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Messages - Buscher

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1
It does look useful and should fit 99 % of the bill in my opinion. The proposed YAML syntax looks fine and easy to use.

As far as I understand the goal is to have something similar to mapScripts (blocks, freqs, maxUses) but for weapon loadouts. Depending on how the settings for `minPicks` and `maxPicks` is used, it's possible to have funny behaviours for small and huge number of enemies. For example if you spawn only two enemy units in battleScape and weapon set 1 has minPicks: 1 while weapon set 2 has minPicks: 3, which set should get preference? Of course you can do that with weights again but I assume that a lot of unintentional behaviour/edge cases show up which makes writing the feature/modding/debugging issues unnecessarily hard.

In general the way Meridian proposes (weight only, no min or max) should be good enough for most (read 99 %) of the scenarios and help cut down duplicated units which have different builtInWeaponSets. We (ROSIGMA) currently consider to pick these duplicated units via `membersRandom` as part of `alienRaces` to have seemingly random loadouts with special considerations for faction specific weaponry (The four Chaos Gods, Eldar, etc.). I assume that `maxPicks` is mainly for very dangerous weapons (read Blaster Bomb level or any above average weaponry) which are probably linked to more elite units anyway and can probably be done with elite tier of units which are limited by `alienRank` in `alienDeployments`.

As a side note, ROSIGMA doesn't use the itemSets as part of alienDeployments. They are empty lists (due to multiple faction specific weapons, etc.). Mainly builtInWeaponSets are used instead.

2
40k / Re: [ADDON] ROSIGMA
« on: April 14, 2023, 08:15:59 pm »
I tried to create an alternative way but it should work the same as it does in the normal 40k mod. The relevant bits were commented out to my knowledge.

3
Work In Progress / Re: Necromunda Enforcers
« on: April 14, 2023, 08:13:50 pm »
Looks really cool.

Do you have a particular vision for your mod?

I was crafting Rosigmunda (a Necromunda-themed mod) over the remaining spare time I had. Feel free to fork the repo for a clean slate compatible with the 40k base mod or maybe we can do something together. I don't think that two competing mods are necessary.

If you want to discuss things, you can also ask in the ROSIGMA discord or hit me up on Matrix, if you prefer that.

4
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: April 02, 2023, 11:48:14 pm »
Did you download the 0.2.1 release? I only get your issue when using the 0.2.

5
Can this also be turned into a list of files or is the expected use that there is one file which contains all tags?

6
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: April 02, 2023, 03:47:52 pm »
Very often errors pop up when I attack downed ships. It seems that I have crooked hands and I installed the mod very clumsily. But I downloaded the ready-made assembly and still...

Edit: I've attached a save just in case.

A downed ship in southern Africa does not allow itself to be attacked ...



I can't reproduce your error but you can always try to unzip the mods (move the zips out of the mods folder).

7
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: April 02, 2023, 03:43:26 pm »
Thanks for looking at the mod and making sure it runs!

In the development I turned Rosigmunda into a mastermod dependent on the 40k so that might help in the long run with possible problems and confusions.

As for plans, yes it's going to be all the cults (4 Chaos Gods + GSC) in the long run with a few other things mixed in. Daemons and Xenos being a rather rare thing to face. There are some ideas for the plot and I roughly know where I want to go for the grand finale. I would just need to have a lot of spare time and energy :)

8
I started playing around with combat drugs a bit.
One thing I try to solve is to show in geoscape who has a drug addiction and who doesn't. A clear contender is a (temporary) commendation/soldierBonus.
My suggestion right now would be to add a tagCriteria to the commendations:
Code: [Select]
commendations:
  - type: STR_DRUG_ADDICTION
    ...
    tagCriteria:
      -
        - [10, ["GEOSCAPE_SOLDIER_TAG_DRUG_ADDICTION"]]

Then I could determine via scripting to increment/decrement that geoscapeSoldier tag's value and therefore make it visible to the player who is currently addicted and will suffer a stat loss at the beginning of the mission till either cold turkey is successful or another combat drug is consumed.

There are probably more elegant solutions than having to click multiple buttons in the soldier screen or recolor/selectUnitSprite which only work in battleScape. If you got completely different ideas, I am all ears.

9
40k / [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 19, 2023, 11:02:00 pm »
This has been on my stove for a while now.

Rosigmunda is a mod designed explicity with the Adeptus Arbites in mind. It's designed for low-tier weapons against low-tier opposition so even Autoguns can shine throughout the game. Also stunning enemies is much more important now as it should be with Space Cops TM.

INCOMPATIBLE WITH ROSIGMA. DO NOT RUN Rosigmunda with ROSIGMA !!!

Features:
- Small Story Campaign
- New Missions (Prison Break, ...)
- Missions and Enemies where Autoguns and similar weapons get to shine
- Turn captives into penitents
- Riot shields which can be equipped on anyone and they can be shot to pieces
- Mastiff Tackling
- and probably much more

You can download it here.

10
Help / Re: Strike Carrier Mod
« on: February 23, 2023, 08:07:09 pm »
In Options - Video you can set Battlescape Scale to x1 which will show you all or at least most of the battlescape.

11
Released Mods / Re: [UFO][WEAPON][SPRITE]Replace Auto Cannon with QLB-06
« on: February 23, 2023, 08:03:32 pm »
It's really cool that you picked up modding and are doing pretty things. The sprite work is really nice.

Considering there are four mini mods now, it probably makes sense to create a bundle. Maybe you already have a cohesive vision you want to go for. Like Zeta's Heavy Weapons Pack (ZHWP) or something like that.

12
OXCE Suggestions Y-script / Re: [Suggestion/Y-Scripts]setDeathFrames
« on: February 18, 2023, 02:18:33 pm »
Don't worry about it.
It's great that you linked to Yankes's script which I didn't find at first either and that you pretty much documented the entire idea as well. Thank you.

13
OXCE Support Y-scripts / Re: [Suggestion/Y-Scripts]setSpawnItem
« on: February 18, 2023, 09:53:20 am »
Thanks for the clarification and the link!

14
OXCE Suggestions Y-script / Re: [Suggestion/Y-Scripts]setDeathFrames
« on: February 18, 2023, 09:52:30 am »
My suggestion is about to dynamically select the number of deathFrames (for example 3 vs 8 ). In other words the length of animation. Not the beginning index. The latter is already done in Gibs of Gory.

15
OXCE Support Y-scripts / [Solved][Suggestion/Y-Scripts] setSpawnItem
« on: February 17, 2023, 11:05:11 pm »
My latest plaything is trying to create some kind of flare launcher for HWPs.

Right now I added a grenade launcher to a HWP which is set up with spawnUnit to create a unit which is supposed to drop an electric flare. The unit is supposed to be insta-killed using the createUnit: hook and setting its health to 0. The game doesn't update the state of said unit from alive to dead. The state will be updated once another shot is taken or the turn is ended. I experimented with another bunch of options (skills which aren't available to units:, setSpawnUnit using inside the createUnit script and a few other things).

When talking about my fun experiences in Matrix, Yankes suggested that maybe this can be solved with setSpawnItem. A setSpawnItem next to setSpawnUnit would be really cool.

As always thank you for looking at the suggestion.

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