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Messages - TaxxiDriver

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Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: December 07, 2014, 01:48:26 pm »
Thanks for the explanation :) I think I nailed it. It really didn't took me more than a few seconds to fix it but just didn't have enough time to do it. I thnk I'll look deeper into the tool later.

I think I have fixed the Mining Ship! I just deleted those every light-green nodes in the MapView and it seems to work perfectly fine: I've just finished a battle with a medium scout ship.

And I love the ship so hard, man :)

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: December 04, 2014, 01:03:23 pm »
OK, I think I got the idea. But I still have some questions!

(1) It almost seems to work. But the graphic tile isn't shown at the main screen. I at first thought it's because I haven't added the mysterious 'BLANKS': it wasn't on the availabe map files. But everything worked fine. For curiosity's sake, I added the word 'BLANKS' in the MapEdit.dat, but then it just crashed. So is it natural for the graphic to be not shown? If I click the Avenger or Lightning, the overal hull can be shown on the main screen, unlike the Miner.

(2) So there are Top, Tile, Rmp view, and it's impossible to see all of them at one screen at the same time. Is there any way to see them all at once? (I'm wondering if there is a way but it's just me not being able to find how to do it).

(3) Here's the picture of the RmpView. My mission is to get rid of the nodes where the enemies spawn: I've seen them spawning on the ground floor and on the 1.5 floor or something (they spawned on a stair up to the second floor, I guess).
  But before removing anyting, I'm just getting more and more curious. So the 'type' seems to be a factor deciding which can pass the point and which cannot. Then what does the 'rank' do? Does it decide which units to be spawned? But I've never seen a civilian spawning inside the craft, unlike the aliens, and the rank is set to '0: civilian' (or civ-scout, whatever it means). Lastly, there's also that 'any' part on the 'use info' section. So I think it's a factor deciding which can pass through the line between the nodes. Then... which factor decides which unit to be spawned? Maybe those numbers in the 'spawn' but then I have no clue which refers to which :(

Thanks as always :)

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: December 04, 2014, 07:39:00 am »
Thanks ;D I'm outside now so I'll check it as soon as I can.

And also thank you for keep answering my questions. I could have just sent you PM but I found there is no organized instruction for using several great modding tools, so I thougt perhaps this thread could be helpful for future gamers. And it's quite shameful if one compares it to the amazing modability of the openXCOM...

P.S. Sorry for the previous post. Didn't I really even notice the whole white mess...

Try to clear out the second stage of a colony assault in TFTD :D

"Clear out" as in "killing all aliens", not as in "destroy the objective and the haul ass to the exit"

I haven't played TFTD yet unfortunately :(

I was going to suggest an option to crank up aggression after 20 turns instead of knowing XCom locations, but that doesn't help if the aliens don't know where to attack..

Yeah, but I think it would be possible to just make them move closer agent's side (one could use the mind control algorithm to direct the location, if needed) without acting based on the new location(as an option, of course). For example, there was a cyberdisk inside a battleship in front of a gate or something, and my agents were almost ready to break in. What was frustrating was that on my test, if I stopped one of my agents near to the gate, the disk came out next turn and melted him. On the other hand, if the distance was far 'enough', that disk just stayed in there forever. And I have to say it was even extremly hard to find that disk since it was just waiting for me there forever! (and that ship was one of the newly added UFOs...) So I think making aliens to move to my side would actually be a better idea if one is concerned about the forever-searching problem(well, this is slightly different story but I'm just saying ;))

Well there's your explanation right there, the whole time the alien commanders back at base are psychically scanning the battlescape, by turn 20 they have pinpointed all of the X-Com operatives and even tho they are too far away to intervene directly they are feeding your locations to the aliens on the ground. :P

Yes, and that was what I was kind of... imagining ::). So that means aliens have telepathy or something. Even reapers?!! Or maybe those lower class aliens just get injected the image or information, or something like that...

Open Feedback / Re: A few (too many) words of appreciation
« on: December 04, 2014, 03:43:02 am »
Then I discovered OpenXcom… and the rest is history.

Oh, yes. So true 8)

« on: December 04, 2014, 03:42:26 am »
It's a trap! Aliens were definitely smart enough to surprise the agents when they were starting to think it's quite safe. Surprise! HAHA!!

... Or maybe they were just dumb and forgot there were more sectopods they could use in the battlefield and left it there...

In large mission like Alien base, if a single stunned alien recovers behind your lines, you'll spend HOURS looking for it.

Yes, but maybe it would be possible to just make them have higher tendency to get close to X-COM agents, not acting on the information about the exact locations, or something like that. I think that would be too much cumbersome to implement so it won't be possible but hey, I'm just giving my thoughts that's all ::)

"if you love sausages, do yourself a favour, don't ask how they're made." - Some famous guy, probably.

Er... can I get some chickens instead? I love chickens 8)

I think I've seen somewhere that after 20 turns have passed, aliens can see your positions and become more aggressive. I'm OK with the last one, though I find few reasons why they should in real life :P. But I really don't like aliens to know my exact locations: it's just cheating.

I remember one time I got into the battleship and started searching the inside, and found out that their strategy became way too much optimal after the 20th turn. I could just feel to my bone that they were behaving as if they knew my exact location. So I used save/load to test it, and indeed they were so cunning that it was almost ridiculous: they changed their strategy even to a slight change of my agent's location.

Could it be possible to provide an option to get rid of those godly eyes from aliens? I think we were having enough with mind controls already ::)

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: December 03, 2014, 08:53:37 am »
Could you tell me how to open the new map files? From Luke83's site, it says

NOTE: IF you create your own Tileset ( or you borrow someone else's) you will first need to add the Tile sets Name into the Image.dat file , then you need to add them to your maps "Image List" via the Mapedit.Dat file OR through the Mapview "Map Files " Tab.

So I first opened the Image.dat file. I think it has something to do with terrain files, and the mining ship doesn't have additional terain files, so I just passed it. Next, I opened the Mapedit.Dat file. Now if you look at the Piratez ruleset, the code is something like

Code: [Select]
      name: MINER
        - BLANKS
        - AVENGER
        - LIGHTNIN
        - XBASE1
        - name: MINER
          width: 10
          length: 20

and it only adds one map file and one routes file. I don't know what to do about the routes file since there's any command line that says 'routes' or something. Instead, in the Mapedit.Dat file, there was something like

Code: [Select]
Tileset:UFO - Ships

so I just naively wrote down MINER:MINER right down the AVENGER:AVENGER. And of course, it wouldn't work! The title 'MINER' does appear on the left side of the mapview, but when I click it an error message pops up.

P.S. Dioxine answered to me that indeed it's a known bug. I'm trying to get rid of the spawning node of it for aliens :)


Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: November 30, 2014, 01:39:50 pm »
Those paths should point towards the folders where you have UFO (and TFTD) installed, not OpenXCom.

Thanks ;D Now it seems to work. All I have to do is to put some time into it, but so many things to do in December :(

If necessary you can manually edit them by opening the Paths.pth on /settings file with Notepad.

Ha, that was dumb of me. Why didn't I even try to open anything in the folder lol

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: November 29, 2014, 12:59:48 pm »
I've been using MapView for years. Ask if you need any explanation.

That's very kind of you :D And yes, I need help... I do not even know how I should assign the path: one for the UFO and one for the TFTD it says but I have no idea. I just assigned the openXCOM folder or DATA folder to the first path and nothing to the second path, and the only message I've got is the error message. Later it refused to work so I just erased every files in the folder 'settings' and it's OK now. Even in Luke83's site there doesn't seem to be any install instructions... Is there any instruction in this site about the tool? If not, then maybe I think I'll just have to rely on your kindness from time to time ::)

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: November 29, 2014, 04:58:57 am »
It's Dioxine you should msg, not robin (my mistake).

I indeed sent him correctly ;D

You can get the Win 7 version of MapView It's the Release.rar attachment

Thank you very much! Oh man, but it seems to take quite a lot of time to get used to it, even with the tutorial link given at a post in the thread. I think I'd better wait for Dioxine's answer just in case ::) I'll start trying it, though.

Open Feedback / Re: Enemies Spawning Inside the Craft?
« on: November 29, 2014, 12:49:08 am »
You should report this to robin on the Piratez mod thread, if you haven't done so already, so that he is aware sooner about this issue.

I did send him a message before. I didn't post this on the thread since I haven't notified any such a big issue about the craft on the thread, so I was rather reluctant: maybe after all it's just because I've done something wrong and I haven't even installed the full mod anyway. I couldn't trust my skills yet :-\

So could you tell me where the MapView is? I've seen many people talking about it, but on the tool section there's only one luke83's thread about it and I can't see any such a program...

Open Feedback / Enemies Spawning Inside the Craft?
« on: November 28, 2014, 04:57:37 pm »
I was searching for crafts in other mods, and tried testing various transporters in Piratez mod. Everything worked beautifully, except the craft called 'Miner'. Note that I didn't install the full mod: I just copied (1) the map and routes files (2) corresponding extrasprites (3) of course, ruleset.

Every other crafts worked perfectly fine, but the problem with the Miner was that enemies spawn inside the craft!!! Holy crab... I found nothing unusual other than the fact that the craft uses XBASE1 terrain files, and the craft has a ground level inside. Does anyone have any idea how could this happen? If there is a way to define a region where enemies can spawn, then perhaps I can handle it...

I'm pretty sure that in the full mod the problem doesn't exist. I'm also pretty sure I've done nothing wrong since every other crafts works perfectly fine. MAYBE I didn't copy enough files: I've only copied 2 files for it. One for the map, one for the routes. I couldn't see any additional XBASE terrain files (there were XBASS files though :P), but who knows?

Any idea that seems to be helpful would be great :)

P.S. The reason I put this question on this general board is that I rather want to know if there is a way to define the region enemies can spawn. I mean if I can make them into the craft, maybe I can make them a bit more away from the craft...?

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