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Messages - zaibakk

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 19, 2018, 11:32:42 am »
Thanks for the reply! So I'm waiting for XCom Files 1.0! :)

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 18, 2018, 06:29:34 pm »
There are any plans for 2.0 or the mod is in his ultimate form at 1.9.8? Just to know if is good to wait or start now a new run with this fantastic mod!  :)

3
This project is just so COOL! Great job guys!  ;D
I will try your 0.3 version when I'll have the time for it.
Cannot wait for new updates! Again good job!  ;)

4
I changed this ruleset by my own. Now it works for nightly.

I made this changes to the AwesomeGuns ruleset of 1.6 version:
1) I replaced all the "region" part in the file with the content of AwesomeGuns.NightlyPatch.rul
2) I entered the lines "clipSize: -1" to all melee weapons.

Hope this can help! See ya!  :D

5
Help / Re: [QUESTION] Help playing with a friend!
« on: March 23, 2018, 09:32:02 am »
Yeah I just changed the "funds" reference in the save file.
For the second base custom layout, i just make the elevator, then saved and copied all the stuff inside "facilities" of the first base into the second:

facilities:
      - x: 2
        y: 2
        type: STR_ACCESS_LIFT
      - x: 2
        y: 0
        type: STR_HANGAR
      - x: 0
        type: STR_HANGAR
        y: 0
      - y: 2
        type: STR_HANGAR
        x: 0
      - type: STR_SMALL_RADAR_SYSTEM
        x: 4
        y: 0
      - type: STR_WORKSHOP
        y: 0
        x: 5
      - x: 5
        y: 1
        type: STR_LABORATORY
      - type: STR_LIVING_QUARTERS
        x: 5
        y: 2
      - y: 3
        x: 5
        type: STR_GENERAL_STORES

Anyway, this is my super defensive layout  ;) I studied it to waste the minimum possible of cells with the maximum defensive capabitities!  ;D (in the end you waste only 5 cells, and the elevator is far from your defensive soldier line -> yellow arrows; top right circles -> proximity mines)


6
Help / Re: [QUESTION] Help playing with a friend!
« on: March 22, 2018, 04:35:02 pm »
That works! Fantastic!

Thank you guys! :)

7
Help / [QUESTION] Help playing with a friend!
« on: March 22, 2018, 02:59:13 pm »
Hi guys,

me and my friend want to play to openxcom together. We think it would be very cool to play a co-op hot seat session of xcom.

The QUESTION is: with the minimum possible of modding, it's possible to make a mod that allow the game starts with 2 starting base instead of 1? If the answer is yes, can you easily explain how to make this?

With this simple modification we can play together, each one managing a base. Hurray!  ;D

Thanks guys, see ya!   :D

8
Suggestions / Re: Zaibakk's Psionics Rules
« on: May 31, 2017, 01:15:26 pm »
ZAIBAKK'S PSIONICS RULES V 0.4

I tested my rules, and this version is far more balanced and cool to play. Enjoy!  :)

This rules are designed to play with OpenXcom at difficuly Superhuman, Hardcore. I also suggest Final Mod Pack.


Xcom operatives:
Psi Points:
Each Psionic start a battle with a pool of psionic points. They are received only at the start of the battle, and they cannot be recharged during battle.
FOR EACH 10 POINTS ON PSIONIC SKILL → 1 PP GAINED.
Example: Psionic Skill 38 → PP = 3.
The maximum of starting Psi Points is 10 (even if you have 110+ psi skill).
In multi-mission battle like Cydonia, you receive PP only at the start of the first mission, and you continue the following missions with the remaining points.

Mind Probe: Using Mind Probe is free, but the soldier using it needs to has at least 1 PP remaining in his pool. This means this item cannot be used by a non psionic.

Panic: Each use of a Panic power with a Psi Amp costs 2 PP.

Mind Control: Each use of a Mind Control power with a Psi Amp costs 6 PP.

Mind Guided Missile, Blaster Launcher, Blaster Multi-Launcher and Hovertank/Launcher:
Shooting with those weapons cost an activation cost in PP (depending on the weapon) + ½  PP for EACH waypoint set (rounded up). This means those weapons cannot be fired by a non psionic. To allow the Hovertank/Launcher to shoot, a single psionic in the battle map must pay the price.
The activation costs are:
Mind Guided Missile = 1 PP
Hovertank/Launcher = 3 PP
Blaster Launcher = 5 PP
Blaster Multi-Launcher = 10 PP, but all waypoints and all other shots in this turn are free.
So, for example, if you shoot with a Blaster Launcher setting 4 waypoints, it will costs 5+(4/2)=7 PP. Note that you have to have at least 6 PP to shoot with Blaster Launcher.


Aliens:
Psionic Shielded Aliens: Alien races with great psionic inclination and their terror units, who are usually mind-controlled by those races, are psionic shielded and therefore harder to attack with Psionic Powers. You cannot use Mind Control on those aliens. You can use Panic on them, but the effort would be like mind controlling a normal alien: it will costs 6 PP. Using Mind Probe on them is no more free, but it costs 1 PP.
Those aliens are: Sectoid, Cyberdisk, Ethereal, Sectopod, Cerebreal, Cerebreal Larva, Zombie.


Terror From The Deep Version:
Those are the differences while playing OpenXcom TFTD at difficulty Superhuman, Hardcore.
Xcom operatives: use appropriate powers and weapons.
Aliens: Psionic Shielded Aliens are: Aquatoid, Calcinite, Hallucinoid, Tasoth, Tentaculat, Zombies, Triscene, Bio-Drone.


9
Suggestions / XCOM: COMMANDERS (Co-op XCom)
« on: May 27, 2017, 07:33:21 pm »
XCOM: COMMANDERS

Stop playing alone! With those house rules you can play with your friends in co-op on an hotseat (on the same computer)!
Players: 2-5

Each player is a different commander of the XCom, with different responsibilities (both strategical and tactical) within the Extraterrestial Combat Unit.
Each commander is distinguished by a color: Red, Green, Blue, Yellow and Orange Commander.

----------- STRATEGICAL POWERS: -----------
There are 5 powers. Powers are different responsibilities within XCOM. With 5 commanders, each one take one power. With less then 5 commanders, each commander has multiple powers.
- MISSION CONTROL: The commander with the mission control power has the control of Skyranger and any other troops transport. He decides which mission has to be taken and which not. He decides the deployement of soldiers into the skyranger. He also have the power to abort mission.
- ECONOMIC CONTROL: The commander with the economic control power handle with money, buying and selling. He decides which crafts/vehicles/personnel to buy or sell, the construction of new bases and base facitilities, and the resource transfer between bases.
- AIR CONTROL: The commander with the air control power has the control of all the crafts (except from troops transport). He decides how to use them on geoscape and how to equip them.
- RESEARCH CONTROL: The commander with the research control power has the control of researches. He decides which researched has to be achieved and how to use scientists.
- ENGINEERING CONTROL: The commander with the engineering control power has the control of manufacturing. He decides which objects to manufacture and how to use engineers.

With 5 players, each one has one power. With less then 4 players I suggest this division (but you may differ from this if you want):
2 players: MISSION+AIR+RESEARCH, ECONOMIC+ENGINEERING
3 players: MISSION+AIR, ECONOMIC+ENGINEERING, RESEARCH
4 players: MISSION, ECONOMIC+ENGINEERING, RESEARCH, AIR

----------- TACTICAL POWERS: -----------
SOLDIERS ASSIGNEMENT:
Each commander has his own platoon, characterized by his colour. Each time a new soldier join XCOM, he's been assigned under the control of one commander. Alternate the various soldiers so that they are assigned one by one. Modify his name with a [R], [G], [ B], [Y], [O ], to remember their membership platoon.
(FOR MODDERS! HELP ME TO IMPROVE THOSE RULES:  Is there a mod to color the name of a soldier? Would be also cool to color his armor!)

SKYRANGER:
All the skyranger soldier slots are divided equally between platoons. If the division has rest, the MISSION CONTROL commander has the +1 slot. The MISSION CONTROL commander decides the deployement order inside the skyranger. So for example 16 slots and 3 commanders: 6 slots to the MISSION CONTROL commander and 5 slots each to the other two commanders.

EQUIPMENT:
During the equipment phase before the a mission, each commander decides how to equip his soldiers. If there are discrepancies, the MISSION CONTROL commander has the last word.

MISSION:
Each commander uses his own soldiers during a mission. The MISSION CONTROL commander is the only one with the ability to abort mission.


I hope you guys enjoyed those rules! If you have any advice or comment they are appreciated. If someone of you modders know if there is a way to color the soldiers name (or the armor) would be superb!
My best regards!  :)
Zaibakk


10
Troubleshooting / Re: Spend Researched Items is missing
« on: September 10, 2016, 12:58:53 pm »
Oh thanks!

So now FMP has it automatically?

11
Troubleshooting / Spend Researched Items is missing
« on: September 10, 2016, 12:04:22 pm »
Hi!

I'm actually play with the last nightly "openxcom_git_master_2016_09_04_2223.zip". I installed universal patch, and FMP mod in my documents directory.
I don't know why but the "Spend Researched Item" option is missing!

Any help?
Thanks!  :)

12
Suggestions / Re: Zaibakk's Psionics Rules
« on: September 08, 2016, 10:43:43 am »
Hi guys!
This is my new set of house rules! I'm playing with this and it seems fun!
Enjoy!

----------------------------------------------------------------------------

Zaibakk's Psionics Rules

This rules are designed to play with OpenXcom, Final Mod Pack, Superhuman, Hardcore.


Xcom operatives:

1) Psi Points:
Each Psionic start the battle with a reserve of psionic points. They are received only at the start of the battle, and they cannot be recharged during battle.
PSI POINTS (PP) = [PSI SKILL / 10] (rounded down).
Example: Psionic Skill: 38; PP = 3.
In multi-mission battle like Cydonia, you receive PP only at the start of the first mission, and you continue the following missions with the remaining points.
2) Mind Probe: Each use of a Mind Probe costs 1 PP. This means this item cannot be used by a non psionic.
3) Panic: Each use of a Panic power with a Psi Amp costs 3 PP.
4) Mind Control: Each use of a Mind Control power with a Psi Amp costs 6 PP.
5) Mind Guided Missile, Blaster Launcher and Blaster Multi-Launcher:
Each waypoint set over the first (so starting with the second waypoint) costs 1 PP. This means that this items can be used without using psionic points (even by a non psionic), but with only 1 waypoint.
6) Hovertank/Launcher:
Each waypoint set over the first (so starting with the second waypoint) costs 1 PP from a single psionic in the battle map. This means that this tank can shoot without using psionic points of any psionic in the map, but with only 1 waypoint.


Aliens:

1) Mind Barrier: All psionic alien races and mechanical units are immune to Psi Amp powers; you cannot use Panic or Mind Control on them.
Those races are: Sectoid, Cyberdisk, Ethereal, Sectopod, Cerebreal, Cerebreal Larva.



TFTD Version:
ONLY DIFFERENCES:
This rules are designed to play with OpenXcom TFTD, Superhuman, Hardcore.
Xcom operatives: use corrispective powers and guns.
Aliens: Alien races with Mind Barrier are: Aquatoid, Tasoth, Bio-Drone.

----------------------------------------------------------------------------

13
Suggestions / Re: Zaibakk's Psionics Rules
« on: July 12, 2015, 09:20:33 pm »
Thank you Dave84, i appreciate your reply very much!
I think we can find reasons for almost everything (maybe all alien leaders are at least "weak psionics").

Thanks to you guys i reconsider my rules.
I don't want to mod anything so i want only to use external house rules.
Those are the updated rules:

-----------------------------------------------------------------------------------------

Zaibakk's Psionics Rules

1)Psi Amp:
A Psionic can use a single Psi Amp Power only ONCE PER BATTLE (the mind is exhausted after a single use, and they need to rest at base).
Immediatly after using a Power (even if he fails) the Psionic is stunned: he cannot do anything in the same AND in the next XCOM turn.
Finally, on Cydonia the "once per battle" rule is intended once for the overall Cydonia mission. So if a Psionic used Panic on the surface mission, he cannot use any power on the undergound mission!

2) Mind Control:
After a successful Mind Control attack, if the puppet die during your turn, or during the following alien turn, the Psionic will DIE AS WELL! (the body cannot live without the mind).
Otherwise if the puppet divent unconsciuous, the mind connection is immediatly broken, and the Psionic fall unconsciuous as well: you cannot use him until the puppet wakes up (you can of course use medikit stimulants on the old puppet in order to revive your psionic too).

3) Mind Probe:
Only a psionic can use a Mind Probe.

4) Mind Guided Missles and Blaster Launcher:
Only a psionic can use those guns.
You need at least 40 Psionic Strenght to use Mind Guided Missles, and at least 80 Psionic Strenght to use the Blaster Launcher.
Also, you can set a number of waypoints equal to your Psionic Skill / 10. So for example if the shooter has PS=38 he can set a maximium of 3 waypoints.

5) Hovertank/Launcher:
This Tank can set only 1 waypoint.
If Psionics are in battle, you can choose a Psionic with at least 60 Psionic Strenght to assign to it, and set a number of waypoints equal to his Psionic Skill / 10.
On the same turn only one Psionic can be assigned to each Hovertank/Launcher, and viceversa (each Tank need a different Psionic).

-----------------------------------------------------------------------------------------

Tell me what do you think! (any more nerf to the blaster launcher?)
Byez! :)

14
Suggestions / Re: Zaibakk's Psionics Rules
« on: July 09, 2015, 02:44:49 pm »
Another way to see at the Hovertank/Launcher:

4) Hovertank/Launcher:
This Tank can set only 1 waypoint.
In alternative, a Psionic in battle can use all of his TU's while concentrating in guiding the missle. If you do so, you can use the Psionic Skill of that Psionic in order to use more waypoins (like for the Blaster Launcher in rule 3).

15
Suggestions / Re: Zaibakk's Psionics Rules
« on: July 09, 2015, 02:24:21 pm »
Thank for your reply Meridian!!
I follow you on youtube, your series are fantastic! (and we want more HOMM3 XD )

Anyway, ye, i think we could eliminate the backpack restriction.

For the PS training problem: it would be VERY COOL to have a mod that increase your PS while using Mind Probe. That could solve the problem. This also make Mind Probe more useful.

Greetings! :)

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