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Messages - mutantlord

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91
Released Mods / FMP Extended errors please fix
« on: September 01, 2022, 01:39:24 pm »
[01-09-2022_20-35-15]   [INFO]   Active mods:
[01-09-2022_20-35-15]   [INFO]   - xcom1 v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack-extended v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack v3.1
[01-09-2022_20-35-16]   [INFO]   Loading begins...
[01-09-2022_20-35-16]   [INFO]   Pre-loading rulesets...
[01-09-2022_20-35-16]   [INFO]   Loading vanilla resources...
[01-09-2022_20-35-16]   [INFO]   Loading rulesets...
[01-09-2022_20-35-18]   [INFO]   Loading rulesets done.
[01-09-2022_20-35-18]   [INFO]   Loading fonts... Font.dat
[01-09-2022_20-35-18]   [INFO]   Lazy loading: 0
[01-09-2022_20-35-18]   [INFO]   Loading extra resources from ruleset...
[01-09-2022_20-35-18]   [INFO]   Loading custom palettes from ruleset...
[01-09-2022_20-35-18]   [INFO]   Making palette backups...
[01-09-2022_20-35-18]   [INFO]   After load.
[01-09-2022_20-35-18]   [ERROR]   During linking rulesets of items:
Error for 'STR_CEREBREAL_WEAPON': Wrong index 1992 for surface set BIGOBS.PCK
Error for 'STR_DOGE_BARK': Wrong index 1945 for surface set Projectiles
Error for 'STR_HWP_DISC_LASER_CANNON': Wrong index 1211 for surface set BIGOBS.PCK
Error for 'STR_HWP_SMOKE_CLIP': Wrong index 1088 for surface set X1.PCK
Error for 'STR_REAPER_WEAPON': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_BITE': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_WEAPON': Wrong index 1840 for surface set Projectiles
Error for 'STR_UNARMED_WASPITE': Wrong index 1004 for surface set HIT.PCK

92
Jesus Christ, Meridian,  the amount of time you spend in replying of these posts are astronomical.  I wonder if your time could be better utilised elsewhere than to catch up in these troll fights,  if I might classify them from my observation.
The usage of your personal time efficiently is very important to you? If I am not mistaken?

93
I will add my rejection to this feature. Pointless.

94
OXCE Suggestions DONE / Re: [DONE][Suggestion] Monthly purchase limit
« on: August 13, 2022, 04:19:05 am »
Quote
You do realise that... by default all items have no purchase limits. Which is predictable. So you're saying that the game and all the mods are already boring + no mystery + no fun? Why are you here if you hate this boring no-fun game so much lol"

You misunderstood the difference between hating and suggestion for improvement. Yes, by default items have no purchase limits. Some mods has change that by completely removing the item which can be purchased at all, with monthly random availability though events. If the same can be done through events, why not item availability limits? No, not all the mods are boring. Some mods are fun to play, just perhaps you never played them, or heard about them.

Quote
  For such a feature to be practical, you'd need UI with sliders, like the one xcomapoc has. It would be too much work trying to replicate that UI. Also, that UI would only work well if ALL the items had their limits and market info set. So it would also be incompatible with all the existing mods.

A UI is not necessary to make such a feature possible. Old fashion modding can do it. You need to set a hard min and max limit availability in the rul files. The amount is available in between the limits set. When the player purchase the items, it doesn't have to show how much is available. Once the purchase limit is reach, a message will pop up saying it runs out of inventory. From the paragraph you wrote,  this begs of another question. Have you made or published any any mods? If you have, I would like try them out.

95
OXCE Suggestions DONE / Re: [DONE][Suggestion] Monthly purchase limit
« on: August 12, 2022, 07:16:02 pm »
This is a very nice addition to OXCE. However, it is a real pity that it makes the item’s amount every month utterly predictable.

Predictability = Boring + No mystery + No fun

Would a player play a battlescape mission,  if the fog of wall is missing at the very start of the mission?

Would a player think it is fun? If they knew they only get ten amount of Elerium each month? Not X amount that can be in between 0 and ten.

96
OXCE Suggestions Archive / Re: [Suggestion] Default Terrain
« on: August 04, 2022, 08:55:08 pm »
I raise this request is for the sole reason of custom default terrain tailored to the mapscript attached to specific mission/Alien deployment. Not global default terrain that replace ocean texture. If that is the case, then -1 in the global texture can be listed with the default terrain of desired choice.
 

97
OXCE Suggestions Archive / [Suggestion] Default Terrain in map script
« on: August 04, 2022, 09:39:41 am »
Hello, I wish to suggest a feature that could benefit all modders.

In playing mods like XCF and XPiratez, sometimes the mission can spawn on a texture having no terrain, thus the mars terrain is always the one used to replace of all the missing maps in the mission. Thus this can ruins the show or mission.

I propose of having a defaultTerrain feature in mapscript. If the mapscript encounters a texture having no terrain, the defaultTerrain would be used instead.

Sample code

  - type: DESERTSAMPLE
    commands:
    - type: addUFO
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addCraft
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addBlock
      size: 2
      executions: 3
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: fillArea
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.

98
OXCE Suggestions DONE / Re: [Suggestion] Monthly purchase limit
« on: July 22, 2022, 02:48:02 am »
Dynamic Economy and micromanagement in the game are mutually not related.  It allows the enabling of certain special material or goods available some day and some not. 

99
OXCE Suggestions DONE / Re: [Suggestion] Monthly purchase limit
« on: July 21, 2022, 03:27:08 pm »
Dynamic economy, fluctuating prices, etc. have already been rejected in a different thread.

This thread is about fixed prices and a monthly limit on the number of items.

There is not much fun in playing a mod, if you pretty much knew what to expect.  It is the unpredictability that makes even a modder want to play their own mods.

Then again, a feature like this would have little chance of being implemented.  I am not holding my breath at seeing it one day.

100
OXCE Suggestions DONE / Re: [Suggestion] Monthly purchase limit
« on: July 21, 2022, 10:29:56 am »
I would too like to see such a feature. With a fluctuating price range on the items and random availability per day.

101
Recycle Bin / Re: Skybuck's Plans for OpenXCom (youtube video)
« on: March 21, 2022, 12:57:58 pm »
What is it that you are trying to achieve? If you want to contribute, just open a pull request to Meridian or Yankes for OXCE. If you are trying to create a fork for OXC and create your own new brand of OXCE, well, a lot of modders do prefer OXCE because of its already vastly available new features. So far, you have been showing off something or spamming.

102
Thanks for all the reply. I will check it out

103
I am struggling to understand of your sentence here. If a car is stopped (ufo landed) then it is logical for a mission to automatically start. If a car is moving and without weapons, if the craft is faster than the car, it will force the ufo (theoretically) to a stop.

104
Hi, not sure if this is the right place in the forum to ask this question. Is it possible to skip ufo interception completely, if an ufo, take a civilian car for example, with no weapons, is intercepted by a skyranger and this automatically trigger a battlescape mission?

105
No, I need this for a different reason.  Like you retreat from a UFO mission and then do another one close by.

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