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Messages - Eagleclaws17

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1
Open Feedback / Re: RNG missed shots - amazing coincidence
« on: December 03, 2020, 03:12:43 pm »
Id guess "Thats X-COM, baby" :D

2
Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 09:32:48 pm »
Can you upload the entire mod please?
Sry for the Late reply, a clean reinstall of OXCE fixed it actually, I had no internet for a few hours and this issue ontop startled me a bit. From what I could see it seems I had some sort of OXC/OXCE hybrid thanks to me beeing unexperienced, that would also explain the one or other Bug I had haha.

3
Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 01:53:02 pm »
does it work now?
It does Partially, the tuThrow value is now changed to its percentage amount, but after adding "flatRate: true" it still uses a percentage amount of time units, and the tuPrime value ingame remains unchanged (still vanilla)

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Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 12:44:19 pm »
That ruleset file doesn't do anything.

You're missing "items:" header.
Oh yeah I forgot that haha
It was just an example of how my ruleset looks like, I update it tho

5
Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 12:17:18 pm »
I also tried it without any mods installed, this below is an Example of how my Ruleset for the Grenade looks like

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Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 12:11:12 pm »
Well here are the things ive tried so far:
I tried to add the Values to default Openxcom item rulesets, I tried it with the Final Mod Pack rulesets, and I tried it with a mod that is a custom version of the default Handgrenade, however I still always get the default 50% tu and 25% tu for priming/throwing. But I am using OXCE tho, I can even use other ruleset values exclusive for OXCE like Craft shields, armor and also the flat- modifiers for Items, except every Item that has the Battletype 4-5

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Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 12:49:50 am »
Are you using this mod in OpenXcom Extended (OXCE) or OpenXcom (OXC)? The ruleset values tuPrime and tuUnprime are only used if your mod is running on OXCE. This is true for all of the values in the ruleset reference on ufopaedia.org that are highlighted in green.
Yes I am using OXCE 6.6.1, and I know about the green marked lines in the references, I am playing Xcom and not TFTD tho

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Open Feedback / Tuprime value Hardcoded?
« on: November 03, 2020, 12:16:30 am »
While editing or making a custom version of grenades I encountered an issue when it comes to Priming and Throwing. Even tho I can set the Values for tuPrime and tuThrow and if its a Flatrate in the Rulesets without issues it would not be accepted in Game, it looks like priming and throwing seems to be Hardcoded at 50% for Priming and 25% for throwing for everything that has the Battletype 4 and 5 in the Ruleset. So im wondering if there is something im missing since I didnt found something in other threads or the Ufopedia wiki

9
Open Feedback / Different Hangar shortcut Option
« on: October 26, 2020, 12:54:46 pm »
There are 2 things that bother me with the Hangar/Equip Craft screen when using Hangars which contain multiple crafts: First, I would like to select the Craft that is presented in the Hangar but I cant really seem a way todo it except selling other crafts until my desired Craft is high enough in the List which just doesnt seem right. Second, the shortcut when you rightclick the Hangar brings you to the equipment of the Presented ship instead of the "Equip Craft" Screen. Is it possible to bring in an Option in the Equip Craft list to swap the position of Crafts similar to Soldiers in the "Soldiers" menu or to mark a Craft as "Presented"? If not is it possible to add a new RightClickActionType for the Equip Craft menu (I already checked the nightly references but the values dont show Equip Craft screen and OpenXcomdefault seems to show the equipmentscreen of the presented Craft, not the Equip Craft menu itself since I didnt touch RightClickActionType's yet)?

10
Alright, thanks for the information, but either there is no information for the non-combat stats (tu/Stamina/Health/Strength) tho, or I am either Blind or just beeing a Rookie haha

11
I do know how soldiers stats can increase (Accuracy increases when hitting an enemy with a firearm etc.), but Im wondering what defines how much the stats increase every time an ability gets trained until it hits the max cap, and if you can change the amount of stats that increase with each successful training.

And another small thing I cant get my head on is how to enable a simple healthrecovery without the need of fixing a Fatal Wound.
An Idea I had for this would be a Mod that reworks Medkits, by making Pain not only restoring Morale, but also reducing Stun, Stim restoring Energy and Health and Heal fixing Fatal Wounds, but since I am a complete rookie in Modding I cant get a Proper Ruleset done for it, I cant even locate the type of Code that determines the mechanics for the Heal, Stim and Pain feature

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Thanks for the Idea, but unfortunatly I dont know how to script yet since I am still a complete rookie when it comes to scripting haha, gotta look up for some guides first

13
To your question, yes, I want Damage multipliers to be applied afterwards, so that not the initial damage gets multiplied, but the Damage after armor penetration.

While your idea is worked pretty good in my test I made it does not work well when I want to have different resistances with different values (40% Plasma Resistance but also 70% Laser Resistance).

14
An Idea I had for Armor in the Game is to change the Order Armor Damage Multipliers and Flat damage reduction, so the Damage Reduction would be applied before the Damage multipliers.
Im still fairly new to edit Rulesets of Openxcom (Im playing with the Final Mod Pack if that plays into the Topic), but I know how to change values of existing Items and add new values to them, but I dont know if it is possible to change the way the Game calculates Armor damage reduction, and if it even is how to change it

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