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Messages - Kozinsky

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1
The X-Com Files / Re: [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 27, 2024, 05:26:00 pm »
Isn't the 10-award limit not just due to decoration images? So you could extend that, and then extend the base commendations as you wish.

Not able to test if it works right now, so not guaranteed to work, but that's what I gathered from the ruleset reference.

Thanks, that's just what I need! :)
Just need to draw additional rows of skulls in the "Decorations.png" file for award levels 11 and beyond.

I don't mind cooperating, if you're interested. :)

Thanks, but what I wanted to do was specifically increase the number of levels of existing awards, not create new ones. :)
In my game, agents live a very long time and many of them have already reached the 10th levels of some awards. I was looking for a way to add levels 11, 12 and so on.

2
The X-Com Files / Re: [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 27, 2024, 02:55:47 pm »
Cool concept. I'd suggest giving them completely new names though, "Elite X" sounds kind of bland.
New names will require coming up with new descriptions and drawing new pictures. And I'm not an artist.:)
It would be much better if the commendations were not limited to 10 levels, but could go to infinity.

3
The X-Com Files / Re: [submod] X-Com Files: Damaged Facilities (1.1.0)
« on: February 27, 2024, 12:20:59 pm »
New version!

Changelog:
    1.1.0 (08.02.2024):
      - Removed "missileAttraction" for better compatibility with "X-Com Files: Air Raids" submod.
      - Fixed bug of building a new module on top of any other damaged module.
      - Better images.

4
The X-Com Files / Re: [submod] X-Com Files: Air Raids (2.0.0)
« on: February 27, 2024, 12:08:55 pm »
New version!

Changelog:
    2.0.0 (08.02.2024):
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.

5
Air defense systems need ammunition to fire on UFOs attacking the player's base, as well as time to reload their guns.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Air Raids submod version 2.0.0 or higher, which adds ability to aliens to launch missiles or bombs that destroy base facilities without a base defense battle.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.
    - If after installing this submod you see white text on the base screen above the air defense systems, but not colored text as in the above pictures, then delete the "standard" and "common" folders from the game directory and copy them again from the OXCE archive of the latest version. Also, if there are "standard.zip" and "common.zip" archives and backup copies of "standart-[folder backup time]" and "common-[folder backup time]" folders in the game folder, then delete them as well.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-realistic-air-defense-systems

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.02.2024):
Spoiler:
      - Initial release.

6
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 20, 2024, 09:52:01 am »
I just posted a complete overhaul to my X-Com Files Hangar Expansion Pack mod.

You might be interested in the idea of creating damaged versions of your hangars. Similar to my submod X-Com Files: Damaged Facilities. Maybe you should even combine them into a single submod.
P.S.: After the new version of OXCE is released, I will immediately post an updated version of this my submod.

7
Russian:
Code: [Select]
ru:
#xcom1:
  OXCE_CRAFT_WEAPONS: "Бортовое вооружение"
  OXCE_HWPS: "ТБП"
  OXCE_MAIN_WEAPONS: "Основное оружие"
  OXCE_SIDE_WEAPONS: "Вспомогательное оружие" # or shorter version: "Вспом. оружие"
  OXCE_AMMO: "Боеприпасы"
  OXCE_GRENADES: "Гранаты"
  OXCE_ARMORS_AND_CORPSES: "Броня и трупы"
  OXCE_PRISONERS: "Заключённые"
  OXCE_COMPONENTS: "Компоненты"
#xcom2:
  OXCE_HWPS: "ПБС"

Ukrainian:
Code: [Select]
uk:
#xcom1:
  OXCE_CRAFT_WEAPONS: "Бортове озброєння"
  OXCE_HWPS: "ВБП"
  OXCE_MAIN_WEAPONS: "Основна зброя"
  OXCE_SIDE_WEAPONS: "Допоміжна зброя"
  OXCE_AMMO: "Набої"
  OXCE_GRENADES: "Гранати"
  OXCE_ARMORS_AND_CORPSES: "Броня та трупи"
  OXCE_PRISONERS: "В'язні"
  OXCE_COMPONENTS: "Компоненти"
#xcom2:
  OXCE_HWPS: "ПБС"

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 14, 2024, 09:19:00 am »
Looking at the facility rul file, I have a question about the living quarters for the following regarding mana recovery


STR_LIVING_QUARTERS
manaRecoveryPerDay: 3


STR_LIVING_QUARTERS_2
manaRecoveryPerDay: 4

would four of the 1x1 STR_LIVING_QUARTERS add up to 12 mana recovery?  and if so, I'm wondering why the single 2x2 STR_LIVING_QUARTERS_2 not be something equal to or grater than four of the 1x1 STR_LIVING_QUARTERS?



Like this???
STR_LIVING_QUARTERS_2
manaRecoveryPerDay: 15

From Ruleset Reference:
Quote
manaRecoveryPerDay:
How much mana does the facility recover per day. The facility setting is NOT cumulative, more facilities don't provide more regen. If there are multiple facilities of different type with different regen rate, the best (highest) regen rate is used.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 13, 2024, 03:19:00 pm »
Not a bug, but a note: move all strings displayed to the user in "battle_game.flashMessage" from the script file to the language files to be able to translate them.

10
The X-Com Files / [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 13, 2024, 02:28:08 pm »
If you have a lot of veteran agents in your game who have some level 10 medals, this submod is for you. It adds "elite" versions of the regular medals, which can be obtained in addition to the regular medals. They have exactly the same characteristic bonuses to agents as the regular medals, but have much higher requirements.
For example, the regular "Death Dealer" medal requires killing a certain number of enemies to get each level of the medal:
   
Code: [Select]
30, 50, 75, 100, 150, 225, 350, 400, 650, 888And to get the elite medal "Elite Death Dealer" will require killing the following number of enemies for each of its ten levels:
   
Code: [Select]
1100, 1300, 1500, 1700, 1900, 2150, 2400, 2700, 3000, 3500
This submod also adds elite versions of the medals for the "X-Com Files: Arsenal Additions" submod, as a separate submod. Therefore, if you do not play with "X-Com Files: Arsenal Additions", then simply do not activate the "XCFAA: Elite Commendations". submod.

Requires:
    - OpenXcom Extended any version
      OR Brutal-OXCE any version.
    - The X-Com Files mod any version.
    - optional: The X-Com Files: Arsenal Additions submod any version.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.
    - If you are playing with submod "X-Com Files: Arsenal Additions", then in the list of mods place submod "XCFAA: Elite Commendations" below it.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
    - https://mod.io/g/openxcom/m/x-com-files-elite-commendations

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (12.02.2024):
Spoiler:
      - Initial release.

11
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: February 08, 2024, 09:53:17 am »
2. Have you thought about also applying AI to interceptors to automate the intercept/dogfight process? I would be interested in potentially automating manufacturing, purchasing, and research options too. Could potentially make the entirety of XCOM and "idle" strategy game which is appealing to me.

If you automate all aspects of the game, then what should the player do? Just sit back and watch the game play itself? :)

12
commendation and transformations can grant "solders bonuses" that affect battleunits, and this bonuses are exposed to scripts.
You can add hook `applySoldierBonuses` on specific bonus to propagate info about commendation or transformation.

This sounds like just what I need! Thank you so much! :)

13
For now you could probably workaraund it by solders bonuses as some are exposed to scripts.

I don't really understand, could you give me a simple example of what you meant?

14
Is there any way to understand with scripts if a player's soldier has a certain commendation of a certain level?
Similarly for transformations: how can a script understand if a soldier has a certain transformation?

15
Brutal AI / Re: Graphs notifications or improvement
« on: January 22, 2024, 05:06:57 pm »
Is this feature (notifications based on activity graphs) available in the regular OpenXCom Extended? Or maybe in regular OpenXCom (unextended)? :)

Nope. This feature is present only in BOXCE.

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