Crashes when setting alien tech level to maximum in free battle >_<
Here are some pictures, The first one is your mod, the Tech level goes up yo 12.
if I click on it again, death will occur >_<
The second picture is standard, it goes up to 10+
I'm also using stat tracking mod, maybe that is the issue. just not sure how or why yet >_<
Afaik Solar's mod adds more months beyond month 10 (when in vanilla, the aliens reach their technological pinnacle). Check Month 13 in alienItemLevels, there might be a typo there.
Very nice, you've been cranking them out lately! Btw sorry I haven't gotten back to you on skype. Been burried in programming :)
Ah no problem, the important thing is that you keep those errors in check :)
As for the mod, I was worried about not seeing Plasma Blasters appearing at all. Until Ethereals decided to attack my base... and one of them blew up my laser tank with it! Woo.
EDIT:
A quick question: I've been wondering about making an alien plasma shotgun to make use of the new pellet mechanics. Do you think it'd fit them? I have reservations myself...
Hey, Solarius.
I just intalled your mod. The text for the invented plasma sniper clip doesn`t appear.
Neither in englisch, nor in my german strings.
I don`t understand this, for the text is there in the strings.
How about a zap gun that shoots out electricity? If aliens get a shotgun, can you make the alien AI use it in close range as it should be used? That is unless this plasma shotgun will be accurate at long range and have an auto option. I'd love to get my hands on that kind of shotty!@
The problem is still there:
Got no text for the invented clip. Neither in englich, nor in my german strings.
Ask Warboy about that.
There was no text in the ufopaedia for the sniper clip...
Apart from the bug:
BIG-Mod :-) Am using it already.
And I SELDOM use mods, that add content. :D
items:
- type: STR_PLASMA_SNIPER_RIFLE
listOrder: 5150 # was 2206
- type: STR_PLASMA_SNIPER_RIFLE_CLIP
listOrder: 5151 # was 2207
- type: STR_PLASMA_BLASTER
listOrder: 4980 # was 2208
- type: STR_PLASMA_BLASTER_CLIP
listOrder: 4981 # was 2209
manufacture:
- name: STR_PLASMA_SNIPER_RIFLE
listOrder: 1670 # was missing
- name: STR_PLASMA_SNIPER_RIFLE_CLIP
listOrder: 1671 # was missing
- name: STR_PLASMA_BLASTER
listOrder: 1450 # was missing
- name: STR_PLASMA_BLASTER_CLIP
listOrder: 1451 # was missing
ufopaedia:
- name: STR_PLASMA_SNIPER_RIFLE
listOrder: 4950 # was 2203
- id: STR_PLASMA_BLASTER
listOrder: 4750 # was 2205
Hey, Solarius!
Great sprites!
One thing: The new floorob.give doesn`t match with your other new sprites:
The handobs are the problem.
In the inventory everything is fine.
But the games references for the handobs are somewhat wrong. Just holding the wrong weapon.
Reinstalling doesn`t help the handobs problem.
Yeah, yesterday it was perfectly fine.
I`ve got an idea:
In your new .zip in the old destroyer-folder. Every handob is there twice. Once in the normal format: handob.giv AND BP.giv . 15 files. That shouldn`t be.
When you deleted the BP.giv`s. At least the old handob sprites are used again..
But the problem still occurs.
I`ll see, if I can at least restore the former status.
As soon, as you nename the handob_Plasmadestroyer_alter for the game taking thos handobs, you get weird solutions for the sniper AND the Blaster.
And you are right. I`ll do, what I want.
extraSprites:
- type: BIGOBS.PCK
files:
117: Resources/AlienArmouryExpanded/Aliensniperrifle.gif
118: Resources/AlienArmouryExpanded/Aliensniperrifle_Clip.gif
119: Resources/AlienArmouryExpanded/Plasmadestroyer_alter.gif
120: Resources/AlienArmouryExpanded/Plasmadestroyer_Clip.gif
- type: FLOOROB.PCK
files:
102: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle.gif
103: Resources/AlienArmouryExpanded/floorob_Aliensniperrifle_Clip.gif
104: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_alter.gif
105: Resources/AlienArmouryExpanded/floorob_Plasmadestroyer_Clip.gif
- type: HANDOB.PCK
files:
210: Resources/AlienArmouryExpanded/handob_Aliensniperrifle/
211: Resources/AlienArmouryExpanded/handob_Plasmadestroyer_alter/
Sadly not.
New UFO design mods are always appreciated.
But I don`t see the connection to this mod. ;)
alienDeployments:
- type: STR_SMALL_SCOUT
data:
- alienRank: 5
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 50
itemSets:
-
- STR_PLASMA_PISTOL
- STR_PLASMA_PISTOL_CLIP
- STR_PLASMA_PISTOL_CLIP
- STR_MIND_PROBE
-
- STR_PLASMA_RIFLE
- STR_PLASMA_RIFLE_CLIP
- STR_PLASMA_RIFLE_CLIP
- STR_MIND_PROBE
-
- STR_HEAVY_PLASMA
- STR_HEAVY_PLASMA_CLIP
- STR_MIND_PROBE
width: 40
length: 40
height: 4
alienDeployments:
- type: STR_SMALL_SCOUT
data:
- alienRank: 5
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 50
itemSets:
-
- STR_PLASMA_PISTOL
- STR_PLASMA_PISTOL_CLIP
- STR_PLASMA_PISTOL_CLIP
- STR_MIND_PROBE
-
- STR_PLASMA_RIFLE
- STR_PLASMA_RIFLE_CLIP
- STR_PLASMA_RIFLE_CLIP
- STR_MIND_PROBE
-
- STR_PLASMA_SNIPER_RIFLE
- STR_PLASMA_SNIPER_RIFLE_CLIP
- STR_PLASMA_SNIPER_RIFLE_CLIP
- STR_MIND_PROBE
-
- STR_HEAVY_PLASMA
- STR_HEAVY_PLASMA_CLIP
- STR_MIND_PROBE
width: 40
length: 40
height: 4
Thanks! I like it too, even more so since I learned a lot doing this.
Let me suggest using the Plasma Beam Mod (https://www.openxcom.com/mod/plasma-beam-mod) too. ;)
Now, time for a question from me: do you think I should add some new UFOs to this ruleset, or it is beyond the scope of this mod?
I could make another mod of course, but since UFO designs include alien inventory loadouts, I would have to make two versions: one for this mod, one for vanilla. And that's neither elegant nor convenient.
Thanks, I am using the Plasma Beam mod ever since it was released :)
About the new Ufos... well no, I think that is stuff for a bigger mod, maybe even only for a Total Conversion.
But didn`t TurkishSwede show well, you can have a separate mod for mor UFO designs?
Ah, you didn`t say, you`re planning completely new UFOs....
That would be even more appreciated, but is a huge task: New pics for the interception screen, new entrys EVERYWHERE.....
I`m curious, what you`ll do...
Hey, on a terror mission I found a Sectoid with the plasma blaster. Was this intended?
Thought, this should only occur on battle-ships and alien bases?
I have played 4 game months with this mod.
I researched the sniper as soon as I could. Even if I kept it in reserve at first, I was glad to have a few ones aboard on my first terror mission : 3 reapers in direct sight of the skyranger, with 3 more a few tiles away.
Both weapons are very dangerous in alien hands. The first time I saw a Plasma blaster, it's in an Alien base, a floater tried to shoot across a window at a very steep angle, and blew himself up. The second time, an other floater (I assume) missed one of my front men, the shot flew across half the map and exploded in a starting room, killing one of my men and wounding 2 others. :'( ;)
The plasma sniper unlocks the plasma (ship) beam, at first I thought it was "too good" because when once I can use the sniper beam, I don't feel the need to use any of the others plasma weapons. But after all, this acts as an alternative to the heavy plasma : In early game, I always try to research one heavy weapon even if I don't use it immediately. It's because I was first a TFTD player, and when the Lobster men first attack, if you don't have the big guns ready, you're screwed.
Erm.............Solarius?
Is that true? The sniper rifle unlock the plasma beam without the need to research every plasma weapon???
The Blaster is one weapon! ;D Once they are introduced in the battlescape I suddenly had regained much more respect for Floaters, they are very dangerous when using those, a blaster shot from above will ruin your day for sure :D
5x35 damage, if I read the ruleset correctly. This would be quite blocked by personal armor, and totally stopped by power armor.
Hey, Solarius,
would you mind supporting different version-downloads of your mod?
I`m really interested in your improvements on that mod, but, for example, don`t need the plasma shotgun.
Like Civillan should make different mods for each area-mod, this would make your mod even more attractive.
You could offer older versions of the mod.....
I found a plasma caster in a snakemen base assault, month 6 (The wielder didn't have any time to shoot)
Since the weapon is powerless against power armors, you should make it a more frequent find in early months, but totally disappear after a few months, replaced by the more powerful guns.
I rescue my old amiga sound pack for plasma weapons !
I`ve got my first Ironman Base Defense mission.
4 Sectoids with the plasma blaster...
Was this meant to be?
Thanks, but I'll nned to think about this... It's a nice pack, but I would prefer something closer to the original.
You mean it's too much or not enough? :)
Too much ;)
Maybe an little sfx for that ? ;D
You don`t understand, Yrizoud.
He has earlier version with only this or/and that weapons.
At the moment, on the mod site, there is this mod only till the alternative blaster.
Any pics of the new acid-weapon? ;D
One thought (actually more an emotion): The plasma-caster is too weak , better make it a late-game high-tier full-fledged shotgun, ba-ba-boom, mickey! ;D
if i hear acid-weapon i think shortrange weapon and if that is the case why is there a scope on it?
Aha, the stun-sniper weapon icon! :) About falkos comment: True, why not simply remove the scope? ;)
I enjoy your work, Solarius. I'll be using shortly.
Are the new UFOs in the expanded-armoury-mod?
- type: cs-CZ
strings:
STR_PLASMA_CASTER: Plazmový rozptylomet
STR_PLASMA_CASTER_CLIP: Zásobník plazmového rozptylometu
STR_PLASMA_CASTER_UFOPEDIA: "Tato varianta plazmové pistole vystřeluje nabité částice v širokém rozptylu, což z ní dělá ničivou zbraň."
STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Toto zhruba krychlovité zařízení je užito jako munice pro Plazmový rozptylomet. Obsahuje malé množství Eleria."
STR_PLASMA_SNIPER_RIFLE: Plazmová odstřelovací puška
STR_PLASMA_SNIPER_RIFLE_CLIP: Zásobník plazmové odstřelovací pušky
STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Tato velice přesná a účinná zbraň je založena na urychlování částic uvnitř krátkodobého antigravitačního pole."
STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Tento malý objekt je používán jako munice pro Plazmovou odstřelovačku - přesnou Cizáckou zbraň. Obsahuje malé množství Eleria."
STR_PLASMA_BLASTER: Plazmový kanón
STR_PLASMA_BLASTER_CLIP: Zásobník plazmového kanónu
STR_PLASMA_BLASTER_UFOPEDIA: "Tato ničivá protipancéřová zbraň založená na plazmové technologii je schopná vypařit cokoliv v okolí dopadu střely."
STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Toto kompaktní zařízení je používáno jako munice pro Plazmový kanón. Obsahuje malé množství Eleria."
STR_TOXIGUN: Toxizbraň
STR_TOXIGUN_FLASK: Toxiampule
STR_TOXIGUN_UFOPEDIA: "Tato zbraň vystřeluje komplexní kombinaci žíravých chemických složek schopných během několika sekund roztavit jakýkoli materiál známý pozemské vědě. To z ji samozřejmě dělá smrtelnou všem žijícím bytostem."
STR_TOXIGUN_FLASK_UFOPEDIA: "Tato malá nádobka je naplněna nebezpečnou kyselinou a funguje jako munice pro Toxizbraň."
- type: sk-SK
strings:
STR_PLASMA_CASTER: Plazmový vrhač
STR_PLASMA_CASTER_CLIP: Zásobník plazmového vrhača
STR_PLASMA_CASTER_UFOPEDIA: "Tento variant plazmovej pištole vystreľuje nabité častice v širokom rozptyle, čo z neho robí veľmi ničivú zbraň."
STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Toto zariadenie v tvare kocky sa používa ako munícia pre plazmový vrhač. Obsahuje malé množstvá eléria."
STR_PLASMA_SNIPER_RIFLE: Plazmová ostreľovačská puška
STR_PLASMA_SNIPER_RIFLE_CLIP: Zásobník plazmovej ostreľovačky
STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Táto extrémne precízna a účinná zbraň je založená na časticiach urýchlených v dočasnom antigravitačnom poli. "
STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Tento malý objekt sa používa ako zdroj energie pre plazmovú ostreľovačskú pušku – veľmi presnú mimozemskú zbraň. Obsahuje malé množstvo eléria."
STR_PLASMA_BLASTER: Plazmomet
STR_PLASMA_BLASTER_CLIP: Zásobník plazmometu
STR_PLASMA_BLASTER_UFOPEDIA: "Toto je extrémne ničivá protipancierová zbraň založená na technológii plazmových zbraní. Dokáže vymazať všetko v mieste dopadu."
STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Toto kompaktné zariadenie sa používa ako munícia pre plazmomet. Obsahuje malé množstvo eléria."
STR_TOXIGUN: Toxizbraň
STR_TOXIGUN_FLASK: Banka pre toxizbraň
STR_TOXIGUN_UFOPEDIA: "Táto zbraň vystreľuje komplexnú zmes silných chemických látok, ktoré dokážu za niekoľko sekúnd rozložiť takmer každý známy pozemský materiál. Čo ju robí smrteľnou pre všetky živé bytosti."
STR_TOXIGUN_FLASK_UFOPEDIA: "Táto malá nádobka naplnená účinnou kyselinou funguje ako munícia pre toxizbraň."
- type: fr
strings:
STR_PLASMA_CASTER: Lanceur Plasma
STR_PLASMA_CASTER_CLIP: Chargeur de Lanceur Plasma
STR_PLASMA_CASTER_UFOPEDIA: "Cette version modifiée du Pistolet Plasma projette ses particules à très haute vitesse, ce qui en fait une arme redoutable."
STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Ce petit objet cubique n'est autre qu'un chargeur de Lanceur Plasma. Contient de l'Elerium en petite quantité."
STR_PLASMA_SNIPER_RIFLE: Fusil Plasma de Précision
STR_PLASMA_SNIPER_RIFLE_CLIP: Chargeur de Fusil Plasma de Précision
STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Ce fusil, d'une précision diabolique, exploite toute la puissance de la technologie Plasma, basée sur l'accélération de particules au sein d'un mini champ gravitationnel."
STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Munition pour Fusil Plasma de Précision. Contient une petite quantité d'Elerium."
STR_PLASMA_BLASTER: Blaster Plasma
STR_PLASMA_BLASTER_CLIP: Chargeur de Blaster Plasma
STR_PLASMA_BLASTER_UFOPEDIA: "C'est assurément l'une des armes les plus puissantes. Basée sur la technologie Plasma, cette arme est particulièrement efficace à l'encontre des blindages. Détruit absolument tout en son point d'impact."
STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Munition pour Blaster Plasma. Contient de l'Elerium."
STR_TOXIGUN: Pistolet à Toxine
STR_TOXIGUN_FLASK: Fiole pour Pistolet à Toxine
STR_TOXIGUN_UFOPEDIA: "Cette arme projette une mixture composée de puissants agents chimiques, capable de dissoudre en à peine quelques secondes toute matière avec laquelle elle entrerait en contact. Elle s'avère naturellement fatale pour tout être vivant."
STR_TOXIGUN_FLASK_UFOPEDIA: "Petite fiole remplie d'acide qui permet d'approvisionner le Pistolet à Toxine."
Yous should update your top message ::)
Well for linux, I'm still on my knees...
(https://s29.postimg.org/8lw5kepub/openxcom_10_aliern_armoury_expanded_1_3_1.jpg) (https://postimg.org/image/8lw5kepub/)
BUT I FIXED THIS!!!!! :o
OK, let's not succumb to panic. Please download version 1.3.3 again, check Alien Armoury Expanded\Resources\AlienArmouryExpanded and make sure one of the files is named Plasmacaster_clip.gif, not Plasmacaster_Clip.gif. Delete your previous mod version (just to be sure) before copying the files. Should work.
If this doesn't work, let me know so that I could commit seppuku with a Linux install CD.
This isn't 1.3.3. 1.3.3 has floorob_Toxigun, not floorob_Toxigun. I just downloaded my own mod to confirm this!
ah youre right...please upload link in the first post...I'm going maaad! :'( :'(
Ok, i'll try later, in the meantime if some other linux iser might want to try i'd be very grateful, sorry, i'm really destroued today "(
Hmm, I somehow forgot to do it. :P
THanks for the waking kick. Will be fixed next version.
alienDeployments:
- type: STR_SMALL_SCOUT
data:
- alienRank: 5
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 50
itemSets:
-
- STR_PLASMA_PISTOL
- STR_PLASMA_PISTOL_CLIP
- STR_PLASMA_PISTOL_CLIP
- STR_MIND_PROBE
- STR_NEWSTUFF
-
- STR_PLASMA_RIFLE
- STR_PLASMA_RIFLE_CLIP
- STR_PLASMA_RIFLE_CLIP
- STR_MIND_PROBE
- STR_NEWSTUFF
-
- STR_HEAVY_PLASMA
- STR_HEAVY_PLASMA_CLIP
- STR_MIND_PROBE
- STR_NEWSTUFF
width: 40
length: 40
height: 4
you can but should not delete data (not a good idea because STR_NEWSTUFF is there) width: 40
length: 40
height: 4
you can delete because they are in the correct "level" and unchanged to original
I had some weird effects when left this out, so I put it back in. Can't remember what it was though.Yes, this does not work, sorry
Yes, this does not work, sorry
PS : I understand why my previous tests where OK despite of this pending issue
This is due to mod loading sequence : even if mods are sorted alphabetically in options screen, this does not mean they will be loaded alphabetically
A quick check in Options.cfg and I saw it could depend if you activate/de-activate/re-activate some mods.
Hey, I downloaded this and I love it, but the lab ship's walls on the first and third levels can be walked through on one side. Can this be fixed?
items:
- type: STR_TOXIGUN_FLASK
power: 45
- type: STR_PLASMA_CASTER_CLIP
power: 35
- type: STR_PLASMA_SNIPER_RIFLE
power: 95
- type: STR_PLASMA_BLASTER_CLIP
power: 100
Then you just have to change values, save and close, install under Ruleset folder, then load this mod at least after the AAE modThe wall my soldiers are standing in and the one in the same position on the bottom of the ship are both see-through and passable.
Kind of a big issue for assaulting the bottom because I can see into the ufo.
Also, I updated your mod right before this, and I'm using some nightly after 1.0. Do you need specifics? How do I find that?
While I do love the additional weaponry and maps I have to complain that the weapons themselves are a tad underpowered with the exception of the Plasma Sniper and Blaster.
The Plasma Caster can't even damage my troops in Power Armor at point blank range. I had one Agent unsuccessfully attempting to stun an alien for three rounds taking the full amount of retribution from the alien without a single point of hitpoints lost.
And I'm on Superhuman.
And way too many aliens are running around with Plasma Pistols. I should have lost three Agents when that Muton burst through the door but instead the closest guy took six shots to the forehead and didn't flinch. Power armor of course.
@DMP
What about making your own mod to correct what does not fit your expectations ?
For example, adjusting power is simple : create a new .txt file, that you rename to "AAE Correction.rul" (also change extension from .txt to .rul), open it with Notepad++, optionnally activate "Encode >> UTF-8", and paste code belowCode: [Select]items:
Then you just have to change values, save and close, install under Ruleset folder, then load this mod at least after the AAE mod
- type: STR_TOXIGUN_FLASK
power: 45
- type: STR_PLASMA_CASTER_CLIP
power: 35
- type: STR_PLASMA_SNIPER_RIFLE
power: 95
- type: STR_PLASMA_BLASTER_CLIP
power: 100
This is.. well, maybe not "intended", but rather "predicted and accepted". It's a shotgun-like weapon, with many individual pellets, so if an individual pellet is made too strong, it'll become worse than Heavy Plasmas against anyone who's not wearing a Power Suit. This is partially mitigated by two factors:
1) There aren't that many Plasma Casters by the time Power Suit arrives,
2) Some Plasma Caster users have grenades to use.
However, coupled with your next complaint...
...looks like I need to decrease the number of pistols in later months. All right, I will try, though it's a bit tricky to balance. But they won't be completely phased out.
Thanks for the feedback, hopefully the next version will be better! :)
STR_SMALL_LAUNCHER_UFOPEDIA: "Compact but powerful alien launcher, useful in a variety of combat scenarios. Versatile and deadly weapon."
STR_ELERIUM_BOMB: Elerium Bomb
STR_ELERIUM_BOMB_UFOPEDIA: "Elerium Bomb, used mainly by alien terrorists, is a powerful and deadly ammunition for Small Launcher."
STR_SMALL_LAUNCHER_UFOPEDIA: "Kompaktný, ale pritom účinný mimozemský raketomet vhodný pre nasadenie v rôznorodých bojových situáciách."
STR_ELERIUM_BOMB: Elériová bomba
STR_ELERIUM_BOMB_UFOPEDIA: "Elériová bomba je využívaná najmä mimozemskými teroristickými jednotkami. Jedná sa o veľmi účinnú a smrtiacu muníciu pre malý odpaľovač."
STR_SMALL_LAUNCHER_UFOPEDIA: "Un lance-grenade extra-terrestre compact mais puissant, le petit lancer est utile dans une variété de scénarios. C'est une arme versatile et meurtrière."
STR_ELERIUM_BOMB: "Bombe à l'Elerium"
STR_ELERIUM_BOMB_UFOPEDIA: "La bombe à l'Elerium, utilisée principalement par les terroristes extra-terrestres, est une munition puissante et meurtrière pour le petit lanceur."
I have try to make an adaptation of this mod with MiB mod, but my game crash, I assume it is because alien armoury has 4 aliens items levels and MiB only three, can someone confirm this ?
- type: it
strings:
STR_ELERIUM_BOMB: "Bomba all'Elerium"
STR_ELERIUM_BOMB_UFOPEDIA: "Bomba ad Elerium, usata maggiormente dai terroristi alieni, è una bomba potente e letale da usare con un lancia bombe."
STR_PLASMA_BLASTER: Plasma Blaster
STR_PLASMA_BLASTER_CLIP: Caricatore per Plasma Blaseter
STR_PLASMA_BLASTER_CLIP_UFOPEDIA: "Questo piccolo dispositivo è usato come munizione per il Plasma Blaster. Contiene piccole quantità d'Elerium."
STR_PLASMA_BLASTER_UFOPEDIA: "Questa devastante arma anti-corazza basata sulla tecnologia al plasma vaporizza qualsiasi cosa attorno il punto d'impatto."
STR_PLASMA_CASTER: Plasma Caster
STR_PLASMA_CASTER_CLIP: Caricatore per Plasma Caster
STR_PLASMA_CASTER_CLIP_UFOPEDIA: "Questo dispositivo vagamente cubico è usato come munizione per il Plasma Caster. Contiene piccole quantità d'Elerium."
STR_PLASMA_CASTER_UFOPEDIA: "Questa variante della Pistola al Plasma spara un ampio raggio di particelle cariche, rendendola un'arma devastante."
STR_PLASMA_SNIPER_RIFLE: Fucile di Precisione al Plasma
STR_PLASMA_SNIPER_RIFLE_CLIP: Caricatore per Fucile di Precisione al Plasma
STR_PLASMA_SNIPER_RIFLE_CLIP_UFOPEDIA: "Questo piccolo oggetto è usato come sorgente d'energia per il Fucile di Precisione al Plasma, un'arma di precisione aliena. Contiene una piccola quantità d'Elerium."
STR_PLASMA_SNIPER_RIFLE_UFOPEDIA: "Questa è un'arma estremamente potente e precisa basata sull'accelerazione di particelle all'interno di un piccolo campo di anti-gravità."
STR_SMALL_LAUNCHER: ""
STR_SMALL_LAUNCHER_UFOPEDIA: "Lanciagranate alieno compatto ma potente, utile in una gran varietà di combattimenti. Arma versatile e letale."
STR_STUN_BOMB: ""
STR_STUN_BOMB_UFOPEDIA: ""
STR_TOXIGUN: Toxigun
STR_TOXIGUN_FLASK: Fiasca per Toxigun
STR_TOXIGUN_FLASK_UFOPEDIA: Questa piccola fiasca piena di un potente acido funziona come munizione per la Toxigun
STR_TOXIGUN_UFOPEDIA: "Quest'arma spruzza una complessa mistura di potenti agenti chimici, capaci di dissolvere praticamente ogni materiale conosciuto dalla scienza Terrestre, fino a qualche secondo fa. Naturalmente, è letale per tutti gli esseri viventi."
And here the UFOs one: - type: it
strings:
STR_EXCAVATOR: Escavatore
STR_EXCAVATOR_UFOPEDIA: Gli Escavatori sono piccoli UFO principalmente usati per lavori di scavi e costruzione. Non rappresentano una vera minaccia per i nostri veicoli.
STR_FIGHTER_SHIP: Caccia
STR_FIGHTER_SHIP_UFOPEDIA: "I Caccia sono costruiti unicamente per distruggere i veicoli terrestri, inclusi i nostri Interceptor. Sono molto ben armati per la loro grandezza, ma non hanno un equipaggio numeroso."
STR_LAB_SHIP: UFO Laboratorio
STR_LAB_SHIP_UFOPEDIA: "Gli UFO Laboratorio sono grandi velivoli, scelti per le maggiori operazioni di ricerca e raccolto. Molto più grandi dei Raccoglitori, sono equipaggiati per condurre complessi esperimenti a bordo. Il loro equipaggio è numeroso e ben equipaggiato."
STR_SENTRY_SHIP: UFO Sentinella
STR_SENTRY_SHIP_UFOPEDIA: "Questo piccolo UFO è utilizzata per missioni di osservazione e pattugliamento. E' armata per la guerra e procurerà qualche problema ai nostri Interceptor."
STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
STR_ELERIUM_BOMB: Elirium Bombe
STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
German Translation :)Code: [Select]STR_SMALL_LAUNCHER_UFOPEDIA: "Kompakte, aber starke außerirdische Abschussrampe, nützlich in einer vielzahl von Kampfszenarien. Eine vielseitige und tödliche Waffe"
German Translation :)
STR_ELERIUM_BOMB: Elirium Bombe
STR_ELERIUM_BOMB_UFOPEDIA: "Elirium Bombe, hauptsächlich von Alien Terroristen verwendet, ist eine tödliche Munition für die Kleine Abschussrampe."
best regards
Hadan
STR_SMALL_LAUNCHER_UFOPEDIA: "Eine kompakte aber sehr wirksame außerirdische Abschussrampe, die sich in verschiedenen Kampfszenarien als nützlich erweist. Es ist eine vielseitige und tödliche Waffe."
STR_ELERIUM_BOMB: Eleriumbombe
STR_ELERIUM_BOMB_UFOPEDIA: "Die Eleriumbombe, die hauptsächlich von den Außerirdischen benutzt wird ist eine mächtige und tädliche Munition für die kleine Abschussrampe."
There's a problem. After installing the updated version, with the translation, all the names of all my mods changed in "STR_SHOTGUN" and ecc.
Molto probabilmente. ;)Ovvero?
The language is 2it" but IIRC it is referenced using "it-IT".
- type: it
strings:
STR_ELERIUM_BOMB: "Bomba all'Elerium"
Seriously though, please give me the solution if there is one, but this thread is not meant to be a place for technical discussion about Italian translation; please do it elsewhere if it's necessary.
- type: HANDOB.PCK
width: 256
height: 40
subX: 32
subY: 40
files:
210: Resources/AlienArmouryExpanded/handob_Aliensniperrifle.png
218: Resources/AlienArmouryExpanded/handob_Plasmadestroyer.png
226: Resources/AlienArmouryExpanded/handob_Plasmacaster.png
234: Resources/AlienArmouryExpanded/handob_Toxigun.png
Hello~ I have some questions about technical part of this mod.
(1) My first question is about itemSets value in the ruleset. According to UFOpedia ruleset page, the value has three item lists each corresponding to 3 alien technology level. And you seemed to have inserted the 4th technology level, am I right? (I'm a noob so I really don't understand exactly the mechnism of these rulesets yet).
So is it possible to add 5th item list as well corresponding to the 5th technology level and so one just adding some strings in the ruleset like you did? Or should I have to handle some inner structure of the game itself before I can keep adding the alien weaponry like this?
(2) AlienArmouryExpanded_UFOs.rul seems to add more UFOs. Can I use your mod with Yet More UFOs mod or any other mods that add more UFOs or alien missions?
Solarius_Scorch would you mind me grabbing some of the weapons you defined here to include them in my Mod? ( i would give credits of course)
So, when I use the UFO's rule they show up, but they can't seem to start terror missions. I've seen them land on cities, but no terror mission starts. If I attack the UFO I just go to a normal battlescape map (you know forest or something).
I thought at first it was a conflict with the Terrain Pack or Luke's Extra UFO's, but turning those off doesn't fix it. As soon as I remove the UFO's rule form Alien Armoury Expanded terror missions/Port Attacks happen like normal
Are you using nightly or 1.0? Because there were changes to the code, and the mod can't be compatible with both. (It is now compatible with 1.0.)
I should perhaps make two different versions.
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.
Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.
I took the liberty to complete the German translation. The Caster and Toxigun were not included.
Solarius, link is down for the latest version in the mod portal. Thanks. I noticed a few others that have disabled links. I hope Jo5hua knows about this.
Thanks, but I was looking for 1.5. I guess it's not really out yet?
V1.5 is sadly broken.
When implementing it, the game crashes for me.