1
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 19, 2014, 06:48:03 am »
Really nice! Much better looking than mine.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I tried to use this, I'm using v0.9 so maybe that's the problem but it will crash at startup and read: "line 2854, column 9 illegal map value"
FWIW.
Code: [Select]items:
- type: STR_MIB0_CORPSE
name: STR_CORPSE
weight: 24
bigSprite: 64
floorSprite: 77
invWidth: 2
invHeight: 3
armor: 30
recover: false
armors:
- type: STR_NONE_UC
spriteSheet: MIB_0
spriteInv: MIB0
corpseBattle:
- STR_MIB0_CORPSE
extraSprites:
- type: MIB_0
width: 32
height: 40
files:
0: Resources/men_in_black/MIB_0/
- type: MIB0
singleImage: true
files:
0: Resources/men_in_black/inventory/MIB0.gif
- type: BIGOBS.PCK
files:
64: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
- type: FLOOROB.PCK
files:
77: Resources/men_in_black/floorob_MIB0_CORPSE.gif
Code: [Select]items:
- type: STR_MIB0_CORPSE
name: STR_CORPSE
weight: 24
bigSprite: 64
floorSprite: 77
invWidth: 2
invHeight: 3
armor: 30
recover: false
armors:
- type: STR_NONE_UC
spriteSheet: MIB_0.PCK
spriteInv: MIB0
corpseBattle:
- STR_MIB0_CORPSE
extraSprites:
- type: MIB_0.PCK
width: 32
height: 40
files:
0: Resources/men_in_black/MIB_0/
- type: MIB0
singleImage: true
files:
0: Resources/men_in_black/inventory_MIB0.gif
- type: BIGOBS.PCK
files:
0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
- type: FLOOROB.PCK
files:
0: Resources/men_in_black/floorob_MIB0_CORPSE.gif
I'm not sure how it actually works in OXC, but it sounds like beefing up the final mission is prime mod material. More and nastier aliens, harder tactical positioning, a number of innovative high-technology devices a-la "closed door" to prevent people from blaster-bombing their way through, and of course the Master Brain should probably be given a whole lot of psionic potential.
I may be wrong, but i do remember unstunning an alien using a medkit. May not heal wounds, but I do think it can heal morale and stun.
I decided I wanted to start modding this game to make a unique campaign for it eventually, but for now I want to start a little small so I understand the basics of modding the game....because I can find no actual instructions on how to start teaching myself this stuff anywhere.
I've decided to make an improvement to the base defense modules mod that has 3 steps.
Step 1: Disabling the check box when one is shot down.
Step 2: Points received for shooting down battleships (eventually other ships) with base defenses.
Step 3: Allow base defenses to attack ships that come within a certain radius of the base, even if they are not on retaliation missions.
Any suggestions on how one would proceed with these mods?
May I suggest you clean up your ruleset? I had to manually sift through and clean up all the unnecessary stuff. For example, in 'regions', all that you need is this for any given region:Code: [Select]regions:
- type: STR_NORTH_AMERICA
missionWeights:
STR_ALIEN_CULT: 18
But you have it cluttered with a bunch of other stuff which I assume is the result of directly copying from Xcom1Ruleset.rul.
How far must you be for the Cultists to appear? And will the hyperwave decoder detect UFOs as "Cultist"? (Similar to how it detects the species of aliens inside a UFO?)
Hi Svanh,
Can't get this mod working - I've put the files directly into the relevant folders with other files and also tried putting them in the initial openxcom directory as well. My option.cfg file has been updated to include the ruleset, so unsure why it won't work for me - any ideas? I have several of the mods working in parallel, could it be conflicting with another?
Great concept, thanks for sharing!
How about TFTD-style 2-parter bases, with 3-parter Cydonia, for those who want a challenge?
On the other hand. TFTD itself could use 1-parter lower-risk lower-reward "outposts" for a change of pace.