Show Posts

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.


Messages - Mackus

Pages: [1] 2 3 4
1
Troubleshooting / Separate shortcuts for UFO and TFTD
« on: April 18, 2019, 06:03:00 pm »
Currently, to swap between both games, one must change in-game settings.
Is there any command, something like "openxcom.exe -mod ufo1", that can be added to shortcut to swap mods without using ingame settings?

2
Released Mods / Re: [TFTD][WIP]More USO Variants
« on: April 30, 2016, 05:02:15 pm »
Very nice USOs. Can't wait for release!

3
correction: this is not the version that ships with steam

this is the modified version of the T'leth map provided with xcomutils.
Interesting. Could you provide link for version containing the modified map?
All I could google up was XcomUtil 9.7, which contained couple modified maps, but no cryptxx.map files

4
Suggestions / Re: Craft manufacturing - moving error down the stream
« on: December 20, 2015, 12:21:56 pm »
Not bad an idea. Its this or listing manufacture requirements in ufopaedia.

5
Suggestions / Re: A official mod for tftd mixed crew behavior
« on: November 07, 2015, 04:37:56 pm »
I've done something like this, aliens appear in mixed crews after few months (around September IIRC).
https://www.openxcom.com/mod/xcom1-mixed-crew
https://www.openxcom.com/mod/mixed-crew-and-tasoth-commanders
Is this what you had in mind?

6
Suggestions / Re: Gauss cannon buff
« on: November 07, 2015, 04:34:51 pm »
More importantly, you have to manufacture ammo one shot at a time - it would be much less of an issue if it was "Gauss ammo (x50)"
I suspect that "second Gauss ammo" in the data was supposed to be something along those lines...
Actually, this is not that important at all. Openxcom allows to schedule manufacture of hundreds units of ammunition with few clicks of mouse button.
Producing and storing Gauss ammo in batches of 50 like gas cannon ammo would meant that every time that craft returns to base after firing few shots, remaining ~40 rounds would be wasted.

7
Work In Progress / Re: Mixed Crew Mod
« on: November 06, 2015, 07:01:19 pm »
Thanks. Ufo1 version of mod wasn't updated for a while, due to me playing exclusively TFTD since it came out.

I'll fix it in a moment.

edit: correction. I'll fix it once openxcom.com finishes migrating to new server ::)

8
I thought Dioxine had done something like this in Piratez? or was he just able to make it seem that way?
I think he just made it look this way, if you are referring to old aircraft hulls being requirement to manufacture new aircraft. IIRC there are two types of old hulls, one is normal item used in game, other is "hidden" craft that cant be bought but is used only for bootypedia entry.

9
Suggestions / Funny Racial statistics in TFTD
« on: October 07, 2015, 05:07:17 pm »
SoldierName files have been optimised for Xcom1, so most Chinese are Asian, most Swedes are blond, Irish are redheads, Ethiopians are black, etc.
But TFTD uses different icons for aquanauts than base xcom1.

In Xcom1, you have blondes, redheads, asians, blacks, in this order, for both genders.
in TFTD, its goes like this:
Men / Women
redheads / redheads
blacks / brunettes
brunettes / blacks
bald / brunettes ponytail

As result, most Chinese women are black, just like Irish men. Ethiopians and Nigerians are white, and if men also bald.
I'd suggest to introduce separate lookWeights for men and women (lookWeightsMen and lookWeightsWomen), and separately for different mods (ufo vs tftd).

10
Suggestions / Re: Colony Missions and Terror Missions in TFTD
« on: October 07, 2015, 04:55:06 pm »
If you only change this, you'll still face the same number of aliens but in a battlescape less than half the size (60x60x4 = 14400, 40x40x4 = 6400)
Yup. Just as I intended.
In TFTD, real enemy is not aliens, but sheer boredom caused by need to scout every single room for that last Tasoth soldier who panicked ten rounds ago and dropped his weapons.
If this is really too small, sure, try 50x50x4 instead.

11
Suggestions / Re: Colony Missions and Terror Missions in TFTD
« on: October 06, 2015, 08:53:07 pm »
Fixing too big alien base mission sites is easy. This is literally all you need:

alienDeployments:
  - type: STR_ALIEN_COLONY_P2
    width: 40
    length: 40
    height: 4

It will make second stage way smaller.

12
Suggestions / Re: Yet Another Psi Restriction
« on: August 06, 2015, 12:44:17 pm »
Combination of giving PSI user Stun Damage and expending Energy would be good idea, as long as AI won't go as far as to stun itself.
It would be pretty funny way to defeat medium Ethereal UFO, by loading skyranger with PSI strong troopers, and wait for Aliens to lose consciousness.

13
Open Feedback / Re: Reaper in the closet
« on: May 04, 2015, 09:37:14 am »
Well, that's what grenades are for.

14
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 30, 2015, 08:48:06 pm »
you can see progress notes on development changes under Downloads>Nightlies[...]

Yeah. I got that page bookmarked :D

15
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 25, 2015, 08:33:54 pm »
I am sure people would not ask as often if they got some screenshots or/and gameplay videos once on a while ;)

Pages: [1] 2 3 4