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Messages - sniggles

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Released Mods / Re: [WEAPON] Dart Rifle
« on: November 04, 2014, 07:58:27 am »
Hi Solarius - WOW you modders are making this game fun again! Thanks for all your hard work.

Found a very slight fault with this mod that is very minor but was annoying me till i worked it out. In your ruleset you forgot to add '-GB' to the extraStrings english translation heading. Was causing the in-game descriptions to show there code names such as STR_DART_RIFLE instead of Dart Rifle etc.

Code should be

- type: en-GB
strings:......................

Can't believe how fussy these files can be!

Anyway - all the best - keep up the good work - Mark.

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Thanks for the technical info Warboy, nice to know the exact calculations going on.  Also thanks NoelBuddy for the advice about "shade: 0".  Sounds good enough for me - made a quick ruleset to force daytime using that code.  Problem solved.

OKAY - I know it might not be realistic to land at night but the terror site is daytime - but hey - whose to say my troopers were too scared to come out of there little shuttle and decided to play cards until morning before deployment!

All those nasty rumors of sectoids running around with anal probes - can you blame them - LOL!

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Just tried adding a zero to all the ground timers P0 to P9 and no luck - had a terror mission and timer was unaffected - still dissapeared in a number of hours so maybe it is hardcoded.

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Thanks for the quick reply Meridian.

Yeagh - I know about the tactic with targeting the terror site to keep it 'active' and this is what i have been doing and is not too much trouble but feels like a gimmicky game mechanic and kinda breaks the immersion a bit.

Looked at those references you mentioned in the main game ruleset (Xcom1Ruleset.rul) - ufo trajectory ground timers.

There are nine reference id's from PO to P9 with only the last one named as a 'RETALIATION_ASSAULT_RUN'

So without knowing what PO to P8 represents i don't really want to go changing stuff out of my depth.

It could be we are completely on the wrong track and none of those references belong to the geoscape terror mission timer.

Anyway - until someone who knows a bit more comes along i will carry on with the 'targeting' trick.

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Hi guys, i was hoping i could easily adjust the terror mission timer using a ruleset.

To be clearer - i want to double the time a terror mission remains on the Geoscape before you have to engage.

I am not that good at tactical battles and hate trying these missions at night.

Don't want to 'turn on' all battles in daylight option as i enioy the odd UFO encounters at night for an extra challenge (and at my own pace)

Just my personal pet hate - want to be able to have enough time to advance to daylight to do a terror mission if i want.

Is there an easy way to lengthen the time or is it hardcoded.

Appreciate any help or advice.

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