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Messages - Solarius Scorch

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31
Tools / Re: WORLD.DAT editor by Volutar
« on: April 12, 2024, 02:16:03 pm »
Is it ok for the attachment to cointain what it looks to be an original WORLD.DAT asset? Perhaps replacing it with a dummy WORLD.DAT would be better and let the user copy over the one in their installation.

This is what Volutar distributed in his original release, the archive has not been changed in any way.

I don't think it's an issue, since it's not a resource per se, but I'm not really a person to ask.

EDIT: Added a link to Volutar's original page.

32
Fan-Stuff / Re: Vegetation Earth map
« on: April 12, 2024, 01:16:36 pm »
Since Volutar's link is no longer valid, I have reuploaded the World.dat editor here (with supSuper's permission).

Volutar, if you have an issue with that, please let me know and I will remove it.

33
Tools / WORLD.DAT editor by Volutar
« on: April 12, 2024, 01:15:15 pm »
Reuploading Volutar's excellent tool for editing Geoscape polygons, since his old link is no longer viable.

More details here: https://www.ufopaedia.org/index.php?title=User:Volutar

34
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 12, 2024, 01:03:25 pm »
A simple solution would be to make an 'official' submod that either removes the timer or puts it back, depending on which population of mod players gets the upper hand. ;D

Feel free to make it, if you like. I would prefer to focus on other stuff myself, but I totally don't mind if someone else does it.

Moreover, I propose adding 'isExplodingInHands: true' to most if not all grenades, to discourage the excessive pre-priming mentioned by psavola in the thread the quoted post came from. As I recall, Solarius isn't a fan of pre-priming, either.

Good initiative. :>

I have a solution. what if both existed?
by that I mean have two grenade types, one is a timer based design, the other is a normal pin based grenade.

I'm against it; that would mean a lot more items just for one option. Substandard design, I'm afraid.

Loving this mod.

Thank you!

I notice these OXC options are disabled / purple:
  • Allow Psi-Strength Improvement
  • Instant Grenades
Could you expand a little on why they're unavailable?

The first is completely against the established x-Com canon (and would ruin the balance), and the other is a brutish cheat (which ruins the balance even more).

It's kind of disappointing in my current playthrough - I rolled a lot of early soldiers with low PSI strength who have now been on 50+ missions and I'd love a path to salvage them so I don't need to sack half my crew.

Frankly, I don't quite understand the logic behind sacking such soldiers. I've never done this, even in vanilla. Just don't take low psi agents on missions with psionic enemies, there aren't many of them. Also, this is exactly why Blood Boosting exists: to make use of agents who are naturally poor at psionics.
Psi Strength is an important factor which must remain outside of the player's direct control, else all agents will have the same optimal career path.

Also, I really recommend using the Apocalypse-style equipment assignment, it really saves time and helps keep things in order. But it's a matter of taste.

35
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 12, 2024, 12:29:32 pm »
Does anyone know what would you need to do to edit the globe land values to enable Easter Island as a land location to build on?  could that be a mod or would the original DOS files need an edit?

You need a program called "worlddat", made by Volutar. Unfortunately the only link to it I could find is dead. I have it, but I'm not sure if it's OK to redistribute it - I will try to find out.

EDIT: Got the permission, you can now find the program here.

36
The X-Com Files / Re: [Submod] Stealth armours
« on: April 12, 2024, 12:20:08 pm »
That is one sexy suit. Is it a separate mod? Where can it be found?

It has been integrated with the main mod and will be featured in the next release.
As always, you can simply download the current unreleased version from https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip - it usually works just fine.

37
Isn't it the option to start training as soon as the soldier is healed?

38
The X-Com Files / Re: [Submod] Stealth armours
« on: April 10, 2024, 08:05:42 pm »
Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.

Yep, bullshit keeps rolling in 8)

39
I would like to make a request.

The feature:
If a mission site (such as a terror mission) is not resolved by victory (battle won by X-Com) before it expires, or if X-Com loses this battle, a UFO spawns at the same location.
This UFO and its trajectory is defined in alienDeployments.
If the trajectory not specified, the UFO should do the "GTFO into space" manoeuvre.

The justification:
It would expand a modder's tools, allowing for new ways of mission presentation.

A simple example: Alien Abduction. Instead of vanilla, each Abductor now generates a mission site. This mission site (battle) contains the UFO and its crew, as well as some civilians to harass and whatever you want. If you lose this mission, or you don't go at all, it vanishes, spawning an Abductor which then leaves the planet.

Thanks, and I hope that this request is not too silly or anything. :)

40
The X-Com Files / Re: [Submod] Stealth armours
« on: April 10, 2024, 11:21:49 am »
The BO suit is early game, and the Stealth Suit is essentially postgame, so I am not certain how a new, presumably mid-game (?) stealth armour would affect my submod. Unless you've added some sort of global armour mechanics or concepts that should be unified across all stealth armours?

No, nothing like that. There probably isn't anything for you to do, I just wanted to let you know just in case.

41
The X-Com Files / Re: [Submod] Stealth armours
« on: April 08, 2024, 07:37:03 pm »
Juku, it's not exactly on topic, but I'd like to mention that I have just added a new armour with stealth capabilities. I don't know if it matters, but chances are it might affect you're submod.

My new armour is a standard personal armour with extra camo (25/-4) and a gizmo to create magical holograms in battle.

42
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 08, 2024, 07:33:18 pm »
Umm... By sqs, do you mean cqc (close quarters combat)?

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 08, 2024, 01:04:29 pm »
Playing the Vampire Castle map, been clearing tunnels and corridors for ages, finally, bug hunt turn on and turns out there's a zombie in a cave that's completely disconnected from the rest of the map. Couldn't get there with the high ex that my agents were carrying and I didn't have a pickaxe or something. I've attached a screenshot of the zombie in debug mode.

Noted. But pickaxes (or other such tools) are critical for underground missions.

44
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 08, 2024, 01:03:03 pm »
I'm gonna make it worse and drop another tiny submod here! I made a custom craft menu preview picture for the medical drone armor so I know at a glance if I'm bringing a scout or a medic.

Added in the main mod :)

45
Brutal AI / Re: Grenade shortcut
« on: April 08, 2024, 01:01:09 pm »
I can easily remove the counter from grenades (and set it to 0 turns), but God knows how many people use the counter and would be sad to see it go.

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