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Messages - Darox

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1
I guess that's good enough. It would be nice to have all three fire modes visible on one page but it's not important enough for me to fight for.

2
If you have a weapon with multiple ammo slots, only actions that use the primary ammo type show up in Ufopaedia. In the attached picture the weapon has a snap shot, aimed shot and an auto shot, but the autoshot is not displayed because it uses a secondary ammo slot.

The simple request is that all valid shot types for a weapon are displayed regardless of what ammo slot they use.
The greedier request would be some kind of 'showUfopaedia: true/false' option to determine if a shot type is displayed.

Ex:
Code: [Select]
    confAimed:
      ammoSlot: 0
      name: STR_ARCING_SHOT
      shortName: STR_ARCING_SHOT_SHORT
      arcing: true
      showUfopaedia: false

3
OXCE Support / Global Script Limit
« on: April 27, 2025, 08:06:42 pm »
I encountered the following error while working on a submod script:
Code: [Select]
Error in script parser 'damageUnit': global script limit reach
I assume that it's saying there are too many damageUnit scripts across all of my active mods and I can fix the issue by combining similar scripts together to reduce the overhead, but I'd like to clarify some things.

What is the actual # for the limit?
Is there an overall limit for total scripts?
Is there anything that determines which scripts will get discarded after the limit is hit?

Cutting back the total damageUnit scripts by combining will solve it short term but if the base mod I'm submodding for adds more scripts or users want to add further mods on top it will quickly become an issue again, so I'd like exact information to tackle this problem.

4
Excellent, thanks a lot.

5
40k / [Submod] Space Marine Tweaks
« on: March 16, 2025, 11:22:19 am »
Introducing Space Marine Tweaks, a submod for both 40k and Rosigma that reworks Space Marines to help them feel like proper Marines instead of slightly tougher guardsmen. It primarily affects the Space Marines faction and the Deathwatch strategy for Chamber Militant faction.



Mod.io page:
https://mod.io/g/openxcom/m/spacemarine-tweaks-40k

Feature Shortlist:
- Geneseed management, a limited resource used to transform your Neophyte recruits into powerful Marines
- New Soldier Types; Librarians, Chaplains and more. Specialist Marines with dedicated skills instead of being an armor type anyone can put on
- A new Fire Support system, allowing you to call in precision strikes anywhere on the map
- New armor variants and significant reworks to existing armor
- New weapons added and several existing weapons rebalanced and made more appropriate for the Emperors elite forces, especially Bolters
- Updates to several Spacemarine Crafts; giving them smoke launchers, turrets and bombard firesupport
- Customizable Turrets for Razorbacks; Heavy Bolters, Heavy Flamers & Lascannons
- Deathwatch for Chamber Militant now has you assemble a small elite kill-team with unique gear supported by inquisition forces

Full Changes: Space Marines
Geneseed and Marine Promotions
Marines can no longer be hired directly. Instead you hire Neophytes, cheaper but less capable soldiers who can eventually be promoted into full Space Marines using Geneseed. New Geneseed is acquired each month but can also be recovered from the bodies of your Marines if they die. Space Marines themselves are much more capable to start, their minimum stats significantly higher than Neophytes or Guardsmen.

Specialist Marines
In addition to regular soldiers you can also promote soldiers into dedicated specialist Marine roles, giving them new abilities and gear. Neophytes with psychic ability can be turned into Librarians, and devout Marines can become Chaplains. Primaris Marines also have the ability to become Judiciars or dedicated Apothecaries.
Librarians are able to use 5 different psyker abilities at once, including several new psyker skills.
Judiciar and Chaplains can bless their fellow Marines, removing corruption and protecting from demonic weaponry. Chaplains are also able to use the Crozius to smite foes.
Primaris Apothecaries are more skilled at healing allies and can also heal others while using Gravis armor.

Captains and Captain Commands
Highly experienced Marines can become a Captain, giving you access to a new set of powerful battlefield commands that affect all allied Marines for a turn. Commands require command points earned by killing dangerous enemies but can turn the tide of battle.

Deathwatch Recruitment
Deathwatch Marines are no longer hired like regular soldiers. They are elite veterans with incredible stats and unique weaponry, limited by the size of your Killteam. Major progression milestones like interrogating a chaos leader will increase the size of your Killteam, starting with only a single DW Marine and eventually expanding to ten, including a unique Captain with special equipment and abilities.

New Armor
Several new armors and armor variants have been added for Firstborn, Primaris and Deathwatch:
Firstborn
- Scout Sergeant armor for Scout Strategy: an early game scout suit for Marines meant to bridge regular scout gear and Elite Scout armor
- Vanguard armor variants for Assault Strategy: Has the option to use Lightning Claws and a Storm Shield, as well as allow Chaplains to equip a jetpack
- Signum armor for Devastator Strategy: Can mark targets, increasing the damage they take from future shots
- Terminator armor variants: Terminator suits for Chaplains and Librarians, and reworking of the Terminator Cyclone Launcher
- New Dreadnought armors, Assault Cannon/Fist and Lascannon/Missile types
Primaris
- Assault Intercessor armor, close combat jetpack armor
- Helix Adept armor, an early game medic option for regular marines
- Reworked Gravis armor with new variants allowing much more flexibility with multiple weapon choices
- Gravis armor for Apothecaries
- Phobos Eliminator armor, a stealthy sniper suit
- Veteran armor for Sternguard and Bladeguard, a higher tier tactical armor option for high level Primaris
Deathwatch
- Now has access to Elite Scout, Signum Devastator & Terminator variants for Firstborn
- Can use the new Assault Intercessor & Eliminator armor for Primaris
- DW Gravis armor has been given more options and made more flexible

New Weapons
- Bolters have new sprites to show what ammo type they are loaded with (or empty)
- Bolt Sniper Rifles added to Deathwatch, Primaris & Scout stratagies
- Marine-sized Shotguns
- Volkite Rifles from the Ancient Vault, and Neo-Volkite pistols for Primaris
- Absolvor Pistols for Primaris and Deathwatch
- Plasma grenades and specialist bolter ammo types for Deathwatch
- Special weapons unique to each Deathwatch Captain

Fire Support
A brand new system that allows you to request airstrikes and orbital bombardment on the battlefield, giving you an aerial targeting system to direct strikes anywhere on the map. Craft with 'Bombard' start battles with fire support active on turn 1, allowing you to pick your targets and clear the landing zone.
Spoiler:



Note: This mod is in development and while it does have compatibility with other factions there may be some unusual or unintended behavior when playing as Sisters of Battle or Arbites/Chaos Cult.

6
I wanted to create a combat knife that a soldier could use to melee or throw at enemies, with the ability to recover it from enemies after throwing. Giving it 1 ammo and using spawnItem to create a copy of the item on impact worked exactly as I wanted, right up until I tested the melee attack and realized that every melee hit also spawned a new knife. This behavior would also stop someone from adding any kind of 'gun bash' melee attack to a flare launcher or similar.

My suggestion is a meleeSpawnItemChance which defaults to -1 aka "use spawnItemChance value" but if set to 0-100 overwrites spawnItemChance when using melee attacks.

Code: [Select]
  - type: STR_COMBAT_KNIFE
[...]
    spawnItem: STR_COMBAT_KNIFE
    spawnItemChance: 100
    meleeSpawnItemChance: 0
[...]

7
I would be more than happy with listOrder, that's an understandable and controllable option.

8
After some more experimentation it appears that the default ammo chosen is determined by the initial load order of items as they get read from .rul files. This creates several problems, both because I am creating a submod and cannot easily rearrange the load order of items and because some of those items have scripts attached to them in separate .rul files.

Deleting all of the ammo items and then recreating them again in full in my mod and having to include every script that touches the item in the same .rul file to ensure it loads properly is extremely awkward, so I guess this has changed into a request/suggestion thread asking that the default ammo choice for loading weapons in craft/base loadouts is determined by whichever item is first in the compatibleAmmo: list, making it much easier for modders to determine and change which ammo is selected.

9
Guns in the base/craft storage are automatically loaded with ammo if possible, but what determines which ammo is selected when multiple types are available?

I have two different sets of rifles that have shared ammo, and are also able to use pistol ammo of their same type.
Code: ("Set A") [Select]
    compatibleAmmo:
      - STR_RIFLE_CLIP_A
      - STR_PISTOL_CLIP_A
Code: ("Set B") [Select]
    compatibleAmmo:
      - STR_RIFLE_CLIP_B
      - STR_PISTOL_CLIP_B

Ideally both groups of rifles would be loaded with rifle ammo by default, but for whatever reason Set A defaults to the pistol ammo and Set B defaults to rifle ammo. Changing listOrder doesn't have any effect and nothing else in the ruleset reference seems relevant.

Is there a way to change the default ammo selection?

10
`createsClone: true` ?
Oh, that does prevents the soldier from being re-used in the same transformation.
My thought when seeing that option was that it would be no good because you still have the original around and could effectively farm them repeatedly, but it seems to work perfectly.

Thanks!

11
OXCE Support / [Solved] Item transformations for dead soldiers
« on: July 16, 2024, 05:59:35 pm »
I made a mod where you can use a rare special item to transform a regular soldier into a super soldier. If that supersoldier dies and you recover the body, there's also an option to transform the dead soldier to get the special item back. This all works fine with the current options, but because it's assumed that the only reason you would transform a dead soldier is to resurrect them it creates some ugly issues: The soldier is completely removed from the memorial list and you can't perform the transformation if your living quarters are full.

I'd like to see some kind of `reviveDeadSoldiers: false` option for transformations (defaulting to 'true' obviously to preserve the existing functionality) that when set to false allows you to transform and consume a soldier without removing their memorial entry.

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