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Messages - Nord

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1
Released Mods / Re: X-Chronicles Release, v.1.5
« on: Today at 01:51:11 pm »
I hope i'll check it all in this year.

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: December 17, 2024, 08:54:59 am »
Interesting idea.
Quote
3.)  Shuffles node ranks (Omits X-COM & Terrorist 2 )
This can produce a mess out of map. Like 2x2 units locked in small rooms and so on.

3
Released Mods / Re: Enemy info
« on: December 04, 2024, 06:15:45 am »
There is some weapons (like shotguns) that has no bullet animation. Also, there is a modded guns, that have overspeeded bullets (like 100 points compare to, like, 5 from original game). Maybe you encountered one of them.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 27, 2024, 12:05:20 am »
24 sws - it's about small ones.

About Tsunami - mo matter if you ignore or if you came and leave, tsunami still be produced by this installation, and people will suffer.

5
Maybe there can be used different approach: research topic with some new flag will cause the defined missionscript to "restart" just as in the beginning of month.

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 18, 2024, 03:50:56 am »
All acid weapons causing damage to armor (before this armor is counted).
As for lobstermen, they have 90% resistance to acid, so yes, spawners and toxiguns almost completely useless against them.

7
Released Mods / Re: X-Chronicles Release, v.1.5
« on: November 17, 2024, 10:52:02 pm »
Version 1.5 is up.
Changelog:
- fixed funding rise in early game;
- decreased cost of scientists per 5000/month;
- powered up invader ships;
- mana-depleting amulets now cause stun when mana=0;
- fixed many Ufopedia articles;
- fixed healer power hit with weapon in backpack (OXCE newer than 7.15 required);
- prepared for new OXCE (>7.15);
- fixed dwarf research unavailability for those who fear golems;
- minor bugfixing;
- minor balancing for easier game;

Thanks to _Solaz for his playthrough.

8
Help / [Poll] Radiation sickness effect
« on: November 07, 2024, 03:51:38 am »
New mechanic i am creating: radiation effect of some weapons, that will cause incremental effect through battle.
This will anyway add days in hospital, but i think it needs to do more harm. Something useful against aliens, maybe. So what do you think?

9
Thanks, that way is even better.

10
Help / Re: Temporary recruit ?
« on: November 01, 2024, 03:00:25 am »
There is no specific way to remove unit in global game.
You can remove an item (and HWP-like unit) from your base storage by an event. But it can cause bugs, if a player moves this item from one base to another, as events checks item by the first second of a month. You can spawn an event with zero delay, though.
Also you can remove unit after battle via script. So you can create one-use helper.


11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 01, 2024, 02:53:22 am »
Hi. Upload file here. Thanks.

12
When "battleType" used, "checkHandsOnly"  does not apply.

13
I has a problem: if a unit uses the skill related to melee weapons, there is no way to check only items in hands. So "improved bashing superduper swing" can be not with the sword in hand, but with a knife in pbackpack. Only way is to define each item, available for this skill. But it can be a full list of all melee weapons.

So i propose to add "compatibleWeaponTypes" similar to "compatibleWeapons", to define "Melee" or whatever needed.

Thanks.

14
Thanks. Thinked that already add that, but looks like not.  :)

15
One thing i have checked: if all alien activity consist of direct-spawned sites (such as savage terror or monster hunt in my X-Chronicles mod), then alien activity counter will be not affected, remaining equal to 0 no matter how many sites has been spawned.
Question: is it bug, or is it game mechanics. And if second, is there maybe some deployment parameter to increase counter manually?
Thanks.

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