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Messages - Vangrimar1

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31
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 15, 2020, 05:39:58 am »
Hybrids do not have built-in hand-to-hand combat. Is it so conceived or a flaw?

32
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 24, 2020, 09:53:01 am »
Hi.
I have been thinking about an aspect of the XCF.
If I understand it correctly, one of X-Com's mission objectives is keeping the whole monsters/cults/aliens thing secret from the general population.
At the start of the game, there are cults, sometimes monsters. Cults could be kept secret easily enough, monsters only if they do not terrorise a city.

But there comes a point, where X-Com engages in open fire-fights with aliens across farms, forests, etc. These places tend to be free of civilians, but the easy explanation for that is, that they ran away from the landing/crashing UFO.

The point is, by 2001, pretty much the whole population would know that there are aliens and that there is someone fighting them.

So how about introducing 2 research topics.
I. The Masquerade
         Time: Very short (2)
         Dependancies: None
         Building: Intelligence center
         Points: 0
                 This would tell the player about the next topic and allow them to research it.

II. End the Masquerade
         Time: Very short (2)
         Dependancies: The Masquerade
         Building: Intelligence center
         Points: -10000
         "We revealed our existence to the general population. The council hates this, but it means we can now recruit proper soldiers and we will not be blamed for someone accidentaly stumbling on the secret."

Researching the second one would end Concerned Citizen missions, End events of the like "Someone found a weird fish, -100 points" and allow recruiting soldiers with boosted minimal starting stats.

Interesting idea. I would suggest the option of converting X-Com forces into resistance. For example, we must defeat the aliens by a certain year, then the council stops financing X-Com and the planet passes under the control of aliens. The remaining X-Com soldiers are forced to hide and lead a guerrilla war. Like in X-Com 2.

33
Help / A few questions
« on: February 21, 2020, 06:00:47 am »
1. Is it possible to make enemies appear on the map not immediately, but after several moves?
2. Is it possible to add a unit to the battlefield that would be hostile to all factions, something like a berserker?
3. Is it possible to change the radius of the sensing mine? For example, only on the cell where it lies, like a trap?
4. Is it possible to make night vision a property of armor, and not a general option? (useful for hardcore lovers). :D
5. Is it possible to add an X-Com vehicle to the ability to avoid the attacks of enemy UFOs, for example, the stealth property.
6. It would be nice to add to Craft Weapons the ability to change the amount of cargo that a transport can take .

34
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 17, 2020, 02:56:43 pm »
Small shotgun has the wrong HANDOB (looks like a regular shotgun).

35
Help / How to track a segmentation fault?
« on: February 17, 2020, 02:48:04 pm »
During the generation of a random battle, a "Segmentation fault?" error is very common. How to find out what exactly causes it? It uses X-Com Files and a mod of its own assembly.

36
Help / Re: Problem with new facilites
« on: December 08, 2019, 04:02:43 am »

It seems simple by adding resources from another mod the problem cannot be solved. And to create a new map my knowledge is not enough. :(

37
Help / Problem with new facilites
« on: December 07, 2019, 02:30:07 pm »
I tried to change the input elevator and there was such a problem. Elevator resources taken from the Land of Sands mod. How to correctly add a new part of the base?

38
The X-Com Files / Re: Monsters like Kaiju
« on: December 07, 2019, 04:06:53 am »
I think giant monsters are a bit much for a mod about secret conspiracies, counterexamples like the Cyberweb ship no withstanding.

For the region, it is possible to use the mission script to force the game to select your starting region. See the initial alien research mission in vanilla.

For the neglected part, I have no idea what you mean. Who neglects what? And when?

I meant that the monsters 100% destroyed the base, if they are not intercepted or the defense of the base failed.

39
The X-Com Files / Re: Monsters like Kaiju
« on: November 28, 2019, 02:26:33 pm »
So do I. :) Maybe someone can do it. ::)

40
The X-Com Files / Monsters like Kaiju
« on: November 28, 2019, 09:58:27 am »
I have an idea to add UFOs in the form of large monsters to the globe. There are two questions: 1. How to make monsters appear only in a certain region, and not throughout the globe. 2. How to make it so that they are actively looking for the X-Com base and, when attacked, 100% neglected it. I did a mission to attack a giant worm on a base, but I don’t know if it will work.

- type: earlyWorm Attack #нападение червя на базу
    firstMonth: 0
    executionOdds: 40
    raceWeights:
      0:
        STR_GIANT_WORM: 100
    missionWeights:
      0:
        STR_GIANT_WORM_ATTACK_MISSION: 100
    useTable: false
    startDelay: 20

 - type: STR_GIANT_WORM_ATTACK_MISSION
    points: 0
    objective: 4
    spawnUfo: STR_GIANTWORM
    retaliationOdds: 0
    raceWeights:
      0:
        STR_GIANT_WORM: 100
    waves:
      - ufo: STR_GIANTWORM
        count: 1
        trajectory: P0
        timer: 9000

- type: STR_GIANTWORM # Гигантский червь
    size: STR_VERY_LARGE
    modSprite: UFOGiantWorm
    damageMax: 1000
    speedMax: 50
    accel: 1
    power: 500
    missilePower: -1
    range: 1
    score: 500
    reload: 20
    sightRange: 500
    avoidBonus: 5
    breakOffTime: 600
    hunterKillerPercentage: 100
    huntMode: 2
    huntBehavior: 0
    radarRange: 10
    radarChance: 15


41
The X-Com Files / Re: XCF Cyrillic Names question
« on: November 25, 2019, 01:10:35 pm »
Thanks for the help. Everything worked out.

42
The X-Com Files / XCF Cyrillic Names question
« on: November 22, 2019, 07:55:44 am »
I installed the XCF Cyrillic Names question mod and it works great. But when I tried to add names for my new soldier, they are displayed like this: ????????. How to add names in Cyrillic?

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 06, 2019, 03:05:55 pm »
During a mission on the moon, shot from a rocket launcher and received such an error.

44
The X-Com Files / Re: Specialist training
« on: October 03, 2019, 02:39:56 pm »
А почему бы не сделать тренировку агентов в пилотов. Это будет более реалистично.

45
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 03, 2019, 02:30:49 pm »
It's time to introduce rewards. I would suggest two types of awards: military awards (do not give any skills, serve as a sign of merit) and personality traits (give an increase in skills, are given in especially difficult situations). It is perfectly acceptable to receive both types of rewards at the same time in the mission.

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