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 - Ninja

Pages: [1]
1
Well i thought you have probs with placing 20x20 tiles on random maps
sorry my bad

2
If you use blocks bigger than 10x10 you Need to know how many maximal can be used on a mapsize
Example:
You use for Cultivated (Farm) this blocksetup

your mods  terrain.rul

terrains:
  - name: CULTA
    script: FARM
    mapDataSets:
      - BLANKS
      - CULTIVAT
      - BARN
      - URBAN
    mapBlocks:
      - name: CULTA00
        width: 10
        length: 10
        groups: 1
      - name: CULTA01
        width: 10
        length: 10
      - name: CULTA02
        width: 10
        length: 10
      - name: CULTA03
        width: 10
        length: 10
      - name: CULTA04
        width: 10
        length: 10
      - name: CULTA05
        width: 20
        length: 20
      - name: CULTA06
        width: 20
        length: 20
      - name: CULTA07
        width: 10
        length: 10
      - name: CULTA08
        width: 10
        length: 10
      - name: CULTA09
        width: 10
        length: 10
      - name: CULTA10
        width: 10
        length: 10
      - name: CULTA11
        width: 10
        length: 10
      - name: CULTA12
        width: 10
        length: 10
      - name: CULTA13
        width: 20
        length: 20
      - name: CULTA14
        width: 10
        length: 10
      - name: CULTA15
        width: 10
        length: 10
      - name: CULTA16
        width: 20
        length: 20
      - name: CULTA17
        width: 20
        length: 20
      - name: CULTA18
        width: 20
        length: 20
      - name: CULTA19
        width: 20
        length: 20

means 1 Ufo can be 30x30 a Battleship in the alienDeployment.rul (or any other UFO can be smaller dosent matter than)
you have like me 1 Skyranger for 100 Soldiers Need 20x30)
you have 7 blocks with 20x20
the rest of blocks are 10x10

your mods mapscript.rul

  - type: FARM
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      blocks: [5, 6, 13, 16, 17, 18, 19]
      maxuses: [1, 1, 1, 1, 1, 1, 1]
      executions: 7
    - type: fillArea
      blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
      freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]

works then with all UFO's if you have in your mods alienDeployment.rul
    width: 100
    length: 100
    height: 4

for all kind of enemy UFOs they can appear on random maps
if the blocks that bigger than 10x10 unfortunatly places or simple not enough space on 100x100 maps there and game can (not allways) but can crash and bring you to Desktop

the map Blocking mechanics for mapparts bigger than 10x10 tiles i have here

https://openxcom.org/forum/index.php/topic,7353.msg116208.html#msg116208
 

3
The X-Com Files / Re: Terrain / Maps
« on: January 27, 2020, 07:42:21 pm »
Well randommaps are realy random and 20x20 tiles block a lot of space

as Example a 100x100 random map can contain only 7 maptiles 20x20 with a battleship 30x30 and a X-com Landingcraft 20x30 like i use

if the random Generator places the tiles that biggger than 10x10 realy unfortunatly you have such a result see below

green Alien battleship 30x30
blue X-Comaircraft 20x30
yellow map blocks with 20x20
red only 10x10 mapblocks can placed here becouse blocked from bigger mapblocks

(Maybe some 10x20 or 20x10 still can be places not tryed that yet)

works like this as example
  - type: FARM
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      blocks: [5, 6, 13, 16, 17, 18, 19]
      maxuses: [1, 1, 1, 1, 1, 1, 1]
      executions: 7
    - type: fillArea
      blocks: [0, 1, 2, 3, 4, 7, 8, 9, 10, 11, 12, 14]
      freqs: [5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]

 



4
Resources / Re: [ARMOR] [GRAPHICS] Alternate Personal for UFO
« on: January 27, 2020, 03:59:40 pm »
Well if you done and have like 97 Faces or Maybe 100 ist posible to get all that files ?

is easy to make new Skins at battlescape but inventory are still as example the vanilla female nr.1 just with an number to see what
look:
from savegame that toon has from
spriteFaceGroup:
and
spriteHairColor:

working with vanilla without green and pink hair are also

    spriteFaceGroup:
  0-  0 orginal   1
 14- 23 ligther to darker   10
 94-103 ligther to darker   10
144-151 ligther to darker   8
160-167 ligther to darker   8   = 37 Faces
with a red yellow or Grey touch or Basic touch

    spriteHairColor:
  0-  0 orginal   1
  1-  6 grey   5
 16- 22 red to blonde   6
 32- 38 red   6
 48- 54 green       6
 64- 70 green      6
 80- 86 withe/grey   6
 96-102 blonde/brown   6
112-118 blue      6
128-124 blue      6
144-150 blonde/brown   6
160-166 braune/brown   6
176-182 purple      6
192-198 purple      6
208-214 blue      6
224-230 Grey to blue   6
240-246 Grey to black   6
there at least 2 more working hair rows with pink and green i guess



5
Work In Progress / Re: Large Workshop 2.0 in progress (Done!)
« on: January 27, 2020, 01:53:14 pm »
Is there a way to make all 10x10 Maps in 20x20
An the Hangar with the 4*10x10 Map in a 4x20x20 ?
becouse i Need a 120x120 Map for my base instead a 60x60 Map for Base Defence.

Atm i plan to build Random map's like Alienbases for Basedefence
but should not be that dificult to say OpenXcom place bulding at x2y3 as 10x10 tile at xy on battlescapemap
just now the Building x2y3 has twice the number xy ob battlescapemap than before

anyone knows how that will work ? cant figure it out myself

6
Work In Progress / Re: Modular Skyranger
« on: January 27, 2020, 01:34:56 pm »
i Need such a big ship for my own mod
a.) more Aliens in bigger ships
example Terrorship 125 Aliens Terrorship 100 Aliens
 (you can see on screenshoot my Crew can see allready from inside Skymonster 10+ Aliens done)
b.) more spawnpoints on Maps so they Aliens will finaly fill realy that map (done)
c.) a way to bring more than 14 Soldiers/Agents at beginning of the game to the enemy (done now)
d.) balancing still working on weapons you Need ca. 10 Soldiers/Agents to bring 1 Alien down on 1 turn in 20 squares away. With laserrifle's and 60 fireaccuracy.
the Aliens to also they Need around to fire 20 times if your Soldier is 20 squares awy.

Armor Baser = 50
Weapon doing 20-30 damg and hit 100% armor before they go on Health
Example
1st hit deals 25 damg
Armor reduced to 25 points
2nd hit deals 25 damg
Armor reduced to 0 Points
3th hit deals 25 damg
Armor is gone and Soldier takes -25 of his 60 Health + 1critical wound
He has still 60-25 = 35 health left it will take 2 more 25 damg hits to bring him down

I implemented a lot of other mods by many modders i do not all my self just the battlescape mechanics
why ?
All mod's try to make more RPG style Crews smaller and battles more like D&D fights
I like to have a OpenCom with big battles many soldiers and yes more casualtiys

7
Work In Progress / Re: Modular Skyranger
« on: January 26, 2020, 03:41:32 am »
Now i got a Skymonster …

  - type: STR_SKYRANGER
    soldiers: 100

        - name: PLANE
          width: 20
          length: 30

 ;D

Pages: [1]