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Messages - robin

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1
Help / Re: HunterKiller speed and safe distance
« on: March 30, 2025, 11:28:02 pm »
I see, thanks for the explanation.

2
Help / Re: HunterKiller speed and safe distance
« on: March 30, 2025, 10:49:16 pm »
From what I understand of the air combat mechanics, there is no evasion/defense bonus for selecting cautions attack.
If true, the cautious mode becomes pointless against a HK, because it just means lower fire rate and nothing else.
Perhaps I'm missing something, I don't know the purpose of the original request.

3
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.33.1
« on: March 30, 2025, 12:25:06 am »
new version up, 0.33.1
fixing big bad bugs.

4
Help / HunterKiller speed and safe distance
« on: March 29, 2025, 11:42:41 pm »
If speed of x-com craft > speed of ufo hunterKiller, shouldn't I be able to keep at a distance by selecting cautious combat mode?


5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.32.4
« on: March 25, 2025, 10:55:38 pm »
new version up, 0.32.4
quick new version to fix a crash.

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.32.3
« on: March 23, 2025, 10:50:26 pm »
Even if it had more, I suspect our free time would be exactly the same :P

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.32.3
« on: March 23, 2025, 10:11:22 pm »
new version up, 0.32.3

8
Help / Re: Intercity ufoTrajectory
« on: March 21, 2025, 12:35:53 am »
Brilliant! Thanks
The only way to restrict the region is to place the mission in an ad hoc missionScript, correct?

9
Help / Re: Intercity ufoTrajectory
« on: March 20, 2025, 10:37:08 pm »
Many thanks, I'll try. The problem, that I didn't think of before, is that the trajectory is limited to a region and my mod has very few cities per region. So this idea might not work in practice.

10
Help / Intercity ufoTrajectory
« on: March 20, 2025, 12:23:27 am »
I'd like to create a trajectory to make a ufo fly (and land) from city to city.
Like this:
City A --> City B --> City C --> City D

Tried the following, but the result is:
City A --> middle of nowhere --> City A --> middle of nowhere --> City A
Strangely it lands in the middle of nowhere and not in the city, even though altitude 0 is set to zone 3 (city zone).

Code: [Select]
  - id: A14_INTERCITY
    # route for spaceliner or airferry, starts from a random city and
    # tours between cities.
    groundTimer: 6000
    waypoints:
      - [3, 1, 65]
      - [0, 4, 65]
      - [3, 0, 20]
      - [0, 4, 65]
      - [3, 0, 20]
      - [0, 4, 65]
      - [3, 0, 20]
      - [0, 4, 65]
      - [3, 0, 20]
      - [5, 0, 100] # needed?

This is the mission:
Code: [Select]
  - type: STR_EGGS_SPREAD_XLARGE
    points: 30
    operationType: 0
    raceWeights:
      0:
        STR_CULT: 100
    waves:
      - ufo: STR_CRAFT_SPACELINER
        count: 1
        trajectory: A14_INTERCITY
        timer: 100

Thanks

11
OXCE Suggestions DONE / Re: [DONE][Suggestion] "Force spawn" option
« on: March 17, 2025, 12:52:23 am »
In OXCE difficulty.rul, constants are preceded by "- ".
So perhaps it should be
Code: [Select]
constants:
  - extendedForceSpawn: true  # default false
?

12
Help / Re: Not all enemy units spawn
« on: March 16, 2025, 11:11:31 pm »
Many thanks for the very swift reply!
I'll increase a bit the spawn nodes and activate forceSpawn.

13
Help / Not all enemy units spawn
« on: March 16, 2025, 10:38:47 pm »
I understood that OXC spawned enemy units regardless of the available spawn nodes in the map. The units that didn't find a free spawn node, would be spawned in free tiles next to the occupied spawn nodes. Perhaps I'm misremembering, but I'm quite sure civilians work in that way, because they often are clustered together in some maps.

But anyway, I find that not all enemy units are spawned. I purposefully limited the spawn nodes to exploit the aforementioned behavior and try to spawn enemies in little groups.  Therefore the lack of spawn nodes might be the cause of the issue, if the spawn mechanic works in a different way than the one described.

Is it just a matter of adding more spawn nodes or could there be something else?

Attached savegame. Let the craft land in the Temple. The battlescape is missing all the higher ranking units (even though the map has dedicated spawn nodes for them).

Mod: [REMOVED]

Thanks

14
Help / Re: missionScript executionOdds each month?
« on: March 15, 2025, 05:59:39 pm »
Thanks!

15
Help / missionScript executionOdds each month?
« on: March 15, 2025, 12:16:56 pm »
Need clarification on executionOdds.

Code: [Select]
  - type: myMissionScript
    executionOdds: 50

Does it mean:
a) each month the script has 50% chance to run.
b) the script has a one-time 50% chance to run for the current campaign.
?

Thanks

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