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Messages - ohartenstein23

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1846
XPiratez / Re: Bootypedia (aka the wiki)
« on: July 28, 2016, 05:41:30 pm »
Awesome.  I'll work on the ranged weapons next, though that will probably take much longer.

1847
XPiratez / Re: Bootypedia (aka the wiki)
« on: July 28, 2016, 04:56:09 pm »
Hey Ivan, I've got the updated information for melee weapons in a spreadsheet, I'll send you the updated table for the wiki once I've had a chance to edit the HMTL table.

1848
Can you upload all the files that you're working with to make the mod, including the new map file and the ruleset?

1849
It doesn't seem to have any information about the crash, only just the startup log.  When does the game crash?  Before you reach the main menu?  Or when you start an instance of the Battlescape with the new map?

1850
Are you editing the small scout's map directly, or working on a copy of it?  Also, could you attach a copy of the openxcom.log file and any modded rulesets to help us debug?

1851
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 27, 2016, 09:46:33 pm »
Melee assaults don't necessarily need to be a mad dash straight for every target in sight - there's a nice balance between turtling in smoke and balls-to-the wall sprints that I've found useful in both the open-field portion of UFO assaults and attacking hideouts.  A mix of melee skirmishers, some heavier fire support, and scouts allow for rather quick clearing of the Battlescape up to the doors of the craft without being overly conservative.

As for fighting against Psi attacks, I thought I read on this forum that a gal can't be targetted unless she's been seen by some enemy.  Thus it's possible to control who will be the Psi-rod just by managing LOS.  By which I mean abusing smoke and getting a few parrots killed.  Or pick scouts that have been psi-screened, or don't carry any weapons.  Not always easy to do in practice, but certainly possible.

1852
Fair enough.  I hadn't done much at all with 1.0, since my jump into modding started by looking at FMP, and that required the upgrade to a nightly version.

1853
You could also try the simple solution of making a copy of XcomUtil's fighter transports for just the Firestorm, setting the soldier count to one, and keeping that map.  It's not exactly the small scout, but it does feel more like an X-COM craft.

1854
The mods should not go in the same folder as the base ruleset for the game, and it sounds like you're still using the 1.0 milestone release, which is quite out-of-date for doing anything with mods.  I'd suggest updating to the latest nightly release, as that will make it much easier to keep mods organized.

Also, it does look like you'll need a map editor to place a spawn point for XCOM units.  I haven't done any map editing myself, but here's a site which should help you get started:
https://openxcommods.weebly.com/general-map-creation.html

1855
Are you editing the original .rul file directly, or creating a mod directory with a new file?  Also, where in the file are you making this change, that is, under what heading?  It might be helpful to look at the ruleset for the XcomUtil Fighter Transports mod:

Code: [Select]
crafts:
  - type: STR_FIRESTORM
    soldiers: 10
    vehicles: 1
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - LIGHTNIN
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10
    deployment:
      - [5, 3, 1, 2]
      - [5, 4, 1, 2]
      - [4, 3, 1, 2]
      - [4, 4, 1, 2]
      - [4, 2, 1, 2]
      - [4, 5, 1, 2]
      - [3, 2, 1, 2]
      - [3, 5, 1, 2]
      - [2, 3, 1, 2]
      - [2, 4, 1, 2]

This mod might be as simple as replacing the above battleScapeTerrainData: with the corresponding lines from the small scout's definition, setting soldiers: to one and vehicles: to zero, and editing the deployment coordinates for your single soldier.

1856
First off, how experienced are you with modding OpenXcom?  I think this can be done with a few edits to a ruleset file, and is a great place to start getting into modding if you haven't done much or any with OXC before.

Secondly, just to make sure I (and the rest of the forum) understand what you're saying, you want to make the Firestorm a dropship for a single soldier, using the alien small scout as the appearance on the Battlescape, correct?

1857
XPiratez / Re: Bootypedia (aka the wiki)
« on: July 22, 2016, 12:37:45 am »
I've plenty of time commuting on public transit, I can start looking at updating the weapons tables.

1858
Work In Progress / Re: a different shotgun behavior
« on: July 21, 2016, 04:22:55 pm »
Since slugs don't have multiple pellets, it shouldn't use the pellet-spread parameter at all; my thought would be that the calculations for shotgun spread would only be used if an ammunition type has multiple pellets, and have the weapon define the spread.

1859
XPiratez / Re: Bootypedia (aka the wiki)
« on: July 21, 2016, 03:05:14 pm »
I doubt I'm the de facto expert on interception strategy - any suggestions out there for improving the article?

Also, are there any suggestions on what should be updated next on ufopaedia's Bootypedia?

1860
Work In Progress / Re: a different shotgun behavior
« on: July 21, 2016, 03:00:07 pm »
Would it be feasible to change shotgun behavior to make the pellets' trajectories depend on two factors such as the normal firing accuracy plus a per-weapon defined spread?  I imagine the calculation being something like getting a 'base' trajectory as if firing a single projectile based on firing accuracy, and then each pellet deviates from that trajectory based on the weapon's spread parameter.  Behavior could then be tuned from a sawed-off-type shotgun where pellets go in a wide arc, somewhat like current behavior with low accuracy, up to hitting all pellets in a single tile at medium ranges, much more like a real-life shotgun.

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