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Messages - Docent

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Help / Re: Submodding armors layersDefinition
« on: April 28, 2022, 12:07:04 pm »
In theory I could add there option for `!add` tag that preserve old values.

It would be cool. This tag greatly simplifies the creation of submods.

Help / Re: AlienMission changes not working?
« on: April 13, 2022, 06:17:11 pm »
Thanks, it's clear now!

Help / AlienMission changes not working?
« on: April 13, 2022, 05:58:45 pm »
I made this code in AllienMissions of my submod:
Code: [Select]

    points: 0
          STR_SECTOID_EARLY: 80
          STR_CHTONITE: 20
          STR_SECTOID_EARLY: 35
          STR_CHTONITE: 55
          STR_FLOATER: 10
          STR_SECTOID: 30
          STR_CHTONITE: 20
          STR_FLOATER: 50

    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
          STR_CHTONITE: 50
          STR_FLOATER: 45
          STR_RAIDERS_EARLY: 5
          STR_CHTONITE: 45
          STR_FLOATER: 40
          STR_RAIDERS_EARLY: 15
          STR_CHTONITE: 25
          STR_FLOATER: 25
          STR_RAIDERS_EARLY: 20
          STR_SECTOID: 30

But STR_SECTOID flew to my base in the first month. Okay, they probably came in response to the downed UFO. But why is it written in the save file that they were doing ALIEN_RESEARCH??? In the first month! In accordance with the rules, this race should not engage in ALIEN_RESEARCH before the third month.

from save:
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 7770
    liveUfos: 0
    uniqueID: 1
    missionSiteZone: -1
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 2
    nextUfoCounter: 1
    spawnCountdown: 8820
    liveUfos: 1
    uniqueID: 4
    missionSiteZone: -1
What have I done wrong? Please, help!

Help / Re: Penalty for despawning a crashed UFO
« on: April 12, 2022, 11:39:01 am »
There is no such thing in OXC/OXCE.

It's a pity. (
It would be great to have such an opportunity.

It works only for despawning mission sites.
Doesn't do anything for landed/crashed UFOs.

Thank you for the clarification.

Help / Re: Penalty for despawning a crashed UFO
« on: April 12, 2022, 10:42:38 am »
Thanks for the answer!
It's strange that no one before had the desire to penalize a player for ignoring a crashed UFO. Or maybe my question is just too stupid )
The penalty for taking off a UFO is already in the game by default. Each takeoff = successful completion of the alien mission.
I'll try experimenting with despawnPenalty in AlienDeployments. It seems like it should work. I don't know why I doubted it...)

Help / Re: Penalty for despawning a crashed UFO
« on: April 09, 2022, 07:26:41 pm »
I think I've figured out what the alien points are for. This is how activity and the likelihood of a pact are counted.
What about crashed UFOs?
Does the game have any penalties for ignoring them? And if not, does OXCE allow it?

Released Mods / Re: Kronos 913 mod 1.0 (beta)
« on: April 07, 2022, 03:27:27 pm »
And how to clone some already existing item? Use the same sprites and images but different properties

     OXCE allows inheritance for almost all types of rulesets, via the refNode attribute. You can use this to create copies of weapons, armors, facilities, etc. that inherit everything from another existing object and just modify a few attributes to save space, prevent copy/paste mistakes and have automatic update/synch when the original item changes. Below is an example for creating a new Laser Sniper Rifle item from an existing Laser Rifle item:

   - &STR_LASER_RIFLE           # Let's mark laser rifle info with an anchor
     type: STR_LASER_RIFLE
     size: 0.2
     costSell: 36900
     weight: 8
 # a million other attributes...
     refNode: *STR_LASER_RIFLE  # First, let's inherit everything from the STR_LASER_RIFLE anchor.
     bigSprite: xxx             # And now let's give it a new sprite,
     accuracyAimed: 160         # increase aimed shot accuracy
     tuAuto: 0                  # and disable auto shot.

    OXCE allows changing how lists are overriden in sub-mods using YAML tags:

 #base mod:
   - type: STR_WEAPON
     compatibleAmmo: !info     #this tag does not change anything, but when used it will show (in the log file) if the list supports this functionality or not
       - STR_AMMO_1
       - STR_AMMO_2
   - type: STR_WEAPON
     compatibleAmmo: !add      #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_2, STR_AMMO_3]`
       - STR_AMMO_3
 #another sub-mod
   - type: STR_WEAPON
     compatibleAmmo: !remove   #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_3]`
       - STR_AMMO_2

Help / Penalty for despawning a crashed UFO
« on: April 05, 2022, 12:10:15 am »
Hi all!
Question about scoring.
In Ruleset Reference Nightly:
"abortPenalty - How many points the xcom will lose when this mission is aborted".  Everything seems to be clear.
"despawnPenalty - How many points the aliens will receive when this site despawns..." the aliens will receive? Not the x-com will lose?
Is it the same? Is what the aliens get deducted from X-com? Or not? What do the aliens get points for?
And the main question: if I want to penalize for despawning a crashed UFO, what and where should I use?

Help / Re: Replacing text in Ufopedia after research.
« on: March 26, 2022, 10:57:10 pm »
Thanks for the answer. The logic seems to be clear. If I have any questions on the technical side - I will write)

Help / Replacing text in Ufopedia after research.
« on: March 26, 2022, 03:46:00 pm »
Hi all!
I want a completed research to change the description of a certain item in the ufopedia.
How do I do this?
I made a copy of this item, which is available initially. After researching, the original appears. How do I hide the copy? The problem is that this item is available from the beginning of the game and if I make a research to it that should be cancelled (I understand how to do that), how do I make that research be completed before the game starts?
Or is there some other way?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 01, 2021, 12:26:20 pm »
What was the problem with the Waspite research?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 05, 2021, 09:44:19 pm »
and cyberdiscs...

Resources / Re: Graphic Gallery
« on: May 11, 2021, 11:21:03 am »
I like it!

Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: April 22, 2021, 02:58:02 pm »
This is really cool. I already want to play it!

Help / Re: Plasma beam recoverable from UFO
« on: August 24, 2020, 02:03:48 pm »
After found this, i decided no to put in my mod  ;D ;D ;D... but it works as learning.

 :D why?

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