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Messages - tyran_nick

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16
Translations / Greek translation
« on: October 14, 2013, 10:34:20 pm »
Since the new localisation website made the translation less daunting a Greek translation for openxcom has started. What I realised is that a whole new alphabet is needed for that (24 letters + stressed versions). I noticed that there are some letter files in the languages folders. How do these files work?

17
Released Mods / Re: Tyran_nick's mods
« on: October 13, 2013, 04:37:38 pm »
It took me a while... but I finally got around updating all my mods for the new string localisation.
Also I changed the reload speed of craft mass cannon to the suggestions of Istrebitel
You will find all of them at:
https://openxcommods.weebly.com/downloads6.html

Let me know if there are any issues!

18
Work In Progress / Re: Colour Replaced Aliens
« on: October 02, 2013, 01:42:52 am »
Quote
Pink Chrysalids - Spit acid with embedded eggs :) got to push limits of the ruleset

That will also push the limits of players!

19
Released Mods / Re: Tyran_nick's mods
« on: October 02, 2013, 01:41:06 am »
True. When I get the time I ll put up an updated version.
I will also update them to correct for the translation system changes in the latest builds.

20
Work In Progress / Re: Sorry I broke all your strings
« on: September 30, 2013, 10:55:52 am »
Thanks, I was wondering what was the fix!

21
Released Mods / Re: Tyran_nick's mods
« on: September 28, 2013, 12:38:13 am »
Thanks!

That was what I was originally thinking, but then I opted for high speed fire to try it out a bit.
The play game difference between a high rate-low damage or a low rate-high damage is the chance of completely destroying ufos.

I think I ll go with your suggestion. I'll implement that in the next revision. I am trying to get my head around the tank/hovertank graphics to add the missing weapon for those, but I want to revamp the hovertank itself first.


22
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: September 19, 2013, 07:57:40 pm »
This is very useful, thanks!

23
Released Mods / Re: Tyran_nick's mods
« on: September 19, 2013, 03:21:19 am »
Nice! Actually (as you may have already spotted) the image I used is an altered image of one of the initial designs for NASP.
Glad to see more people working on this :)

24
Released Mods / Re: Tyran_nick's mods
« on: September 18, 2013, 02:56:58 am »
I had an idea about a couple of "upgrade" items. You can create a new item in a ruleset and then in the manufacturing section put an old item as requiredItems. To manufacture the upgraded version you would need to consume the old one, so in a way upgrading it. That's easy and it works. What I am now trying to figure out is whether I can access with the "requiredItems" bit of the ruleset either crafts or soldiers. My initial experiments have failed. Has anybody tried this successfully?

I can access these "items" in either transfer or sell screens but not in manufacture. Actually I am not even sure what is the internal string name for soldiers.

25
Released Mods / Re: Tyran_nick's mods
« on: September 17, 2013, 12:42:30 am »
I did a bit of playtesting with Thunderstorm. It allows for interesting tactics. Early in the game you have the problem of carrying limited armament, often requiring to scramble squadrons of Thunderstorms to take down medium ufos (or even small ones with a few misses), which is quite fun. For the same reason interceptors and sentinels (if you use them) are not directly obsolete, but compliment nicely. When plasma beams become available, Thunderstorms are useful to save some elerium when hunting smaller ufos and fully replacing older interceptors. A big advantage is that they have no upkeep so it makes it easy to stock squadrons of them relatively early in the game.

I was tempted to create a new missile launcher to support thunderstorm between avalance and stingray, middle power and more missile capacity, but as it is now seems to be more fun. Any suggestions welcome!

Moriaty that's a good idea. I would like to see the game development slow down a bit as well and keep full plasma tech for later in the game. Maybe require full laser tech before being able to research plasma and then require pistol, to research rifle and so on...? Somewhere else it was also suggested to remove auto from plasma.

Xracer, this is researchable once you are finished with alien alloys, so relatively early. I don't think it fully replaces interceptors, unless you have enough Thunderstorms to launch as squadrons, due to the limited weapon payload I mentioned before. In my playtest thunderstorms replaced interceptors mid-game, when i had enough of them to launch if needed.

As always feel free to use any of my mods or assets for yours! 

26
Released Mods / Re: Tyran_nick's mods
« on: September 16, 2013, 01:32:01 am »
Just finished a new interceptor. Weaker than alien based ones, but more useful than the starting interceptor. Requires alien alloys to research.

Thunderstorm Interceptor
Thunderstorm uses refined earth technology with alien alloys. The ultra-durable alien alloys are the basis for the powerful scramjets that allow thunderstorm to match the speed of most UFOs, giving us a fighting chance. Weight and aerodynamic considerations have limited the weapon hardpoints.

Download:
https://openxcommods.weebly.com/tyran_nick-mods.html

27
Troubleshooting / Re: savegames and options.cfg
« on: September 14, 2013, 10:56:44 pm »
Thanks, that's helpful.
Now I understand what is going on with those files

28
Troubleshooting / savegames and options.cfg
« on: September 14, 2013, 12:16:03 pm »
I have noticed that after the introduction of the new yaml both options.cfg and savegames get rather messy. By messy I mean that they no longer have the nice order they used to have. For instance if you go in a savegame the order of the fields is everytime different, sometimes making it rather difficult to understand whats going on in there.
Has anybody else some experience with the same issue?

29
Troubleshooting / Re: Loading mod rulesets
« on: August 26, 2013, 09:22:28 am »
Works fine! Also I like the inventory screen in equip craft. Great job!
Now, using one of my saves I get the following message when I start an ufo crash mission: "vector:_M_range_check". It never enters battlescape.
Does this make any sense? Not sure if this is related to the ruleset problem.

I have attached the savegame here. If you just let it continue for a couple of game minutes there is an interception to take place between an avenger and a battleship, which reproduces the issue when I try to start the battle.

30
Troubleshooting / Re: Loading mod rulesets
« on: August 24, 2013, 11:16:36 am »
Here's the script:

Code: [Select]
countries:
  - type: STR_GREECE
    fundingBase: 160
    fundingCap: 10000
    labelLon: 21
    labelLat: -40
    areas:
      - [18.5, 29.5, -42, -34]
regions:
  - type: STR_EUROPE
    cities:
      - name: Athens
        lon: 24.05
        lat: -38
extraStrings:
  - type: English
    strings:
      STR_GREECE: GREECE
  - type: EnglishUk
    strings:
      STR_GREECE: GREECE

P.S. The locations/coordinates in the script are not final, so keep that in mind if anyone wants to use this!

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