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Messages - Svanh

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16
Well heavy Plasma's and rifles need to be more like their TFTD equivalent, less ammo which will give the pistols more use... :\

Maybe make the bigger plasma weapons less accurate while boosting the pistols but weaker.

As far as I know, the purpose of Open X-Com is to fix a lot of the bugs and restrictions of the original X-Com. From that, you'll be better off modding the weapons yourself than waiting for them to be changed.

Remember that Open X-Com is very easy to mod. You don't have to wait for something to be added to vanilla to try it out.

17
As with a lot of suggestions, this can be done with ruleset editting. Just edit the deployment entries so that the aliens have plasma pistols and plasma pistol clips  underneath the heavy plasmas/rifles and grenades for each rank's equipment. You will have to do this for every deployment but it's easy enough.

Be careful not to add equipment for rank 6 or 7 aliens as those are terror units.

It probably won't be put into the main game as it makes it easier for X-Com to amass money while aliens will rarely, if ever, need to use their sidearm.

Check the wiki or ask around if you need any modding help.  :)

18
Resources / Re: Ruleset Get!
« on: November 26, 2013, 12:11:41 am »
well that was one hell of a learning experience o_O still. I think I managed to pull it off to your specifications.
only problem was it is able to equip/use items, so I zeroed off it's strength/accuracy/reactions.
Also equipment/HWPs can't seem to have a fancy UFOpedia background. Apparently thats only for craft/facility/research topics.

but it works well when I tested it, I've grown quite fond of it :D

Edit. Minor changes to fix a couple things.

@Hythlodaeus a tank counts as a HWP/weapon, its not possible to make a tank count as HWP/equipment. you could modify its strength to 4, that way it could carry/use a motion scanner as well. but thats the only way around it.

You can make a HWP with an item fixedWeapon but the item is placed in one of the backpack slots so it can't be used (fixedWeapons can't be moved around the inventory). Check the Medic Drone in my Drones mod if you need an example.

19
Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 25, 2013, 09:18:47 am »
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards
Zaradur

The Medic Drone can be loaded into the game, pick up items and walk around just fine but as far as I know it doesn't equip its medi-kit in the hand slot so can't use it. Has this changed?

Thanks for the translations, I'll put them into the main post.

20
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: November 25, 2013, 09:14:56 am »
Thanks for pointing those out. I'll see what I can do.

21
Resources / Re: Scout drone [Needs ruleset]
« on: November 24, 2013, 06:37:58 am »
What did you have trouble with? I might be able to help (Especially if you're having trouble making the smokescreen/making it appear in the base).

22
I've also made a mod adding cult missions to the game. You can find it here and here.

23
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: November 23, 2013, 04:41:31 am »
Hey so can someone give me a detailed install for this mod?  sounds really cool but i wanna make sure i set it up right.

Sorry I'm a bit late on this. You should just be able to unzip the folder into your openxcom directory.

Tell me if you have any trouble.  :)

24
Suggestions / Re: Augmentations
« on: November 18, 2013, 04:01:14 am »
Good idea! Augmenting soldiers sounds fun but if you could define more than one soldier type in the ruleset, you could easily make the hybrids/androids of Apocalypse which would might be an easier step.

25
Work In Progress / Re: Fortification
« on: November 10, 2013, 12:21:54 pm »
I like the sandbag idea, it would actually make a lot of sense to have at least some improvised fortifications in place when the base gets attacked... perhaps even randomly placed, so that the base defense missions have a random element?

as for sentry guns, this is actually possible, in a way. since items can spawn units (afaik), all you needed to create would be a unit which is incapable of movement and looks like a gun on a tripod (or something like that). you would be able to control it once it's placed, and the aliens would attack it as if it were one of your soldiers :) somebody should start creating a mod for this... I don't know how to achieve the part about "incapable of moving, but still able to turn to shoot", but we'll figure something out.

For "immobile but can shoot", maybe 1 energy/stamina? Not sure whether turning uses energy.

26
Suggestions / Re: Alien troop carrier
« on: November 06, 2013, 12:08:00 am »
You could try modding it in. UFOs/Deployments are fairly easy to make in a ruleset.

27
Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 03, 2013, 01:18:12 am »
Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?

Tried setting 'needItem' in the research section to false still can't research

Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).

28
Suggestions / Re: 'less clicks' suggestions
« on: November 01, 2013, 11:17:19 pm »
Range Based Accuracy as ruleset flag
Lately i was thinking of how to differentiate weapon types to create sniper rifles and shotguns/smgs, so I played around with the [maxRange] flag... but I was bit disappointed when it wouldn't let me fire because the target was a tile or two out of range. It works for grenades or a limited reach weapon like a flame thrower. But if I had a shotgun or smg... the target standing slightly out of the weapons effective range wouldn't stop me from firing... I'd just be a little less likely to hit the mark. So it would be nice if I could set the 'effective range' of a weapon before accuracy starts to drop. And possibly the % increment accuracy drops per tile?
and for sniper rifles, often they don't work well in tight quarters, so reversing the effect (closer = less accurate) would allow us to simulate that too

This would be great for modding. To get the closer=less accurate effect I'd just make the weapon fairly inaccurate with negative accuracy falloff per square outside of its min range.

29
Work In Progress / Re: Map nodes
« on: November 01, 2013, 12:43:33 am »
spawn level corresponds to alien ranks, i think.

Which particular setting do you mean by spawn level? There is a spawn setting that controls whether units spawn on the node which can be set from 0-9 and a setting that can also be set from 0-9 with ranks listed next to the numbers.

In making my CULT maps I found I had to set a lot of points to 1:spawn and 0:Civ/scout respectively to get most of the aliens in the deployment to spawn.

30
Released Mods / Re: Drones - Power suit HWPs
« on: October 31, 2013, 05:30:49 am »
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?

There is no logic behind it. Most of the things I make come straight out of my personal ruleset so my mods are "balanced" around that. I've changed my ruleset so the weapon classes (Beginning, Laser, Plasma) have different roles instead of being almost straight upgrades and I've buffed most of the aliens in some respect as well (Snakemen resist lasers and are tougher, Mutons are walking tanks (3x vanilla armour) but aren't so good in the psi department, Ethereals are weak but have good reactions and psi strength >100 etc.).

Cultists are fairly weak and, if you can cope with the psi attacks, they don't pose much of a threat. Adding a slight resistance to lasers and plasma weapons means that plasma weapons are viable but will work about as well as autocannons, ensuring that the missions are still decently difficult when you have the psi aspect dealt with.

Alternatively, their resistance to lasers and plasma weapons is the result of alien hazing rituals. Who knows?  ;)

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