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Messages - Tekamthi

Pages: [1] 2 3
1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 23, 2018, 08:47:20 pm »
OK, I will add a new landing block to make this situation more rare. :)

could you just make the gear spot near one of the front doors? or mid-ship?  I enjoy the effect for w/e reason.. I imagine finding any spot to land in the middle of the jungle would be a great challenge for a pilot... ie is the pilot supposed count every leaf and blade of grass before he/she puts down? no, just needs to get the ship down somewhere near the UFO, bushes or no bushes.  In general, x-com jungles are already too easy to move around in imo

its really just the floor gear spot in the sky marshall that makes it a problem (ironfist has similar placement problems, but for other reasons)... often I'll just leave the bushes and park my HWP all mission to preserve the gear on the floor, and cuz w/o explosives they take too much ammo to clear.

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 08, 2018, 08:23:01 pm »
Mods: none

I'm gonna disagree here, though on purely subjective basis.  I'm surely a minority here, but I find the item limits for craft an essential vanilla element.  Most seem to feel that this was not a game design element so much as a technical issue, or that its a very abstract limit (ie should be weight-based), and these are both true perhaps, but FMP's variety of items makes things too easy w/ no limits.. you can bring an entire base store's worth of weapons and ammo, making for very powerful non-vanilla tactics, and nullifies a subtle-but-significant advantage of the HWPs.

The vanilla technical limitation imo was not that there were item limits, but that larger craft were still stuck on 80 items. Anyway i've posted a ruleset in another thread started by me on this sub if anyone's interested

3
Released Mods / Re: [FMP] Difficulty Mod-mods
« on: September 01, 2018, 03:45:01 am »
great, let me know if any ideas come up for changes.. i generally know my way around these rulesets at this point, but some are a little more theory-crafted than others.. for example, the alien base missions are a little hard to discern from other missions while playing, so i dont know really if this effect is tuned just right.  might need a tweak or two yet


4
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: August 24, 2018, 06:58:26 am »
sounds awesome.. think there are a few sprites floating around on these forums that have been waiting for this feature.

one thing that is unclear to me... can this be used to reliably auto spawn enemies on some modder-determined turn n, mid-mission?  My thought here would be to have the alien reproduction map items in some UFOs/bases spawn an alien maybe after ~20 turns, or even better if it could be a range like 15 to 25.. is there some way to achieve this here, or maybe cobbled through other features?

would be a great way to add a vanilla-esque sense of urgency to some missions, or secondary objectives etc.

5
I never heard about anyone doing this... and if anyone is doing that, they are... mentally ill.

I am not doing any features with such people and such practices in mind, and I never will.

i read about this strat on these forums somewhere... i never even knew you could collect elerium items on battlescape before, but I gather others do actually use this... sounds like a legit option once you can chain psi control especially.

a modder could maybe eliminate it though i think by making the recovery mission a success if the power sources are destroyed.. i dont think it need be considered here

6
Released Mods / [FMP] Difficulty Mod-mods
« on: August 20, 2018, 05:52:53 pm »
Been playing my way through the popular mods on these boards the past few months.. the vanilla flavor of FMP best suits my tastes for x-com nostalgia so far -- but 20+ years after first playing, being an adult now and (slightly) wiser than I was as a 10 year old, and now with more toys to choose from, the game has lost a little bit of its challenge.

Took a peak under the OXC(E+) hood.. & must acknowledge the time and commitment of the various devs and mod authors that have shared their content here.. amazing!

Anyway, as I've played, I've slapped together a few mod mods intended to work with FMP, to either draw out research a little more, make valuable gear a little more costly in some way, or activate some of the OXCE+ features that truly fill-out the vanilla experience.

Posting here, hoping others might have done the same & reciprocate.

Most/all of this is still being tested as I play -- w/ the exception of the research tree changes, though, I don't imagine anything has the potential to be game-breaking.  I'll try to fix any issues I discover

GravMod: extracting grav mod costs more corpses (they were all shot to shit, right?), and repairing damaged jump/anti-grav armor restores the grav module, rather than the armor
HK: quick attempt at making the hunter-killer UFOs in OXCE+ work, as answer to a question I always wondered as a kid ie why do the aliens bother feeding x-com all these small, useless UFOs... all small UFOs have a chance to become HK, and base might generate a HK mission if you're nearby
Item Limits: the 80 item/skyranger limit is applied, adjusted proportionally for larger/smaller craft.  The 80/skyranger ratio (roughly 6 items per soldier) seems a perfect balance to bring back the vanilla x-com constraint, w/o being too restrictive.  Expect to spend a lot more time at equip craft screen.
Research Stages: an attempt to prevent research on key weapons arriving all at once (eg gauss/laser/rail) -- I havent tested all scenarios yet to ensure research tree doesnt break in exceptional cases, but so far so good.
SniperSpotter: applies OXCE+ sniper ai to most FMP enemies
SynthRep: synthmuscles cost more corpses, and the suit itself can be repaired like other armors
pyramid base: early but working attempt at making 2-stage alien base missions.. will be updated further.  w/ item limits, above, base assault is much harder so far
active alien base: alien base generates more missions than just supply, and more often (once every ~5 days instead of once every ~20)

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 12, 2018, 04:48:26 am »
I hear ya... took me hours to figure out the rulesets, but for naught.  Definitely gained some appreciation for yours and others' work though.

Have you thought of using those pyramid rebirth UFOs in FMP?  seems it would fit well w/ the vanilla-focus, since these were hidden files in the original and all

took another stab at this... i'm going with a alien habitat/garden terrain for the surface.  just did a quick test, seems to work.  the appearance isn't nearly as jarring as "mars on earth"..  Won't have any time to play for a few days but I'm gonna park it here in case anyone else is interested.  I'll try to iron out any problems in a week or two, and maybe build a little more mapblock variety in.  1st stage is just set to kill everything.. 2nd stage is not changed from fmp alien base map & objectives.

right now there's a missionscript ruleset to start an alien base w/in 1st few days of 1st month, for testing... delete that file to make it work 'normally'

8
OpenXcom Extended / Re: [Question] alien base & geoscape
« on: August 12, 2018, 04:39:37 am »
good idea... i'll look at that route, but will take me some time to figure out

for now i've created a new 'outdoor' terrain, using just the alien habitat/garden tiles.. ie a zerg-creep-style surface for every base.. this works okay in my head, tweaking it now

9
OpenXcom Extended / Re: [Question] alien base & geoscape
« on: August 11, 2018, 10:33:21 am »
Right, I've done all this. Problem is the base isn't actually in the geoscape terrain from the game's perspective.. if you don't expressly reference a terrain in the ruleset, you get Mars terrain, every time. If you do, you only get the manually set terrain. ie it's impossible to get the terrain from a base location, unlike a UFO.  I'm guessing, maybe wrongly, that I'm not the first to try this.. would be nice if the base could cross reference it's Coordinates with geoscape terrain

10
OpenXcom Extended / Re: [QUESTION] door opening ability toggle?
« on: August 11, 2018, 10:24:14 am »
Yeah I'd prefer if dogs couldn't open doors for game purposes.  They can be almost too effective sometimes when there are lots of houses and doors to hide in

edit: alternatively, can a unit's TU cost for opening doors be set individually?  If it cost more TUs for dogs to open doors, this might even be better solution

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 11, 2018, 03:20:12 am »
Ok. I will not feeel myself as a cheater.

Soldier with 84 Acuracy standing with
Alien Laser rifle has 40% result acuracy (the number near the aim cursor) of Snap Shot
and 66% Acuracy  with Shotgun rifle of Snap Shot
(AUTO SHOT Alien Lasre rifle - 16%)
Both hands busy
Distance ~ 12

AND

30% Alien Laser
18% Shotgun rifle
(AUTO SHOT Alien Lasre rifle - 0%)
Distance ~ 20

You shure it's OK?

And it's only numbers on practice i hit with shotgun very often from very high distance
Seems like rounds of shotgun has more size and hits more foten.
Maybe it depends on my style of game.
I feel Alien Laser rifle (and all other weapon before gauss and laser) useless compare to shotgun

Damage of Shotgun on practice much more then Laser Rifle

Time needed for snap shot for ShotGun and LAser Rifle is almost the same
Realy?

So on medium distance We have the same acuracy with better Damage
In close combat Shotgan just the best

6 rounds is enouph for me

And inside a base or ship shotgun with scatter brings death

I don't pretend something if most of people think that it's ok
I just don' want to feel like cheater

i think maybe you might have a point on the shotgun snap vs laser snap numbers.  I'm not sure.  I think the AP dmg is the reason for this disparity, though whether it needs to be that large? i don't know, i never noticed this problem while playing.. i did eventually move from rifle/assault rifle to more shotguns for acc, but more cuz i kept wiping squads and starting over w/ shit rookies that needed extra aim, then cuz i thought it was OP.  I never equipped a vet with shotty after early game.

I find the shotgun lack of auto makes it not so good breach weapon; i'm surprised to find you prefer it there.  Even on the squishiest aliens, I find it only 1-shot kills about 50/50, and if I put a shotgun 1st through the door & land a hit, often get a turning reaction fire at point blank... ie dead.  But an auto-shot wep on a decent soldier doesn't have this prob nearly as much.


12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 10, 2018, 02:05:51 am »
I hear ya... took me hours to figure out the rulesets, but for naught.  Definitely gained some appreciation for yours and others' work though.

Have you thought of using those pyramid rebirth UFOs in FMP?  seems it would fit well w/ the vanilla-focus, since these were hidden files in the original and all

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2018, 09:55:47 pm »
Yep, two stages are definitely possible... I'll think about it.

I tried throwing something together myself, and I think I understand your reluctance a little better now.  Seems OXC does not connect the alien base to the geoscape terrain its in.. ie a surface-level base battlescape won't feel right most of the time (defaults to mars, unless overridden manually in ruleset)

anyway, as my summer time off runs out, i'm gonna drop my ruleset here, in case you or someone else takes another look down the road.. maybe save a few mins, or even catch something i missed.  FYI I tried using the 'pyramid rebirth' UFO's posted by Luke elsewhere on these forums as the surface base structures.. they seem to work adequately, but you'll need to grab the assets from that thread

Code: [Select]
ufos:
  - type: STR_PSCOUT
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 200
    battlescapeTerrainData:
      name: PSCOUT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PSCOUT
          width: 10
          length: 10
  - type: STR_PABDUCT
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 56
    breakOffTime: 250
    battlescapeTerrainData:
      name: PABDUCT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PABDUCT
          width: 20
          length: 10
  - type: STR_P4
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 48
    breakOffTime: 300
    battlescapeTerrainData:
      name: P4_A
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: P4_A
          width: 20
          length: 20
  - type: STR_PHARVEST
    size: STR_MEDIUM_UC
    sprite: 4
    damageMax: 500
    speedMax: 4000
    accel: 8
    power: 40
    range: 22
    score: 250
    reload: 48
    breakOffTime: 500
    battlescapeTerrainData:
      name: PHARVEST
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PHARVEST
          width: 20
          length: 20

alienDeployments:
  - delete: STR_ALIEN_BASE_ASSAULT
  - type: STR_ALIEN_BASE_ASSAULT
    data:
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 5
        highQty: 7
        dQty: 4
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_CASTER
            - STR_PLASMA_CASTER_CLIP
            - STR_PLASMA_CASTER_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_ALIEN_LASER_RIFLE
            - STR_ALIEN_LASER_RIFLE_CLIP
            - STR_ALIEN_LASER_RIFLE_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 2
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_BLADE
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_SWORD
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
    width: 50
    length: 50
    height: 4
    nextStage: STR_ALIEN_BASE_ASSAULT2
    script: BASELANDING
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
    markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    points: 5

  - type: STR_ALIEN_BASE_ASSAULT2
    data:
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 5
        highQty: 7
        dQty: 4
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_CASTER
            - STR_PLASMA_CASTER_CLIP
            - STR_PLASMA_CASTER_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_ALIEN_LASER_RIFLE
            - STR_ALIEN_LASER_RIFLE_CLIP
            - STR_ALIEN_LASER_RIFLE_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 2
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_BLADE
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_SWORD
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
    width: 60
    length: 60
    height: 2
    terrains:
      - UBASE
    shade: 15
    script: ALIENBASE
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
    objectiveType: 3
    markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    objectiveComplete: [STR_ALIEN_BASE_CONTROL_DESTROYED, 500]
    objectivePopup: STR_CONTROL_CENTER_DESTROYED
    points: 5

mapScripts:

  - type: BASELANDING
    commands:
    - type: addUFO
      UFOName: STR_PHARVEST
    - type: addUFO
      UFOName: STR_PABDUCT
    - type: addCraft
    - type: fillArea

14
OpenXcom Extended / [Question] alien base & geoscape
« on: August 09, 2018, 02:43:26 am »
Can an alien base somehow reference what geoscape terrain its in?

I've mocked up a 2-stage alien base assault mission and it seems to work... only with the surface either always mars, or w/e override i give it..

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 08, 2018, 05:30:47 pm »
I enjoy the way shotgun works overall... the range aspect of it feels a little binary -- ie a small distance near max range makes it drastically more/less effective, but its a nice rookie weapon, whereas the others require soldiers w/ at least some basic accuracy.  at best i'll equip 2 in a squad, though... Maybe it could be tweaked slightly but nerf it too much and i probably wouldn't use it

maybe there's a play-style that exploits its strengths, though.. agree that more context is needed

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