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Messages - Rich

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1
Suggestions / Re: Creating Mission events when skyranger is downed
« on: January 06, 2024, 04:07:58 pm »
Yeah i thought i would receive a negative answer, i asked hoping in a positive one since i had something in mind with the mod i'm working on to add a bit of flavour to the game as extra missions and stuff but i have a back-up plan so it's no big deal.
I did a quick search before asking but nothing popped up, probably searched the wrong words.

Thanks, gonna check the wishlist before next time!  :)

2
Suggestions / Creating Mission events when skyranger is downed
« on: January 06, 2024, 01:53:54 pm »
Hello,

As title says, I was think if it would be possible to create some sort of new type of event when your planes get shot down by alien crafts, like recovery missions where you have to go with a new plane to pick up a random number of survivors or instead start a mission with the crew available on the craft at the moment of the crash.
Would be pretty neat to add missions to recover your crashed skyranger survivors or play a survival Mission for X amount of turns before you can finally escape and send the surviving crew back at base.

I do understand this wasn't intended in the game and it's probably impossible to add without major coding, but maybe it's actually doable?

3
Tools / Re: Changed PC and now my maps are broken
« on: December 03, 2023, 07:41:45 pm »
I don't have my old pc available anymore sadly. Is there no other way to check that?  :-\

4
Tools / Changed PC and now my maps are broken
« on: November 29, 2023, 09:37:06 pm »
Hello, as title says, i had to change computer and now my mapview is empty.
Is there a way to load in correct terrains in the exact order they were before? I really don't want to redo my maps again.

5
Suggestions / Multiple types of hangars
« on: January 17, 2023, 08:20:48 pm »
Hello!

How about adding the possibility to only allow certain crafts into certain vehicles?
Like small crafts into small hangars or cars in garages while airplanes in hangars.  :)

6
Help / Re: Issues with adding custom mapblocks to the game
« on: January 04, 2023, 10:32:27 pm »
Basically, the idea is to create a Reinforcement map where terror units (cyberdisks) are created constantly until you either kill everyone or destroy the tables or a computer, to make bases harder since in base xcom bases are kinda easy tbh.
I'm planning something like this for every terror unit, after all they're coming from somewhere right?  ;D
I'm also attaching a screenshot of the working table.

Obviously the files must also be there (as you're using a custom, new tileset), but I was referring to the ruleset. It's the alien base, right? So, does the alien base terrain definition (under "terrains:") reflect the full tileset list (same as in your MapView)?

Yes, it's in the ruleset under terrains, here's the code:
Code: [Select]
terrains:
  - name: UBASE
    music:
      - GMABASE
    mapDataSets:
      - BLANKS
      - U_BASE
      - U_WALL02
      - U_PODS
      - U_BASE2
      - U_FRN
      - U_BITS
      - U_FLOOR
      - U_CTABLE

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Help / Re: Issues with adding custom mapblocks to the game
« on: December 31, 2022, 05:07:31 am »
I'm just guessing, but it looks like you added some tileset in MapView to make this map, but either didn't put this new tileset in the game, or didn't reference it in the terrain.
The tileset has been added in the terrain file, don't exactly understand what you mean with "the game" however, i'm guessing you're talking about the game folder and if so, it's right in there.

Basically i managed to fix that by "breaking" the mcd file, for some reason it doesn't use the tile i'm telling him, he basically jumps at tile like 30 steps ahead, don't know why or if i explained myself somehow.
Both mcd and pck files were created from zero, i had to grab an mcd file from another terrain and rename it, find which tile it's placing ingame and change that into the correct tile. It's a workaround, not great but for testing purposes it's working.
I've added a screeshot of the workaround, don't judge my poorly drawn table however  ;D

8
Help / Re: Issues with adding custom mapblocks to the game
« on: December 28, 2022, 03:55:25 am »
Ok, long story short i broke my head on my desk to find the issue and now it's working as intended...almost.

Now only a new "model" i created can't be seen with some other pieces from another terrain file i've found online, they appear black like if it's missing the texture somehow.

9
Help / Issues with adding custom mapblocks to the game
« on: December 28, 2022, 01:52:08 am »
Hi!

As the title suggests, i'm having problems adding a custom mapblock to the alien base assault.
I've created a new block using MapView2, exported everything and the map generates correctly the way it's intended BUT it's not using the correct terrains i guess?

I've added the terrains used in terrains.rul file but it's still not using the right ones where it's supposed to.

What am i doing wrong here exactly?

Also, sorry if it's obvious and i can't see it, my programming knowledge it's basically zero and i'm creating something step by step without knowing a single thing about modding OpenXcom, i'm studying all from wiki+FMP files.

Thanks for the help!

10
The X-Com Files / Re: The X-Com Files - 1.0.2: Judgement Day
« on: November 22, 2019, 01:02:21 am »
For some reason, i can't see the XcomFiles mod, i can see the DarkGeoscape however.
Working fine on Android but not on windows with the 64bit

Am i missing something?

Edit:
For anyone having my same issue: do a clean install, delete old openxcom and the openxcom folder in user folder, this fixed it for some reason

11
XPiratez / Re: Mutant pogrom with mercenaries
« on: August 23, 2019, 07:55:55 pm »
Had to retreat in the end.
Way over my tech level, also forgot at base my laser weapons, need to research something bigger or buy M-lasers, which is the most powerful laser weapon i have atm.

Definitely don't want to lose now since i'm almost in year 2603

12
XPiratez / Re: Mutant pogrom with mercenaries
« on: August 23, 2019, 02:52:09 pm »
Ok thanks.

So basically everytime i see someone with shield i have to use first weapons efficient against the shield, and then weapons against the unit itself, right?

13
XPiratez / Mutant pogrom with mercenaries
« on: August 23, 2019, 05:36:25 am »
As the title says, i'm in deep trouble.
I have to do a mutant pogrom with mercenaries as enemies, needless to say i don't care about civvies, don't think there's a way to save someone sadly.
I'm habing trouble with that pesky gauss hovertank with blue shields.
How do i kill it? Shield basically absorbs all damage the tank doesn't have high resistance.
Chem keeps doing 0, hi-ex does 0-0-0-0, and my cannons/rockets does exactly the same!

Do i have to just keep shooting until i've shredded all armor?

14
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 29, 2019, 07:19:26 pm »
Hi, just yesterday I had warehouse mission (I think 3-4 from begining) and leader has it. So it is not 100% drop here.

Ok so i have just been unlucky it seems, i've done like 5/6 warehouse without finding the stapler, needless to say i've been stuck with low tier guns for over a year!
It's hard as hell fighting marsec operatives with basic guns.

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XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 29, 2019, 03:38:00 pm »
I'm having loads of fun with this mod, really enjoying the difficulty and the strategies you have to create to manage the situation, good job!
But i've noticed a couple of things, for example i couldn't find a guild stapler in the warehouse missions (only ammo and didn't use explosive), i've found it in the "govt recovery mission" with all the ballers?

Also enemies are shooting me through the windows of the airbus and blowfish while i can't fire outside, is this intended? It's kind of bs when you land right in front of 20 guys that start to gun you down like no tomorrow as soon as you approach the doors to go out.
It's the only thing that i actually hate about this mod.

Playing with latest version ofc

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