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Messages - robin

Pages: [1] 2 3 ... 75
1
Help / Re: empty missionZone
« on: September 17, 2021, 12:54:12 am »
Kind of related question.
You can generate missions form an alien base site with genMission defined in the alienDeployment.
I wonder: what region is targeted by genMission? Same region hosting the alien base site that generated it?
Because if it's a random region, it could be a region without the proper zone for UFO trajectory.

2
Help / Re: empty missionZone
« on: September 14, 2021, 11:31:52 pm »
In vanilla xcom1, none of the UFO trajectories use mission zone 3 (see ufoTrajectories.rul)... so the game wouldn't crash even if they were empty; they are just not used for UFO trajectories.
oh right, I didn't  think about that.
Thanks

3
Help / Re: empty missionZone
« on: September 14, 2021, 10:32:47 pm »
the game will just crash when such trajectory will be used

I have another question, I notice that both ARCTIC and ANTARCTIC have a missioneZone 3, i guess because of the ufoTrajectories issue.
But.. they're not cities, they are square areas like other zones, and also you never get a terror mission there...
How that works?

4
Help / Re: empty missionZone
« on: September 13, 2021, 10:42:04 pm »
I see thanks. I guess I have to take a different approach.
Man this globe editing is neverending.

5
Help / empty missionZone
« on: September 12, 2021, 11:25:22 pm »
how to leave an empty missionZone in a region:

regions:
...
    missionZones:
      -
        - [7...]
      -
        - [2...]
      -
        - []  <-- I tried this but I get an error
      -
        - [2...]
      -
        - [2...]
      -
        - [1...]

if i leave a zone empty (provided it can be done), what will happen with UFO trajectories passing there?

6
Help / Re: world.dat editor, terrain colors
« on: September 12, 2021, 11:19:14 pm »
i'll make an attempt. thank you.

7
Help / Re: world.dat editor, terrain colors
« on: September 06, 2021, 11:03:51 pm »
thanks, i'll try to look into it but i confess it seems complicated  :-[

8
Help / world.dat editor, terrain colors
« on: September 05, 2021, 12:58:55 pm »
I wanted to change/expand the colors in the editor (to match the changed/expanded textures on my globe).
It pretty simple, you just have to add extra
Code: [Select]
terrain #RRGGBB lines for the extra textures, or change the code in the existing lines to change the color for existing textures.
The problem is that in the editor the custom colors are rendered darker or plain wrong.
Does the editor use special colors/palette?
(It does not seem to be the geoscape palette...).
Thanks

9
nice! 8)

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: July 01, 2021, 11:32:37 pm »
In my soldiers' logbook I see that the values of several constants are missing!  ;)
STR_LIVE_SQUAD_LEADER
STR_LIVE_TECHNICIAN
STR_LIVE_SCIENTIST
STR_SWARMIDS_SMALL
Damn it.
Thanks for letting me know.

11
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 26, 2021, 01:02:46 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.
Take as much time as you need to recover, personal health is crucial.
I hope you'll get better soon.

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: June 26, 2021, 12:56:44 pm »
I've just resumed version 0.13 after several weeks of abstinence!
Early on, I had to deal with those damn alien ships (Attack ship - STR_UFO_INCURSOR)!
3 Incursor + 2 Carrier !  :'(
 
You give them the speed of 6000.
Isn't that too much?

No X-Com ship at the beginning of the game or even at the end of the game can compete with these monsters.

STR_VALKYR = 3900
STR_HAWK = 3900
STR_EXPLOR = 4800
STR_GARUDA = 4200
STR_LAPUTA = 5400

I think, perhaps wrongly, that 4000 would be enough.  8)
What do you think, please?

I love your pack!   :)  :)  :)
Mmmh you are right, needs some tweaking.
Those UFOs are supposed to be the fastest things out there: to counter them, there is an upgraded engine that you can equip your crafts with, to make them faster (you have to forgo a weapon); but it is quite evidently not enough/well balanced.
Thanks for the feedback! Really appreciate it.

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: May 06, 2021, 09:31:10 pm »
When it comes to X-Com, the first one and the Apocalypse are my favorites so the idea of having Apocalypse in the first game got my interest. However for some stupid reason I am unable to download this mod because it fails every time after it downloads 3 megabytes, frustrating.
Very strange to be honest. I never heard anyone having problem downloading files uploaded on the forum.

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: May 03, 2021, 11:15:19 pm »
I had not been able to test version 0.13 before today! Sorry !  :-[
Something very strange happened.
I had to add the line in research_apoc.rul :
  - delete: STR_ALIEN_GRENADE

to make v0.13 work (OXCE 7.0).
Thanks!
I'm sill using OXCE 6.9.
I guess I didn't disable the grenade and the ruleset validation that Meridian is adding to OXCE has detected my mistake.
Will fix.

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.13.0
« on: April 25, 2021, 05:38:38 pm »
Globe is still WIP, it's is going to take quite a bit more time.
By exploiting the palette, I made an urban texture for the globe that lights up at night.
The effect is simple but it looks really cool imo.

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