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Messages - mutantlord

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1
Thank you for the clarification. Much appreciate the reply.

2
Is this feature compatible or easily adaptable to another feature request “UFO having separate crash map block from landing map block” after getting shot down in campaign game?

3
Hi like to request a feature where you can mutate a superior soldier using multiple soldiers combo via soldier transformation. Stats from multiple selected soldiers are mixed to create a super soldier via the best stats present from the chosen soldiers?

4
Well, at least I am glad that this feature is interested by a few other modders, not just me. Hope it can be expanded into something more with more suggestions.

5
That is how it should work. Nothing more or less. Modder will have to come up with inspiration to work with the limits of this feature. Nothing more is ask of it.

6
Sample Coding
Code: [Select]
extraStrings:
   - type: en-US
     strings:
       STR_DCFEVENTS: "Disconnected Future Events"
       STR_EVENT39: "Base Corruption Detected"    
       STR_EVENT39NOTE: "One of our Logistic officers has found some inventory is missing from their regular base inventory check out. Their research is saying that some of these equipment is either missing, lost or stolen."

eventScripts:
  - type: STR_DCFEVENTS39
    eventWeights:
      0:
        STR_EVENT39: 100
    firstMonth: 0
    executionOdds: 1
    itemTriggers:
       STR_STRELA_LAUNCHER: true
events:
  - name: STR_EVENT39
    description: STR_EVENT1NOTE
    background: BACK13.SCR
    regionList: [LANDSPAWNSMERC]
    city: false
    points: 100
    invert: true
    randomMultiItemList:
      -
        STR_STRELA_LAUNCHER: 1
      -
        STR_STRELA_LAUNCHER: 2
      -
        STR_STRELA_LAUNCHER: 3
    timer: 25000
    timerRandom: 3000

7
Hi Meridian, thank you for implementing this feature. I look forward in including it in my mods. I remember in event script there is item trigger, this negative event can only trigger if the item is in the base. Can be use in a number of situations if a modder has the creative imagination for its use.  I am really grateful for it’s inclusion, thank you very much and your time in making it possible.

8
Released Mods / Re: The Disconnected Future. Working Version.
« on: August 15, 2024, 02:03:50 pm »
The mod should work from start to end, though the end game is unfinished. It is a very long game. Took me a month of continuous play to get to where I am to have craft and transports in my current save. Raiding missions are tough and it took a lot of false starts and raids to get to where I am now. The fun part is the looting. Having shops in your base can’t get you all your supplies as they have a purchase limit with varying prices every day. You have to raid cities for your resources. Scrapyards. Oil refineries and factories. Some cities had turret installations that make your life hell and as well as Church of nine Zealots with high tech lasers. Zealots worship something they called the machine god…

9
Released Mods / Re: The Disconnected Future. Working Version.
« on: August 15, 2024, 01:53:45 pm »
Civilian hauler is unarmed. They help you haul loot in city raids. Later versions can be modified and armed

10
Released Mods / Re: The Disconnected Future. Working Version.
« on: August 15, 2024, 01:49:38 pm »
Disconnected future is not related to rebel no remorse.  Different mod. Different universe.  But same city raiding mechanics and less hard. Well I did find it a lot harder in playing it myself.

11
Released Mods / Re: The Disconnected Future. Working Version.
« on: August 15, 2024, 01:44:27 pm »
To Mathel, thanks for the bug report. Most of these issues are QQL things I have yet find the time to look into.  I don’t have much time to mod now days. Some of the stuff have a bit of ref to Piratez but the mechanics are very different as how the stims or drugs work. Madam is the queen or a mutant leader escape from Sydnedrion. She/they runs safe houses in cities that if you are able to capture them and recruit as soldiers serving you. Madam has potent pheromones that can enhance her underlings in combat via combat stat boost.  However they need to be paid in battlescape missions to fight under you.  No money means they rebel against you! The same goes for mercenaries. The money pouch slot in inventory will need coins or money, pending on the ranks of the mutants or mercenaries. The ranks says what money they need and money usually last ten turns before a fresh bag of coins is needed. Immortal statues is anchors in a city to prevent it from disappearing after a mission is done. It is a hack. The goal is to raid resources in a city. Should be invisible and cannot be harmed

12
Playthroughs / Re: Disconnected Future Playthrough.
« on: August 14, 2024, 04:46:16 pm »

13
Playthroughs / Re: Disconnected Future Playthrough.
« on: August 14, 2024, 04:14:53 pm »
Island Terror Mission Disconnected Future

https://www.youtube.com/watch?v=OTXlAOFHuoM

Night Island Terror mission vs Bandits
Disconnected Future

14
Playthroughs / Disconnected Future Playthrough.
« on: August 14, 2024, 04:14:16 pm »
https://www.youtube.com/watch?v=EB8oP90uVQc


Disconnected Future Base defense vs Skynet faction. Doomed Base Defense

15
Playthroughs / UFO Apoc factions.
« on: July 30, 2024, 02:22:17 pm »
Assets borrowed from Robin's mod. Remod into a different version of apoc in ufo.

https://www.youtube.com/watch?v=43Z4YcDwcSo

https://www.youtube.com/watch?v=qWw5CPGhsRI

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