiSkill: 40
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    genderRatio: [3, 1]

Code: [Select]
craftWeapons:
  - type: STR_LASER_CANNON_UC
    range: 34
  - type: STR_PLASMA_BEAM_UC
    range: 40
  - type: STR_FUSION_BALL_UC
    ammoMax: 4
items:
  - type: STR_HEAVY_LASER
    power: 120
    accuracySnap: 75
    accuracyAimed: 110
    tuSnap: 33
    tuAimed: 60
  - type: STR_HEAVY_PLASMA
    accuracyAuto: 0
    accuracySnap: 75
    accuracyAimed: 110
    tuAuto: 0
    tuSnap: 30
    tuAimed: 60
  - type: STR_HEAVY_PLASMA_CLIP
    power: 130
research:
  - name: STR_HEAVY_PLASMA
    dependencies:
      - STR_PLASMA_RIFLE
      - STR_PLASMA_RIFLE_CLIP
  - name: STR_HEAVY_PLASMA_CLIP
    dependencies:
      - STR_PLASMA_RIFLE
      - STR_PLASMA_RIFLE_CLIP
  - name: STR_PLASMA_CANNON
    dependencies:
      - STR_HEAVY_PLASMA
      - STR_HEAVY_PLASMA_CLIP
  - name: STR_PLASMA_RIFLE
    dependencies:
      - STR_PLASMA_PISTOL
      - STR_PLASMA_PISTOL_CLIP
  - name: STR_PLASMA_RIFLE_CLIP
    dependencies:
      - STR_PLASMA_PISTOL
      - STR_PLASMA_PISTOL_CLIP
  - name: STR_PLASMA_CANNON_DEP1
    dependencies:
      - STR_HEAVY_HURRDURR
      - STR_HEAVY_HURRDURR_CLIP
    unlocks:
      - STR_HURRDURR_CANNON
  - name: STR_PLASMA_CANNON_DEP2
    dependencies:
      - STR_HURRDURR_RIFLE
      - STR_HURRDURR_RIFLE_CLIP
    unlocks:
      - STR_HURRDURR_CANNON
manufacture:
  - name: STR_FUSION_BALL_LAUNCHER
    time: 2000
    requiredItems:
      STR_ALIEN_ALLOYS: 5
  - name: STR_LASER_CANNON
    time: 1500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
      STR_ELERIUM_115: 5
  - name: STR_PLASMA_BEAM
    time: 2500
    requiredItems:
      STR_ALIEN_ALLOYS: 3
      STR_ELERIUM_115: 15
  - name: STR_TANK_LASER_CANNON
    requiredItems:
      STR_ALIEN_ALLOYS: 3
      STR_ELERIUM_115: 5
  - name: STR_HOVERTANK_PLASMA
    time: 2400
  - name: STR_HOVERTANK_LAUNCHER
    time: 2400
  - name: STR_LASER_RIFLE
    requiredItems:
      STR_ELERIUM_115: 1
  - name: STR_HEAVY_LASER
    requiredItems:
      STR_ALIEN_ALLOYS: 1
      STR_ELERIUM_115: 2
  - name: STR_HEAVY_PLASMA
    time: 2000
  - name: STR_PLASMA_RIFLE
    time: 1640
  - name: STR_PLASMA_PISTOL
    time: 1200
  - name: STR_BLASTER_LAUNCHER
    time: 2400

13
Work In Progress / Re: Weaker psychics ruleset-does it actually exist?
« on: August 15, 2013, 12:34:03 pm »
I was thinking on this bit from "Making the Game Harder"

Quote
It would perhaps be more 'realistic', and certainly scary and challenging, if human Psi/MC Strength and Skill were capped much lower than aliens, for example, capped at 50 each. Various mods allow changes to skill caps. You could simply sack anyone with Psi/MC Strength higher than 50. What would be cleverer would be a mod that either generates human Psi/MC Strength in a lower range (0=50 instead of 0-100), or that applies a 50% penalty to Psi/MC success calculations for any XCOM-controlled units (humans, or human-controlled aliens).


I found the idea quite interesting. And was seeking to get something on those lines


(BTW, and somewhat off-topic: is there any mod that changes or adds new psi-abilities?)

14
Work In Progress / Weaker psychics ruleset-does it actually exist?
« on: August 09, 2013, 01:29:30 am »
I read about this in the wiki as a potential challenge, and it seems like a grand idea: it makes sense in-universe, it's challenging, and it's scary. Has anyone actually gone through doing this?

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