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Messages - bulletdesigner

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1
OXCE Suggestions OK / Re: [Suggestion] Improved geoscape craft combat
« on: January 20, 2025, 07:18:34 pm »
well the default is no target (making the target random) so it start with the 2 optional windows closed. so theres no need to engage system (also works for easy fights with fighters with low health). In a cellphone you maybe need to minimize and make it by order but it works.

2
OXCE Suggestions OK / [Suggestion] Improved geoscape craft combat
« on: January 20, 2025, 05:46:51 pm »
I have an idea to improve the geoscape combat, making it more interesting and engaging. Recently, I’ve been playing FTL: Faster Than Light, and it uses a similar system with two static craft sprites, but the combat feels much more addictive and dynamic. I think a similar system could be implemented in XCOM’s craft combat.

In FTL, players have the option to target specific systems on enemy ships. When a hit is scored, a penalty is applied to the enemy craft. I believe this concept could work well in XCOM’s static craft combat as well. Essentially, each enemy craft would have four systems that can each take damage up to five times:

Piloting: When it takes 100 damage, the enemy craft suffers a -10 to evasion or +10 to your weapons' accuracy.
Weapons: When it takes 100 damage, the enemy craft suffers a -10% reload time penalty to its weapons.
Hull: When it takes 100 damage, the enemy craft’s damage output increases by +5%.
Engines: When it takes 100 damage, the enemy craft suffers a -5 to evasion and +10 to your weapons’ effectiveness, while enemy weapons are also weakened.
The player’s craft would have a similar system. I hope the UI sprites I made help clarify this idea.

Passive repairs could also be introduced for each system, providing the player with more strategic options, though this wouldn't be necessary in the initial version of the idea.

I understand that adding additional screens could be challenging, but I believe making geoscape combat more interactive and dynamic would be a great improvement to the game.

For the AI in FTL, the enemy typically targets systems randomly on normal difficulty, and on hard mode, it targets the player's most vulnerable systems. In this case, a random targeting approach would work well for the enemy AI in XCOM as well.

Even if this idea is not for Extender can be for other modder that want a new mechanic

3
40k / Re: 40k
« on: November 28, 2024, 05:33:29 pm »
yes, but i dont understand github, so i will give you a link https://github.com/BeatAroundTheBuscher/OXCE_40k.git  and hope thats it

4
40k / Re: 40k
« on: October 28, 2024, 06:36:19 pm »
Hi, I'm thinking of making a mod for xcom and while it wouldn't be a submod for the 40k mod it would also be set in the 40k universe so would you mind if I borrowed some of your assets please.


sure use it as you please

5
40k / Re: 40k Bug/crashes/problem´s report
« on: October 24, 2024, 06:36:36 pm »
TY! I also discovered that MKX Captain Armor is dependent on the MK7 Captain Armor which is not researchable as primaris marines becuase of its Deathwatch and Firstborn armor dependencies, locking the primaris strategy out of using primaris captain's armor.

Primaris works diferent, captian armor is rank 6 of each unit, meaning there are 4 set´s of armor that are captian when on last rank. Primaris Armor change with rank, unlike other factions, since it would require total rework for firstborn, and deathwacth is just too many armors for that to happen

6
40k / Re: 40k Bug/crashes/problem´s report
« on: September 24, 2024, 07:16:35 pm »
Hello!

I just discovered that though primaris chapters can fall to chaos, they are locked out of researching all the chaos armors because the chaos research requires the firstborn armor research. Is this intended or a bug?

Thanks for the help.

EDIT: Falling to chaos does prevent you from manufacturing loyalist armors as normal, so you end up not being able to produce any armor except MKX Techmarine, which doesn't have the uncontaminated by chaos tag.

it´s a bug sorry, never crossed my mind that eventuality

7
40k / Re: 40k Bug/crashes/problem´s report
« on: August 20, 2024, 07:51:37 pm »


Hello, Thank you for this great mod first of all.
I've an issue with the Chimera craft, whenever i go to a mission or try to preview the deployment, the game crashes with thats displays the attached png file.
I'Ve started a fresh game of imperial guards and i was able to preview the deployment then.

Using oxce v7.13, 40k v038 and rosigma v2.7a

The Quimea have been update the map tiles on the base mod, some issue can ocur and are currently being resolved to acomodate into rosigma, join the discord server they can sort you out https://discord.gg/wZrghjre


8
40k / Re: 40k Bug/crashes/problem´s report
« on: May 15, 2024, 12:59:49 pm »
I tried to send a squad to the downed Interceptor, but apparently the required Nurgle Interceptor model is missing.


That´s a rosigma issue, nurgle interceptor is not from base mod

9
40k / Re: 40k
« on: May 15, 2024, 01:56:49 am »
question about the Tauros transport: after the end of the first turn, there is a weird radio mumble and then the damn thing gives a small wound to everyone in my squad. what is this supposed to simulate?



Was a bug now Fixed, no more wounds, the radio mumble is "valkerie leaving combat area" and the damage is from the take off to make valkerie disappear

10
40k / Re: 40k Bug/crashes/problem´s report
« on: May 04, 2024, 08:12:39 pm »
The "flight" sound of Raptors is quite long. So if you are fighting them one hardly can hear shooting/moving sounds of other units, because the Jetpack sound is still playing.


you can do an easy fix , there ares 2 sound files (using and finish using) but the game can only use one, if you want replace the finish one for the using one by inserting a 2 ont jpack.wav on extrasprites_40k.rul can be done with a worddoc, i post screenshot for help

11
Tools / Re: LOFTEMPS Viewer 3D
« on: April 16, 2024, 12:45:50 pm »
great tool! also works easy and intuitive, only issue i got was giving the path i only manage to do it in the .cfg document ( i got the paths on desktop, maybe that was the issue)

12
40k / Re: 40k Bug/crashes/problem´s report
« on: April 03, 2024, 01:28:33 pm »
Playing as Primaris, whenever i try to assault a Necron base, the game crashes and i get this message.
My Brother has the same Problem. He's playing as Battle Sisters.

sorry was a copy paste error on my part, replace this file in ruleset folder

New file relase to fix bug

13
40k / Re: 40k
« on: March 12, 2024, 12:19:53 am »
yap it´s a rosigma, they update the mod with fix

14
40k / Re: 40k
« on: March 11, 2024, 08:30:43 pm »
do you have the latest oxce? the created landspeed is nolonger used , now it´s automaticly given

15
40k / Re: 40k
« on: March 02, 2024, 05:09:02 pm »
Well female freq in marines is 15% or 30% cant recall, it was orignal made that way because i'm a old fart and in my mind marines were more human not super, you can put it to 0. anyway adeptas only have female sprites so  6female and 6male  but the images are all female, the same can be said for primaris and deathwatch only males so 6 female and 6 male.

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