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 - mrcalzon02

Pages: [1] 2
1
Released Mods / Re: Soliders+
« on: August 31, 2017, 12:19:22 pm »
Here is the Ruleset Governing the Stat spreads, for you to see the spread in stat ranges, i believe that once you read it you might see some value in the starting values as balanced against normal "Soldiers" it is X-com so expect RNG to screw you when ever possible. but the "average" stats leads to high starting values on average for the different types of people.

I will give some thought to Crunching the numbers some more and maybe working up some stat graphs to show the differences in averages. good ol'e x-com bureau of statistics style. (unless someone better with graphs beat's me to it.)

there are some Vaguely "Fluff" reasons for certain things,

soldiers:
  - type: STR_SOLDIER_ROOKIE
    costBuy: 10000
    costSalary: 10000
    minStats:
      tu: 50
      stamina: 20
      health: 15
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 60
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 70
    statCaps:
      tu: 100
      stamina: 100
      health: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 16
      melee: 100
    armor: STR_NONE_UC
##    rank: 1
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 25
    soldierNames:
      - SoldierName/
    deathMale: [41, 42, 43]
    deathFemale: [44, 45, 46]
  - type: STR_SOLDIER_SQUADDIE
    costBuy: 30000
    costSalary: 10000
    minStats:
      tu: 50
      stamina: 20
      health: 15
      bravery: 10
      reactions: 30
      firing: 50
      throwing: 30
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 40
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 40
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 70
    statCaps:
      tu: 100
      stamina: 100
      health: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 16
      melee: 100
    armor: STR_NONE_UC
    rank: 2
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 25
    soldierNames:
      - SoldierName/
    deathMale: [41, 42, 43]
    deathFemale: [44, 45, 46]
  - type: STR_SOLDIER_SERGEANT
    costBuy: 32000
    costSalary: 10000
    minStats:
      tu: 30
      stamina: 20
      health: 15
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 40
    maxStats:
      tu: 50
      stamina: 70
      health: 40
      bravery: 30
      reactions: 70
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 70
    statCaps:
      tu: 100
      stamina: 100
      health: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 16
      melee: 100
    armor: STR_NONE_UC
#    rank: 1
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 25
    soldierNames:
      - SoldierName/
    deathMale: [41, 42, 43]
    deathFemale: [44, 45, 46]
  - type: STR_SOLDIER_CAPTAIN
    costBuy: 40000
    costSalary: 40000
    minStats:
      tu: 20
      stamina: 20
      health: 30
      bravery: 20
      reactions: 20
      firing: 50
      throwing: 20
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 40
      stamina: 25
      health: 40
      bravery: 70
      reactions: 70
      firing: 60
      throwing: 30
      strength: 25
      psiStrength: 70
      psiSkill: 10
      melee: 80
    statCaps:
      tu: 100
      stamina: 100
      health: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 16
      melee: 100
    armor: STR_NONE_UC
#    rank: 1
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 25
    soldierNames:
      - Clone/
    deathMale: [41, 42, 43]
    deathFemale: [44, 45, 46]
  - type: STR_SOLDIER_COLONEL
    costBuy: 50000
    costSalary: 50000
    minStats:
      tu: 50
      stamina: 50
      health: 50
      bravery: 50
      reactions: 50
      firing: 50
      throwing: 50
      strength: 50
      psiStrength: 0
      psiSkill: 0
      melee: 80
    maxStats:
      tu: 55
      stamina: 55
      health: 55
      bravery: 80
      reactions: 80
      firing: 80
      throwing: 80
      strength: 80
      psiStrength: 10
      psiSkill: 5
      melee: 100
    statCaps:
      tu: 100
      stamina: 100
      health: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 10
      psiSkill: 16
      melee: 100
    armor: STR_NONE_UC
#    rank: 1
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 25
    soldierNames:
      - Android/
    deathMale: [41, 42, 43]
    deathFemale: [44, 45, 46]
extraStrings:
  - type: en-US
    strings:
      STR_SOLDIER_ROOKIE: "Freedom Fighter"
      STR_SOLDIER_SQUADDIE: "Law Enforcement"
      STR_SOLDIER_SERGEANT: "War Veteran"
      STR_SOLDIER_CAPTAIN: "Clone Warrior"
      STR_SOLDIER_COLONEL: "Andriod Warrior"
  - type: ru
    strings:
      STR_SOLDIER_ROOKIE: "Солдат (Новобранец)"
      STR_SOLDIER_SQUADDIE: "Солдат (Рядовой)"
      STR_SOLDIER_SERGEANT: "Солдат (Сержант)"
      STR_SOLDIER_CAPTAIN: "Солдат (Капитан)"
      STR_SOLDIER_COLONEL: "Солдат (Полковник)"

2
Tools / Re: MAPVIEW
« on: August 29, 2017, 08:14:01 am »
Win7, also  how do i tell what my tile/tileset limits are at for the map i'm working on? is there a display or counter for that?

3
Fan-Stuff / Hi new guys saying hello!... and thank you.
« on: August 29, 2017, 01:17:38 am »
Hey, i just wanted to post somewhere a massive thanks to this whole community so far, you lot have been super helpful with my mmmmany questions/problems. i fully understand you are all here doing what you do for *FREE* in your spare time or stolen moments at work. i am glad to be able to poke things that haven't been done before with Xcom,(this games been out forever i just thought somebody had to have done all this before...) still a noob when it comes to editing within xcom tools sets and limits so i will probably derp, alot.. also sorry for breaking forum Etiquette by nerco rezing a number of posts, (i promise i wont make a habit of it, i swear!) i just needed some help and had no clue how to best get help. i have since learned that i should just start a new topic and describe the issue as best and thoroughly as i can which will help direct others with similar/associated problems to be able to use forum search for the problem in the future and hopefully find the associated solution.

4
OXCE Suggestions DONE / Re: [EXE] Getting High on Vertical Terrain
« on: August 29, 2017, 12:52:47 am »
lol Thanks for the details Hobbes, im a noob, so putting all of those methods into practice? not so easy. maybe someday. I figure i will just go about designing some base tiles, ill make sure to upload what i workup. i feel like i should work in one direction with the maps, secret-base(1.civilian/hidden stuff) or (2.military-base) surface designs. one the other or both guys?

5
Tools / Re: MAPVIEW
« on: August 29, 2017, 12:46:03 am »
openxcom_git_master_2017_08_24_0001 that one, the things is , sometimes it seams to work exaclty as it should and i can edit link data just as you showed, but alot of the time its just greyed out for no describable reason. :( Sorry i may have broken space-time again.

6
OXCE Suggestions DONE / Re: [EXE] Getting High on Vertical Terrain
« on: August 28, 2017, 11:08:55 pm »
:( map limits. well! seams you guys have something in the works the looks way better then what i had going, wait! this means i could just design a bunch of Surface base features and maps to use with your scripts Once i figure out Linking data in a way that works (i seam to be a derp having issues.) i will work on some 2 tall "surface base" stuff, Hidden base type stuff  and guard towers or the like.(still need to figure out elevators)

7
Tools / Re: MAPVIEW
« on: August 28, 2017, 07:44:03 am »
So how do i  Get the link data tab to not be greyed out?

8
This whole thread looks to be tackling the exact problem i just ran smack into...maps seam to be limited to 2 tilesets? not sure how the rules play out but tiles from the third tileset ina map dont seam to survive translation to the battlespace.

9
Work In Progress / Re: Base defense Reqires 2 height blocks?
« on: August 28, 2017, 04:36:02 am »
well it worked! mostly.... looks like some sort of tileset issue now.. but It worked!...mostly.
That mess of stairs screens and tile walls is supposed to be forest tiles.... might be because im using the editor from the steam installed xcom location. not the openxcom location. Crap another question, how do i do elevators in the Map editor (the one from the Master tools git.) Wlll crap i tried to move where the editor was drawing its assests and borked everything, now i need to rebuild the map tree to the custom maps i was working on and it seams to have lost the forest tile references for the surface-mapped base maps.(i will figure out how to rebuild my map tree and rebuild my tiles later)* i am a huge derp for not saving my maptree i guess?

I have been told the error in the image here is due to maps not allowing more than a certain number of tiles. :( will attempt to find ways to work within this limit.)

10
Resources / Re: Some Custom Xcom base Sprites in PNG
« on: August 28, 2017, 04:18:16 am »
And here are the custom map blocks, sadly they are lacking node mapping. use as you will.

11
Resources / Re: Some Custom Xcom base Sprites in PNG
« on: August 28, 2017, 03:16:25 am »
here is a bit of a preview of the ones i am working on now. i just hope the node linking isnt to hard to figure out, cause right now none of them are routed/spawn mapped properly...

12
Resources / Re: Some Custom Xcom base Sprites in PNG
« on: August 28, 2017, 12:46:36 am »
yeah i am currently poking the base tiles with the map editor, :( sadly the base defense mission call reject map block taller then 2 currently,(meaning no simple surface additions for me) i my get around to making more of these as best i can in the 2 tile tall "standard" format later today.
also attachment has the 4 tile tall base blocks i can't get working...
Side note, i just added a diving board to the Pool Base map. :)

13
Work In Progress / Base defense Reqires 2 height blocks?
« on: August 28, 2017, 12:32:37 am »
Oookay. hum so the base defense mission seams to require Just 2 tall map segments, how would i change that? just finished designing vanilla base tiles with a whole 2 extra levels for "surface facility" but it can not use them...   

14
OXCE Suggestions DONE / Re: [EXE] Getting High on Vertical Terrain
« on: August 27, 2017, 01:20:15 pm »
i'm currently poking a quick and dirty method of simplely added two more levels to the XBASE maps and adding the Forest tileset to them. but at current it looks like doing so would require going through each map and reworking all the patrol/ai/spawn nodes.four each room.. if i hit to many roadblocks this way i will mostly likely hop over to trying your method...(i also have not tested in game yet....)

15
Tools / Re: MAPVIEW
« on: August 27, 2017, 11:42:06 am »
*casts* Raise Dead.

um, im using mapeditor for the lateest master tools git, trying to buildsome xcom base maps, and well, how do i say this, how do i make off map links? for the pathing?
im slightly lost there, otherwise i'm poking along just fine...(Currently working on the XCom Hydroponics Tile From the sprite pack i just put up... in the mean time ill just keep building the maps till i can figure out the route links...

Pages: [1] 2