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 - Ajaxial

Pages: [1] 2
Ohh fantastic! I'd love an "FMP" equivalent for TFTD. Gonna be keeping a close eye on this thread.  :)

Work In Progress / Re: [TFTD] An independent X-COM?
« on: October 03, 2015, 11:45:26 pm »
Hey guys,

  I came upon OpenXCOM:TFTD about a week ago, and I have been enjoying the hell out of it ever since! This is a great project for a great game.

  As I've been putzing around with it, a thought occurred to me: I accrue a greater income from selling alien carcasses and sonic MacGuffins than I get from any of the funding nations; however, those same nations can sack me from X-COM command if I have two consecutively bad months. It seems to me I should be able to just slog on indefinitely without international support. In fact, the plot of the new XCOM 2 seems to be just that: X-COM as a last-ditch resistance movement after the aliens control world government.

  Is there a mod made/is there a way I could make a mod that removes the two-consecutively-bad-month loss condition and leaves me independent of the world at large? Make a game that ends only when you either lose all your bases or blow up T'Leth?


I posted maybe a year or two ago asking the exact same question. A way to disable the game ending at the loss of council funding. IE being able to continue and rely upon my own antics to keep myself funded. 3 pages went by and I had like 2 actual responses that were helpful. The rest of the posts were nothing but people telling me how dumb it was and how it makes no sense or demanding to know why'd I want such a mechanic when it makes no sense rather than helping to achieve what I wanted for personal use. At-least you got the answer within the first reply.

It seems that it is all inside the main exe, the code controlling game failure at a certain amount of negative months. Unless that has been changed at all. But from my antics looking through the files over past while. I've never seen anything that would alter the end game triggers.

Well... I am sorry this disrupts the most profitable approach of maximum live captives, and the easiest approach of sitting and sniping. And somewhat punishes sloppy players who can't control the map and have their captives running

I honestly can't tell if you are being sarcastic and somewhat aggresive in regards to less than veteran players. Or if you are genuine in sincerity?

Whining is easy.

Uhhh, it's called feedback, not whining...

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: September 29, 2015, 06:01:06 pm »
Yeah. This will be revamped later, using the new TFTD mechanics, but for now it works as a UFO - though it should spawn already landed.

It had spawned landed. My mistake for not making that clear. I was just a tad confused was all at the time of it happening. :D

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: September 29, 2015, 02:36:25 pm »
Had a very large ship landing. Assaulted it and it turned out to be a giant MIB base of sorts. With Laser HWP's and Enforcers and the likes. I assume this is normal?

One more thing: every one of us plays his own story in his head, when watchin those sprites. It often feels uncomfortable when time limitations comes in, disrupts stories wariants i like.  I agree that this is good mecanics. And i am shure than many will want to use them.  But if it will be optional - that would be the best solution!

Agreed. Reminds me of UFO Two Sides. (Before it got shut down) The singleplayer of it reduced your mission score for each turn taken. I was able to take out an entire base with no losses, using only rookies and basic rifles with no armour.

But because I took it super slow and careful. The game ended up giving me a -400 score. Completely ruined the fun, and wasted a massive portion of my time.

I really like the idea of combat stress and morale fatigue. However the execution seems to leave me wanting. Perhaps a less steep stress curve or just a different implementation of its working entirely.

Work In Progress / Re: (Enquiry) Score system changes
« on: December 09, 2014, 09:16:12 pm »
Ah! Now I understand.

Thank you. :)

Work In Progress / Re: (Enquiry) Score system changes
« on: December 09, 2014, 04:03:10 pm »
I wish to alter the scores themselves without changing a save game difficulty.

It's for my own little minimod. I just wish to make it so that instead of 2-3 months of -500 on Superhuman. I wish to change that to -250 for superhuman.

Is this at all possible.

Work In Progress / (Enquiry) Score system changes
« on: December 09, 2014, 02:40:21 pm »
Hi all, I apologize if this is indeed in the incorrect section.

I've tried looking through the Rulesets. But came up with nothing.

I was wondering if it is indeed possible to alter the score system.

Like I wanted to alter the leeway you are given in regards to negative scores. I wanted to lower them and make it a lot more pressuring to the player to maintain a good score.

Is this at all possible via Rulesets or is this something I would need to use the Open source and compile my own variant with my changes?

Thanks in Advance.

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 09, 2014, 01:59:54 pm »

I've used Early, mid and late october builds, November and currently month nightlies.

I've had issues with all of them. However. It is only terror missions and the mapgen that seems to go awry.

Still. I'm posisitve that the mod maker will ammend or workout the issue at somepoint. :)

Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 09, 2014, 01:57:50 pm »
Excellent. I truly appreciate your work on this and ammendments. :)

As a sidenote. I can just throw these into the current build I'm using and still use the savegame I'm running at the moment? Or would I need to start a new game.

I've noticed that a lot of the Rulesets reread on load. So I assume to a degree that they can be compatible with a current game.

Regardless I shall give both methods a go.

Again. Thank you. It's appreciated. :)

EDIT: I stuck them in and loaded my save and it works flawless.

I now have all the correct text rather than just a data string entry.

Excellent! :)

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 08, 2014, 03:28:58 pm »
Because it isn't the map, weapons, craft or aliens from my test causing the issue.

I tested many times with new battle and regardless of the alien type, your landing craft, squad numbers, loadout, alien tech level, darkness setting etc etc. Terror missions just CTD without any sort of error. It's just a plain process dump without a log.

Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 08, 2014, 03:27:39 pm »
Thus far. Only issues have been in regards to text strings. As example. I get str_small_bomb or str_Alien_Heavy_Plasma instead of what I would assume be the ingame text like Heavy Alien Plasma Cannon. But otherwise it's running great! Not a single crash.

Although I have noticed the aliens are a lot more...aggresive. I LOVE IT!

Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 07, 2014, 08:29:24 pm »
I apologize for the late/slow reply.

It does indeed work fine with the latest Night build. At-least thus far I haven't come across any issues. If I run across any I shall let you know.

Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: December 07, 2014, 04:10:52 pm »
Does this perchance work with latest Nightlie? Or shall I install this over a Mid November build or so?

Pages: [1] 2