Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mark617

Pages: [1]
1
Help / Re: Ruleset change, mod needed, or static Vanilla
« on: April 12, 2020, 07:48:37 am »
1) Yeah, I have no issue with different ammo, but the same seems a no go. Clip size adjustment it may have to be.

2) Doesn't seem to be a easy way to do this, and I do not want to simply eliminate part one.

3) CheatTurn, it was was stated in another thread, needed to be added to each alien rank, so i did - 134 times  ;D. Should have done it globally, though.

Thanks!

2
Help / Ruleset change, mod needed, or static Vanilla
« on: April 10, 2020, 08:06:13 pm »
1) I want to change the thermal shock launcher to have an ammo capacity of three, but instead of changing the ammo clip size to provide three shots, is there a way I can make it so I have to load the ammo three times with the (clip size: 1) thermal shock bombs? Adjusting clip size of the weapon doesn't do anything, as I can only load the weapon one time. Adjusting the clip size of the ammo gives me the correct number of shots, but not in the way I would like. This was an easy change when I did it for the PWT Displacer, but not so much with standard weapons.

2) I assume this would take a mod as I see nothing in the various .rul files to change. But, is there a simple edit I can make somewhere so on alien base missions if you succeed in part one but fail / evacuate part two, when you come back to said base, you start on part two? Probably not, but thought I would ask.

3) Is there a way to turn off bug hunt mode for aliens? I know (https://openxcom.org/forum/index.php/topic,4997.msg73330.html#msg73330) there are changes I can make for myself, but I want to turn off the alien's ability @ turn 20 to know your position. Changing spotter / sniper / intelligence AI values as a possible fix? Or bughuntMinTurn?

Seems cheatTurn should be what I change for #3. Do I add this to every subsection in the deployments ruleset (e.g., under the STR_SURVEY_SHIP section, then again under the STR_ESCORT section, and so on all the way for each mission type)?


Cheers  :)

3
Troubleshooting / Problems if changing rulesets mid savegame?
« on: March 19, 2020, 06:14:01 am »
1) I want to make the game more grindy. If I change the power setting (weapon damage) in items.rul and alien health in units.rul, is there any potential for problems doing so mid game (corruption to savegame etc.)?

2) Do the above changes take effect immediately (I assume so since the UFOPaedia changes immediately)?

Thank you very much  :)

4
Very good. Thank you.

5
Troubleshooting / Installing a mod with slightly different structure
« on: March 17, 2020, 06:30:16 pm »
I know the basic way to install mods, but I am trying to install this mod (https://openxcom.org/forum/index.php/topic,4202.0.html) and it has a few folders my other mods do not.

There are four folders (maps, routes, terrain, ruleset) and a metadata.yml file. Typically I throw a folder in the mod folder with the ruleset and metadata. Do I do the same here (put the ruleset and metadata into a folder named X) and then copy the maps, routes, terrain folders to the TFTD folder (overwriting / merging the ones there)?

Or, is it basic, and I just put the four folders and metadata file into a new folder called X and then put that folder (X) into the mod folder, then enable in game and play?

Or, is it even more basic, and I just copy all the folders / metadata file as is into the mod folder (or perhaps all into the TFTD folder a la FMP mod)?

Thank you!

6
Help / Alien Weapon Self Destruct Delay
« on: March 15, 2020, 09:06:51 pm »
If I want to use the Alien Weapon Self Destruct mod that comes bundled with OpenXcom, is there an easy way I can go about tweaking the settings for it?

Instead of 100% immediate destruction, I would like to set it up so I have a few turns to pick up the weapon, with failure to do so resulting in destruction. So, is it possible to add / how would I add a parameter to delay self destruct for three turns after alien death?

Thanks  ;D

7
Help / Re: Few Tweaks for TFTD Extended
« on: October 29, 2019, 03:24:21 am »
2) no, why would I add something I have intentionally removed?

I wasn't asking you if you would add it back. I was asking how one could go about adding such a feature.

Your reply in the linked thread only said your implementation of such a feature is "too incompatible with other features," without highlighting said problem(s). You also state people were using it to cheat which, in and of itself, seems irrelevant.

You never mention if it is possible to minimize (or eliminate) the problem(s).

Thus, it seems like this is the place to ask for help re how to add the provided file changes (https://github.com/MeridianOXC/OpenXcom/commit/a936d1c7205cd11dd7c937516b3b9d4580bd0772). Or, even better, finding out if there are similar, but less problematic / more minimal, changes possible.

Thank you  :)

8
Help / Few Tweaks for TFTD Extended
« on: October 23, 2019, 11:20:42 pm »
Just a few questions from another post in the OXCE forum they said move here:

1) How can I make it so I continue to get terror (land) missions often? They all but disappear late in the game and I would love to keep these spawning often throughout the campaign. Is there a simple variable change like the "maxRuns: 12" variable re artifact sites (since I want these to continue throughout)?

2) Is it possible to add an execute unconscious mobs function to the melee weapons in-game (vibro lance & thermic lances)? I know some mods had this, and it seems like the addition was problematic based on the following (https://openxcom.org/forum/index.php/topic,3833.45.html).

3) Can I simply adjust the hit chance percentage of melee weapons to a static number, like 90, and simply add the following "skillApplied: false" variable so that the hit percentage would be 90% and not use the hidden melee skill? I assume this would work since it's how the thermal tazers are coded.

Thanks!

9
OXCE Support / [Answered] Few Tweaks - Possible?
« on: October 21, 2019, 01:02:05 am »
Hey guys, just had a few questions:

1) How can I make it so I continue to get land missions often? They all but disappear late in the game and I would love to keep these spawning often throughout the campaign.

2) I know in the base game you can only get 12 alien sites. Is it possible to make these continue to spawn infinitely? Like land missions, these are fun.

3) In one of the hotkey threads for, I believe the mod WOTS, there was an option to execute unconscious mobs while standing over them. You could right click on your knife for the option. Can I add this function to the base game easily? It would be nice to simply add such a function to the three drills.

*3) I am assuming this is not available based on the following: https://openxcom.org/forum/index.php/topic,3833.45.html

4) Can one simply change the drills in the .rul to function the same as the Thermal Tazer re hit rate? Basically, I would like the drills to be hard coded @ 100% hit rate like the tazer and then adjust the TU costs as follows: 20% TU for VB / 25% for TL / 30% for HTL.

*4) I assume I can leave all the entries under the drills alone in the item.rul and simply change / add the following (I will just change the fixed TU costs as I see fit, instead of worrying about a percentage). With that said, is applying the skillApplied: false going to cause any issues for enemies equipped with drills? When I MC, for instance, a crab, its accuracy with the lance might be 180% currently. I don't care if their new hit rate drops to 100% (or 90%, or whatever value I set in the .rul file), so long as it won't cause some unforeseen problem(s):
    accuracyMelee: 100 (change this from 150 etc. due to next entry)
    skillApplied: false


Thanks for any help  :)

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 20, 2019, 06:15:44 am »
Following Error with 2.28 (this is from log file):

[19-05-2019_20-13-52]   [INFO]   OpenXcom Version: Extended 5.4.1 (v2019-04-29)
[19-05-2019_20-13-52]   [INFO]   Platform: Windows 64 bit
[19-05-2019_20-13-52]   [INFO]   Data folder is:
[19-05-2019_20-13-52]   [INFO]   Data search is:
[19-05-2019_20-13-52]   [INFO]   - C:/Users/Mark/Documents/OpenXcom/
[19-05-2019_20-13-52]   [INFO]   - C:/Users/Mark/Desktop/TWoTS_2_28/
[19-05-2019_20-13-52]   [INFO]   User folder is: C:/Users/Mark/Desktop/TWoTS_2_28/user/
[19-05-2019_20-13-52]   [INFO]   Config folder is: C:/Users/Mark/Desktop/TWoTS_2_28/user/
[19-05-2019_20-13-52]   [INFO]   Options loaded successfully.
[19-05-2019_20-13-52]   [INFO]   SDL initialized successfully.
[19-05-2019_20-13-52]   [INFO]   SDL_mixer initialized successfully.
[19-05-2019_20-13-52]   [INFO]   Attempted locale:
[19-05-2019_20-13-52]   [INFO]   Detected locale: C
[19-05-2019_20-13-52]   [INFO]   Attempting to set display to 3840x2160x8...
[19-05-2019_20-13-53]   [INFO]   Display set to 3840x2160x8.
[19-05-2019_20-13-53]   [INFO]   Loading data...
[19-05-2019_20-13-53]   [INFO]   Scanning standard mods in ''...
[19-05-2019_20-13-53]   [INFO]   Scanning user mods in 'C:/Users/Mark/Desktop/TWoTS_2_28/user/'...
[19-05-2019_20-13-53]   [ERROR]   FileMap::mapExtResources(xcom1, UFO): external resources not found.
[19-05-2019_20-13-53]   [INFO]   Loading rulesets...
[19-05-2019_20-13-57]   [INFO]   Loading fonts... Font.dat
[19-05-2019_20-13-57]   [INFO]   Lazy loading: 0
[19-05-2019_20-13-57]   [INFO]   Loading extra resources from ruleset...
[19-05-2019_20-13-58]   [FATAL]   FileRecord::at(Resources/Armor/New_Inv_pics/F0/0f36.png): requested file not found.
[19-05-2019_20-13-58]   [ERROR]   FileRecord::at(Resources/Armor/New_Inv_pics/F0/0f36.png): requested file not found.

11
Open Feedback / Re: TFTD Base Locations
« on: May 16, 2019, 08:47:55 pm »
Even better than both is knowing where to place your bases to minimize their detection by USOs (and subsequent alien retaliations)

I guess. But I enjoy base defense missions. My concern is solely the best way to build bases to maximize happiness of funding nations.

Here is a better explanation via the UFOpaedia: "It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide. A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end."

As I said, in EU it's obvious how to go about it. In TFTD, I assume the bold part would exchange landmass for water. In other words, it's best to get 100% radar coverage over water than worry about any radar coverage over land.

12
Open Feedback / TFTD Base Locations
« on: May 16, 2019, 08:04:40 pm »
I have seen this answered in roundabout ways, and watching streams it seems like most people play similarly. Yet, I was wondering (because in Xcom 1 it was obvious where to put them), what is / are the best places to build your bases (in terms of coverage, not the actual location)?

Here is what I mean: in Xcom 1 you were covering the funding nations (land) and you were playing / fighting on land. But, in TFTD, this is not the case. I try to cover 100% of the oceans with radar coverage, basically building my bases so the max radar circles are just touching the shorelines (radar covers 95% water and 5% land). But, I have watched others who place bases so they cover a lot of land (like a 50/50 radar coverage split). So, again, as to the above question, what is the best way to place bases throughout TFTD - maximum water coverage, or more land coverage?

Thank you!

13
First of all, thank you to everyone who has spent time working on Open Xcom.

I am playing TFTD. I have just a few issues that bother me.

1) I don't like the stat caps of soldiers, and would prefer them all at 100. So, two questions: first of all, it seems all I need to do is change the stat caps in the soldiers.rul file, is this correct? Second, are there any unforeseen consequences I may not be considering?

2) DPL waypoints just feels cheap. Is this done by simply editing in the items.rul file line under DPL ammo Waypoints: 9 to Waypoints: false?

3) There is the ability to remove Psionics from the game as a mod, and I like this, but I would prefer to keep the MC Reader as a usable item. How can I do this but keep everything else out of the game?

4) Is there a mod I may not know about or an easy way to add doors opposite their current location in the Triton and Leviathan (Hammerhead South direction as sole exit is fine)? One set of doors feels cheap when you end up on the right side of the map. What kind of navigator have I employed? I would simply like a double door on the right side of crafts in addition to the current / original placement (so, two 2-tile doors).

5) I know this is against the spirit of the game, and excellent authors like Meridian have stated why they don't like it. I do not want any fancy missions added or anything else, but is there a way to add a parameter that if a nation leaves funding, I can get them back the next month by eliminating all bases within their region? They can start at 0 funding or their minimum, money is not the issue, I am just OCD about my success and I do not want to beat the game. I just want to play and play because I simply enjoy killing aliens!

If infiltration missions didn't eventually have the 100% pact sign aspect regardless of destroying UFOs I would not care, as it would be in my hands, but it is annoying to lose countries even when I do things perfectly. I don't need any fancy text or anything even telling me they have rejoined. Whatever would be the most minimal way to add this function would be awesome, if possible.

Again, thanks to everyone who spends time on this project. It is appreciated!

Pages: [1]