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Messages - Mechasaurian

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Help / Re: [ITEM] Help creating my first mod?
« on: May 30, 2018, 11:56:13 am »
additionally: the openxcom discord server is probably your best knowledge base resource, there are people there that are fairly well versed in the specifics of modding and you can get your answers in real time.
Ooh, there's a discord channel?

Sounds good. Linky?

2
Released Mods / Re: Zero Content Base mod
« on: May 30, 2018, 11:44:06 am »
Well, I guess it would be easy to make a standalone mod for this. I don't have time to do it, but if someone else wants to, then be my guest!
Well, I'm still getting a handle on the basics of modding (such as what to do with the"listOrder" value), but maybe I'll get round to ripping it from XCF myself if that's okay with you.

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Help / Re: [ITEM] Help creating my first mod?
« on: May 30, 2018, 11:23:54 am »
Okay, so I now have a handle on part of the ruleset. I've created the item as ammunition for the rocket launcher, and have entered in parameters for damage, explosion radius, and buying and selling prices, inventory weight/height, and so on.

But there are still some things I am unclear on.

How do I direct the ruleset to use particular images as an inventory image and/or a battlescape image? Different rulesets seem to do it in different ways.

What should the "listOrder" number be?

And, while I think I have a handle on how to create a UFOpedia entry, I'd like to ask how to do it, just in case.

4
Help / Re: [ITEM] Help creating my first mod?
« on: May 29, 2018, 07:37:56 pm »
If you want a mod to compare against (not small, but) you could try looking into the Final Mod Pack 2.0b mod.

Just search the items_FMP.rul, manufacture_FMP.rul, extraStrings_FMP.rul and extraSprites_FMP.rul files. You should find fine examples to learn from.
Well, it just so happens that I have a copy of the Final Mod Pack on hand. I'll crack it open and take a look.

The handling of whether this an item is ammunition or a firearm is done by the "battleType" parameter, for example.

Aha! AHA!

Thanks a bunch, people.  ;D

5
Help / Re: [ITEM] Help creating my first mod?
« on: May 29, 2018, 07:22:42 pm »
Hmm. Yes. That looks a lot like what I was looking for.

The only problem is that it presumes focus on the weapon, not the ammunition.

From the looks of things...first I would have to create a new kind of rocket with a unique string ID number? Then I would have to modify the rocket launcher's "compatibleAmmo" list of string IDs to accept this new rocket as ammunition?

6
Released Mods / Re: Zero Content Base mod
« on: May 29, 2018, 07:07:46 pm »
@NeoWorm, I'm a very big fan of the "craft with pilots" (who affect the game board with their skills) aspect of this mod. Definitely going to use this mod for that feature.

I'm not sure what you mean, since I only spoke about new faces here. If that was your question, then I made 8 more faces for the XCF, and another 8 are in production.

Did you, now?

I don't suppose a standalone download of these faces is out of the question, kind sir?  :)

7
Help / [ITEM] Help creating my first mod?
« on: May 29, 2018, 06:33:10 pm »
So I would like to dip my toe into the world of OpenXCom modding.

I want to start with something simple: a new kind of ammunition for the stock X-COM rocket launcher.

I need to know how to edit its variables (price, explosion radius, weight, etc).

I need to know how to insert this item into the game's data, such that it can be purchased and/or manufactured.

I have a sprite that I can use for the inventory image, but I need to know how to program the item to use it.

Anyone willing to help me out?

8
OpenXcom Extended (OXCE) / Re: [OXCE+] Original discussion thread
« on: May 29, 2018, 06:15:07 pm »
Thank you for the response, @Meridian.

Those first 3 posts you mentioned are a behemoth, and a lot of it appears to be "here's a neat new feature that could be implemented by mods, but is not activated in stock OXCE+" (as opposed to mechanics that are changed, such as the aforementioned so you will have to forgive me for not finding what I was looking for in there.

I mean, I can't complain that you didn't document your changes, but holy wall of text, Batman!  :o For someone new stumbling into this, a smaller readme focusing on the gameplay changes of stock OXCE+ may well be useful.

9
OpenXcom Extended (OXCE) / Re: [OXCE+] Original discussion thread
« on: May 29, 2018, 05:36:42 pm »
There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.
Ah. I...see?

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

10
It's a mod-able tag on UFOs and specific waves of UFO missions, all of the information on the feature is somewhere in this thread.  Few mods use it as it's fairly recent, but you can see it in action in X-Com Files, Tech-Comm, and the 40k mod.
Well, that's...a bit frustrating. Something I like phased out for a mechanic I probably won't see used.

I like the  quality of life changes provided by OXCE+, but I like the mechanics it implements (often without an opt-out toggle rather less. Particularly stuff like soldiers dying of fatal wounds even after winning the engagement, which is not something I found documented in the readmes or on this forum.

If I wanted OXCE+'s QoL changes without game mechanics changes, what could I do? Does OXCE (without the "+") provide this option?

11
OpenXcom Extended (OXCE) / Re: [OXCE] OpenXcom Extended
« on: May 29, 2018, 05:27:05 pm »
3.0:
Backported game machanic changes from Meridian OXCE+.

Well, that's pretty darn confusing.

Does that mean all of the OXCE+ mechanics? Some of them? If not all, which ones? Does this not muddy the waters between OXCE and OXCE+, making the distinction less apparent?

Mind clarifying for me?

12
So, basically, it did not play nice with one of OXCE+'s new features and thus had to be removed? That is a shame.

Is the "UFO hunts Interceptors" option feature enabled by default, or does it require mods to be activated?

13
OpenXcom Extended (OXCE) / Re: [OXCE+] Original discussion thread
« on: May 29, 2018, 04:24:20 pm »
Hi there, people.

I'd like to ask about two features in OXCE+.

The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

14
What the title says.

This is one of my favourite features about the OpenXCom Nightlies - an option for Interceptors to anticipate UFO paths and fly ahead to cut them off. I could in theory accomplish this manually via waypoints, but this would be tedious busywork. This makes interception of UFOs a continent away very feasible.

So it puzzles me that, upon loading up OXCE+ and looking at the Geoscape options, this feature no longer seems to be present.

What gives?

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