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Messages - bloodman123726

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1
Suggestions / Re: Base Defense Mechanics
« on: October 28, 2019, 01:09:19 pm »
This feature request was never added to OpenXcom.
Thus you can't use the aforementioned ruleset to make a mod.

So it is not possible at all to make a standalone mod that can manage a similar result?

2
Suggestions / Re: Base Defense Mechanics
« on: October 28, 2019, 12:56:13 pm »
Final version of Active base defense is ready.

The button "Activate base defense" will be shown only if ruleset "Active_Base_Defense.rul" loaded and the base has at least one defense facility.
In other cases will be shown the standard intercept window.
Each base can be activated separately.


If the defense was activated and found a suitable target then starts a dogfight window.
Will be chosen 2 most long-range weapons. Quantity of ammo = Quantity of facilities of this type  x  Maximum quantity of ammo for this facility.
Possible modes: not shoot / shoot / disable defense / allow disengage for UFO
One base can track only one target.


The window can be minimized if you not began an air battle.
After each use of base defense starts a recharge countdown (even after vanilla use of base defense).


Behaviour can be tuned via ruleset:
Code: [Select]
# X-COM 1 (UFO: Enemy Unknown) ruleset
defense:
  rechargeTime: 10      # minutes. If value == 0 then active defence will be disabled permanently.
  retaliationChance: 30 # 0..100 %. Chance to uncover the base by aliens after air battle.
#-----------------------------------
crafts:
  - type: STR_BASE
    requires:
      - STR_BASE_DEF
    sprite: 30
    damageMax: 100      # should be > 0. Actually not used.
    weapons: 2
#-----------------------------------
craftWeapons:
  - type: STR_MISSILE_DEFENSES
    sprite: 1
    sound: 5
    damage: 100         # the same as for launcher
    range: 40           # range in pixels: (range for facility)/4; i.e. 160/4 = 40
    accuracy: 50        # the same as for defence facility
    reloadStandard: 72
    ammoMax: 5          # maximum ammo for each defence facility
    launcher: STR_AVALANCHE_LAUNCHER
    projectileType: 1
    projectileSpeed: 8
  - type: STR_LASER_DEFENSES
    sprite: 4
    sound: 8
    damage: 70
    range: 50           # 200/4 = 50
    accuracy: 60
    reloadStandard: 24
    ammoMax: 5
    launcher: STR_LASER_CANNON
    projectileType: 4
  - type: STR_PLASMA_DEFENSES
    sprite: 5
    sound: 9
    damage: 140
    range: 60           # 240/4 = 60
    accuracy: 70
    reloadStandard: 24
    ammoMax: 5
    launcher: STR_PLASMA_BEAM
    projectileType: 5
  - type: STR_FUSION_BALL_DEFENSES
    sprite: 3
    sound: 7
    damage: 230
    range: 70           # 280/4 = 70
    accuracy: 80
    reloadStandard: 48
    ammoMax: 4
    launcher: STR_FUSION_BALL_LAUNCHER
    projectileType: 3
    projectileSpeed: 8
#-----------------------------------
facilities:
  - type: STR_MISSILE_DEFENSES
    defenseRange: 160   # maximum range is 280 miles (70*4 = 280)
  - type: STR_LASER_DEFENSES
    defenseRange: 200
  - type: STR_PLASMA_DEFENSES
    defenseRange: 240
  - type: STR_FUSION_BALL_DEFENSES
    defenseRange: 280
#-----------------------------------
extraSprites:
  - type: INTICON.PCK
    width: 352
    height: 80
    subX: 32
    subY: 40
    files:
      27: Resources/ActiveBaseDefense/abd_geoscape.png
  - type: INTERWIN2.DAT
    width: 160
    height: 556
    singleImage: true
    files:
      0: Resources/ActiveBaseDefense/abd_interwin2.png
#-----------------------------------
extraStrings:
  - type: en-US
    strings:
      STR_ACTIVATE_DEFENSE: Activate Base Defense
      STR_CANT_MINIMIZE_DURING_BATTLE: Can't minimize during battle
  - type: en-GB
    strings:
      STR_ACTIVATE_DEFENSE: Activate Base Defence
      STR_CANT_MINIMIZE_DURING_BATTLE: Can't minimize during battle

The code: https://github.com/SupSuper/OpenXcom/compare/master...redv:active_base_defense
The code compatible with latest nightlies.

If you have an interest I'll try to build an standalone exe (I never did it before:)

Could someone please take a look at this if they have the time to compile this into the aforemention standalone mod? I tried to do such but it does not seem to work at all with the latest nightly. Thanks.

3
Released Mods / Re: [MUSIC] XCOM 2 Music Pack
« on: January 25, 2017, 04:12:34 pm »
Thanks, I haven't played XCOM 2 yet, but the music is great! Glad you already have them in ogg files so I don't need to trouble myself. Just drag and drop. Next I gotta listen to my conscious and buy the OST, if it's out.

Funny enough, this is from the soundtrack which I had from the pre-order of XCOM 2. It comes with WAV and OGG files already which made it much, much easier to create  :D Far as I know, you can only get the soundtrack by purchasing the digital deluxe edition on Steam. Essentially the pre-order stuff in it already.

4
Released Mods / [MUSIC] XCOM 2 Music Pack
« on: January 15, 2017, 01:10:53 am »
Hello everybody!

have created a music pack with XCOM 2 soundtrack and assembled it to be used in OpenXCOM! It includes a main file with music like geoscape and such and two optional folders with ambient or action packed music to select from.

Dropbox download link: https://www.dropbox.com/s/0so54cahfjkky2d/XCOM2Music.zip?dl=0

Hope you enjoy! Credits and installation instructions in readme.

Btw, I tried to upload this onto the mod portal but whenever I select the zip file, nothing comes up about uploading file or anything.

5
Looks like you've been a naughty boy and messed up with the save... naughty, naughty you :P

There are invalid missions in your saved game on various places (7 places altogether):

Code: [Select]
        STR_ALIEN_: 10
        STR_ALIEN_: 13
        STR_ALIEN_: 18
        STR_ALIEN_: 20
        STR_ALIEN_: 20
        STR_ALIEN_: 8
        STR_ALIEN_: 8

You need to replace them with what they were originally:

Code: [Select]
        STR_ALIEN_INFILTRATION: 10
        STR_ALIEN_INFILTRATION: 13
        STR_ALIEN_INFILTRATION: 18
        STR_ALIEN_INFILTRATION: 20
        STR_ALIEN_INFILTRATION: 20
        STR_ALIEN_INFILTRATION: 8
        STR_ALIEN_INFILTRATION: 8

Attaching a corrected save, in case you don't know how to do it.

Thanks :D Now I know what to delete to get rid of the crappy infiltration missions XD never made sense to me why nations would agree to join the aliens if they've shown to attack cities brutally with bioweapons like Chrysalids WHILST X-COM is being efficient and dealing with the threat accordingly.

6
Here is my main save so you can see the inner guts of my operations in X-COM  ;D Shortly after if you try to pass time quickly in this save, it'll cause the crash. At least for me.

7
Everything was working fine when suddenly after I completed a mission and waited for another UFO to appear, it randomly crashed saying STR_ALIEN is not defined for a recon mission it was attempting to do in the logs. I will attach the logs below as well. Does anyone know what's causing this and how to fix it? The only mods I am using are PSX sounds, PSX music, Combat Armour, AmigaFonts and Thunder replacement for Lightning.

8
Offtopic / Re: Streaming XCOM and more! (Live right now)
« on: February 23, 2016, 12:46:03 am »
With the XCom Armoury Expanded? My mod?! Really?! I was convinced that had fallen into oblivion.. If you are indeed using it, I have loads of content that could be uploaded in.. a week at most?

Nothing like making another playthrough with your awesome mod :)

9
Offtopic / Re: Streaming XCOM and more!
« on: February 22, 2016, 07:53:36 pm »
Will be streaming now shortly, just to let people know :D

10
Offtopic / Streaming XCOM and more!
« on: February 21, 2016, 10:46:00 pm »
https://www.twitch.tv/bloodman123726

I'm doing a playthrough of X-COM: UFO Defense with X-COM Armoury expanded at the moment and I'm roughly half-way or so-so in it. Feel free to drop on by to watch :D

11
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: April 10, 2015, 09:40:14 pm »
i tried all of the downloads and none of them worked, shame

12
Released Mods / Re: [CRAFT] Tactical Lightning V3
« on: April 10, 2015, 03:00:29 pm »
hey dude nice mod i like the idea and i went ahead and downloaded but suddenly, this happens. Can you help?

13
Troubleshooting / Re: OpenXcom just not working at all
« on: April 10, 2015, 03:17:42 am »
oh my god you wouldnt believe it, i just disabled the standard mods that come with openxcom then re-enabled them, THEN IT WORKED.  :-\ Yay!

14
Troubleshooting / Re: OpenXcom just not working at all
« on: April 10, 2015, 03:05:22 am »
nope :(

15
Troubleshooting / Re: OpenXcom just not working at all
« on: April 10, 2015, 03:04:09 am »
haha sounds funny but i'll place it in program files then

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