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Messages - wolfreal

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1
XPiratez / Re: [Submod] Alternate Starting Troops for X-Piratez
« on: December 23, 2023, 12:57:41 am »
Thank you wolfreal, you've saved me a lot of time. I copied the numbers from the golden apple, and I see you used the same as the (regular) apple uses. Do you know why the golden apple values caused a crash but the apple values do not?


You are correct, it was caused by the added items being set up incorrectly. wolfreals fix worked when I tested it, and I have updated the submod to include it.

Hey John___Doe

I would not call it a fix. I mean, it worked. But now the items have no graph on inventory neither in battlescape.
I just commented bigsprite and floorsprite attribute. (Meaning they're not used)
The numbers are changed but that was because I was doing a test.
Sadly, it is outside of my knowledge why using the floorsprite and bigsprite attribute from the main mod does not work.

 

2
XPiratez / Re: [Submod] Alternate Starting Troops for X-Piratez
« on: December 22, 2023, 02:28:57 pm »
A quick turnaround is modifying the items.rul file, commenting the bigsprite and floorsprite attribute for the items. The drawback of this is that you lose the item graphic. I tried using some others numbers existing in the   - type: BIGOBS.PCK from piratez mod, but it does not work. It seems like there is not inheritance of the extrasprites from the master mod... but I'm not sure about that.

3
Help / Re: Can Mission Scripts generate the same mission twice?
« on: December 22, 2023, 12:08:38 pm »
Hi.

Thanks for the reply.

TargetBaseOdds is intentional. To be fair, some parameters are missing, this was just an example.

I am testing it with running the research and later going to the new month.

I tried changing the region it can be generated and effectively, it worked.


4
Help / Can Mission Scripts generate the same mission twice?
« on: December 22, 2023, 12:17:24 am »
Hi

This is the case:

I have mission A in alienMissions:

i use missionScripts to generate the mission each month.

Let's say I have research  STR_some_research. The idea is to generate more of the mission A after this research

I tried and... it only generate one STR_MissionA, even when the research is researched.

  - type: generate_A
    missionWeights:
      0:
        STR_MissionA: 100
    regionWeights:
      0:
        REGION_some 100
    useTable: false
   targetBaseOdds: 100
    executionOdds: 100
    startDelay: 100
    randomDelay: 1000
   
  - type: generate_A_twice
    missionWeights:
      0:
        STR_MissionA: 100
    regionWeights:
      0:
        REGION_some 100
    useTable: false
    executionOdds: 100
    startDelay: 2500
    randomDelay: 20000
   researchTriggers:
    STR_some_research: true

It is not possible to do it?

5
XPiratez / Re: Discord BS
« on: February 07, 2022, 04:32:33 am »
Hey, similar experience. I'm in the middle of a project and have like 10 days without connecting. Coming back to chill a while and ban, the server is gone. What in hell happened?

6
Si, this is like an upgraded faithful?

7
XPiratez / Re: Best way to research things
« on: January 23, 2021, 05:47:17 pm »
Or You can just not meta so hard. There is no real worth in it. Unless you're playing jack sparrow chesty "less time in game" speedrun.

8
XPiratez / Re: Bugs & Crash Reports
« on: October 31, 2020, 10:14:31 pm »
Here you have corrected Piratez_Faction.rul file.

The ruleset goes here:


The files for MAPS, the one below, goes in Dioxine_XPiratez\user\mods\Piratez\MAPS
https://cdn.discordapp.com/attachments/217793139182796800/771833787294285884/nukecityMAPS.rar
https://cdn.discordapp.com/attachments/217793139182796800/771917107255312394/nukeMAPS.rar



The file with the MCD: https://cdn.discordapp.com/attachments/217793139182796800/771917250406907914/nukeMCDs.rar
Goes here: Dioxine_XPiratez\user\mods\Piratez\TERRAIN



9
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 21, 2020, 04:54:54 pm »
If you modded the game to been able to have more brainers easily, you're way ahead of the normal curve of progression. It is rare to get to a point to have nothing more to research. And normally, even if RNGjesus is not been good to you, It does not means you're stuck. Zombies blocks good stuff, but does not make the game unwinnable by any means. The things that Ghouls block, enviro armor as the most important maybe, are unlocked also by several other enemies. It should not be a particular hard to deal issue. Advanced medicine on the other hand, well, ghouls are going to appear sooner than later. And advanced medicine is kinda entering early late game. Circa starting year two maybe. Lot of time for a ghoul mission to appear. And if not, you will be able to kinda been able to handle everything the game throws at you on that point. Messy, sure, but able to.

This is not vanilla, this mod it LONG.

10
Help / Error adding ufopedia article.
« on: June 12, 2020, 03:45:13 am »
I'm doing a very small mod for piratez, something about dog training. So far, things work well, but I don't get why the ufopedia article crash. I tried to solve the issue but I don't find what's happening.
Attached the mod stub.
To reproduce the crash, try to access the new dog training bootypedia article.

if useful, here the crash info.
Code: [Select]
[11-06-2020_10-22-59] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[11-06-2020_10-23-45] [FATAL] A fatal error has occurred: Segmentation fault.
[11-06-2020_10-23-45] [FATAL] 0x5a1100 OpenXcom::CrossPlatform::stackTrace(void*)
[11-06-2020_10-23-45] [FATAL] 0x5a1f70 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-06-2020_10-23-45] [FATAL] 0x41c7f0 signalLogger(int)
[11-06-2020_10-23-45] [FATAL] 0x97ffe0 OpenXcom::UfopaediaStartState::think()
[11-06-2020_10-23-45] [FATAL] 0x7ffee6dfb550 _C_specific_handler
[11-06-2020_10-23-45] [FATAL] 0x7ffee6e0f6c0 _chkstk
[11-06-2020_10-23-45] [FATAL] 0x7ffee6d7c460 RtlWalkFrameChain
[11-06-2020_10-23-45] [FATAL] 0x7ffee6e0e6e0 KiUserExceptionDispatcher
[11-06-2020_10-23-45] [FATAL] 0x677ab0 OpenXcom::Surface::blitNShade(OpenXcom::SurfaceRaw<unsigned char>, int, int, int, bool, int) const
[11-06-2020_10-23-45] [FATAL] 0x943bc0 OpenXcom::ArticleStateTextImage::ArticleStateTextImage(OpenXcom::ArticleDefinitionTextImage*, std::shared_ptr<OpenXcom::ArticleCommonState>)
[11-06-2020_10-23-45] [FATAL] 0x97ca60 OpenXcom::Ufopaedia::createArticleState(std::shared_ptr<OpenXcom::ArticleCommonState>)
[11-06-2020_10-23-45] [FATAL] 0x97d560 OpenXcom::Ufopaedia::openArticle(OpenXcom::Game*, OpenXcom::ArticleDefinition*)
[11-06-2020_10-23-45] [FATAL] 0x700da0 OpenXcom::TextList::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[11-06-2020_10-23-45] [FATAL] 0x5bdb60 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[11-06-2020_10-23-45] [FATAL] 0x700a60 OpenXcom::TextList::handle(OpenXcom::Action*, OpenXcom::State*)
[11-06-2020_10-23-45] [FATAL] 0x674220 OpenXcom::State::handle(OpenXcom::Action*)
[11-06-2020_10-23-45] [FATAL] 0x5b9360 OpenXcom::Game::run()
[11-06-2020_10-23-45] [FATAL] 0x41c950 SDL_main
[11-06-2020_10-23-45] [FATAL] 0x981b10 console_main
[11-06-2020_10-23-45] [FATAL] 0x981c30 WinMain
[11-06-2020_10-23-45] [FATAL] ??
[11-06-2020_10-23-45] [FATAL] ??
[11-06-2020_10-23-45] [FATAL] 0x7ffee6834020 BaseThreadInitThunk
[11-06-2020_10-23-45] [FATAL] 0x7ffee6de3670 RtlUserThreadStart

11
If you are in the "Gals are superior" path, then yes.

12
One idea is: You select armor A4 with one soldier, press the hotkey, and all soldiers start getting that armor until there is no more, the rest get default. If you press the key again, all get removed.

Or maybe with another hotkey.

Those are the ideas I get for now.

13
Hi

I would like to know if it is factible to make the "Remove all armors" feature a little different. The ideas is the following.

I have two kind of soldiers. A and B
Normally, they spawn with the common A1 and B1 armor.

I have a surplus of Armors A4 and B4, and I want that armor to be the one all are equipped when I press Remove all armors. If I don't have enough of A4 and B4, just fall back to A1 and B1. I have a lot other more armors, and normally I remove all armors from all soldiers before try different armor combinations.

I know I can left click all the soldiers with the base armor I want, and just change later the soldiers I want to change. But I think this QoL can be appreciate in some mods.

14
Do not fire the brainers. Brainers almost pay for themselves with the points made for researching

15
XPiratez / Re: A thread for little questions
« on: May 10, 2020, 05:59:33 pm »
You can control it, and is a good unit, I recently did the mission and it kill three crys with a one shot, and it survive/evaded the attack of another crys.

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