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Topics - cevaralien

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1
Offtopic / New game made by myself - Imperios Estelares
« on: February 16, 2021, 03:56:22 am »
Hi

I want to invite you to play Imperios Estelares a space strategy game (4X class), made from scratch by myself. It is available for Linux and Windows, in english and spanish.

You can download it at https://iestelares.foroactivo.com/ forum, news and download section > last version.

Some images of the game in the attachment.

Enjoy it!

2
Work In Progress / [WIP]XCOM Multimod: Resistance
« on: December 06, 2020, 03:43:35 am »
Coming soon...

XCOM Multimod: Resistance

The sequel of XCOM Multimod https://openxcom.org/forum/index.php/topic,8752.0.html, from the perspective of the Aliens figthing in Mars for their survivance after the fall of Cydonia.


3
Help / Crash land civilians
« on: November 29, 2020, 08:07:26 pm »
I'm interested in add civilians to alien missions that differs from terror missions. I know how to add civilians to the aliens deployments but, if i shoot down the UFO, the civilians will spawn on the map, even if i shot the craft over Antartica (umpopulated area).

Another example: abduction. If the UFO lands, i want to spawn civilians, but if the mission is a crash recovery, i don't want the civilians on the map.

I want to spawn civilians only on certain missions and maps. It is possible to do this without define it in Alien Deployment? I tried to do it in Terrains but it doesn't works.


4
OXCE Support / [Feedback] Changing spotter/sniper mechanics
« on: November 24, 2020, 08:23:29 pm »
I was playing with sniper/spotter features and i think it could be changed a little to enhance it.

Why our units are plotted in human turn and are available to be shooted at IA turn? That doesn't the way that human squad-firing is working. For the human player, the alien units are spotted in the same turn that human moves, but when that turn finish, these aliens are forgotten, if they moves to a place with no LOS.

But, if the human is spotted on his turn, no matter if they hide in no LOS for aliens, he will be shooted in IA turn. Very frustrating and cheaty, considering that many maps are mainly open-terrain, so, only smoke works as cover.

I think that spotter for IA must work on the alien turn. For example, they are moving and spot a human unit, but that unit kill the spotter with reaction fire... well, the snipers could fire beyond LOS, even if the human unit is covered by smoke.  That is like firing squad works for humans.

It is possible to do that change? I think that it must be done at the source code, but i don't know which language is used. I know python only.




5
Released Mods / [OXCE] XCOM Multimod
« on: November 09, 2020, 04:49:04 pm »
XCOM MULTIMOD

From cevaralien.
Download: https://openxcom.mod.io/xcom-multimod

***************************************
CREDITS
***************************************

First, thanks to all people who do awesome works and mods. I have taken some things from many mods to use it or modify it to adapt to my work. Credits to all:

hobbes (Area 51) - Human Soldier, Blackbird MCD parts.
hellrazor (Thunder) - base craft and MCD parts.
Solarius Scorch (XCOM Files)
  Aliens inventory, hybrid.
  Sounds, images of taser and others.
  Farmer civilians.
  Power Suit/Flying suit armors spritesheet.
  Extra explosions.
  Soldier screams.
  MCD parts.
  Geoscape WORLD.DAT and textures.
  Female and male police corpses bigobs and floorobs.
  Male civilian corpse bigob.
Robin - (Men In Black 4.5) - Male suit civilian spritesheet.
Finnik  Hybrid Diplomat.
Dioxine - Female farmer
Moriarity - Power Suit/Flying Suit
Unknown authon - AK - 47
Solarius Scorch (FinalModPack) - Xcom cyberdisc.
Solarius Scorch (Celebrate Diversity) - Soldier names, flags.
Solarius Scorch (SolarsNewUfos) - UFOs Sentry/Excavator/Figther ideas and png images. MCD parts
Sorry, i lost the name of this author. (GenderDetail) - Busty female armor.
Reaver of Darkness (ReaverFullMod) - Heracles basebit and icon, alien habitat backscreen, ideas for plasma cannon recovery.
Shoes, Ivan Dogovich, hellrazor (Commendations v2.1) - full mod.
redv (PSIwar) - Helmet, Spritesheet.
OXCE (Armed civilians) - full mod.
CanadianBeaver (Awesome guns) - Ligthning image, Blackops weapons parts, craft missiles images.
MKSheppard and Gix (Improved nations) - new nations.
Sorry i lost the name of this author and original mod - Kevlar vest soldier spritesheet and inventory.
Kzer-Za (UnrandomizedWounds) - base script.
Daedalus (HQSounds) - Alien sounds and small explosions sound.
Ivan Dogovich (Improved_HandOb) - Handobs for many items
efrenespartano (UNEXCOM) - Female and male civilians.

Thanks to Yankes and Meridian for the guidance while was scripting.

Thanks to efrenespartano for the help updating to 7.2.

If i used some material that is from yourself and i don't give you the respective credit or you don't want to allows to use or modify your material, please, tell me at openxcom forum: cevaralien.

***************************************
FEATURES OF XCOM MULTIMOD
***************************************

This mod is a expansion of the features of the original XCOM.

I added some new UFOS, weapons, armors and craft weapons.
The game is not so straight forward to finish it like the original one. Some critical techs requieres many others to unlock it. And... it is critical to capture aliens.
Changes to the dynamics of the game. The wounding effects are different, in fact, no one dies inmediately from limbs wounds, but if the wounds are so severe, the unit will fall unconscious and it could lost some time or firing points from his or her stats.
All damage is "flat"; there is no "zero" damage, but critical hits to body parts.
There are some add-ons for power and flying suits.
Rework of Personal Armor, laser weapons and addition of new handguns for armed civilians.
New Alloy Armor (modification from Kevlar Armors)
Small map modifications for some UFOS.
Plasma cannon (and power cell) are recoverable from UFOs.
New HEAT ammo for rocket launcher, special for heavy armored units (yes i speak about you, Sectopods and Cyberdiscs).
Asthetical modifications to original crafts: Lightning, Skyranger and a total rework of Avenger, based on Thunder craft.
Modification to alien mechanics. They are more dangerous.
Ethereals don't use weapons... at all. Be alert, they are very dangerous.
Some new alien ammo for small launcher.
Laser weapons are RECHARGABLE after finish the mission and they don't dissapears after depleat the energy.
Add-ons for firearms: grenade launcher and shotgun modules.
Now there is no "obsolete" weapons. All have it's pro and cons.
Rebalance of units stats: no more athlete runners or super soldiers.
New countries and limits to funding.
New mechanics to infiltration.
Psionics attacks requires special training, not only psi skills.
Redesign of Living Quarters, Workshops and General Stores maps, to match with game descriptions.
And more...

I hope you like it. You can use it or it's parts as you want, but be careful with the third-party material.

P.D.

It could be reasonable to save Mind Probes and Muton corpses. ;-)


Now the Skyranger have features indicating it's VSTOL nature. Notice that soldier now have chairs attached to the inner hull of the craft :-D



The new Avenger.


Some new weapons, including my favorite weapon work: M4 carabine. I modified the ak47 found on XCOM Files mod to add a buttstock.


New Living Quarter. Now the XCOM bases have four levels.


6
I was thinking that limbs hits must not be absolutely fatal. In the real life, a hit in an arm doesn't kill the person inmediately.

So, i begun to do a script, based on this one https://openxcom.org/forum/index.php?topic=7310.0 of Kzer-Za. Credits to him for the base. I also modified the code to do more easy to read, for me.

Well... this is the code:

Quote
extended:
  tags:
    RuleItem:
      SPECIAL_WOUND: int
      WOUND_FACTOR: int

  scripts:
    damageUnit:
      - offset: -41
        code: |
          var int wounds;
          var int special;
          var int woundFactor;
          var ptr RuleItem itemRuleset;
          var int woundfac;
         
          damaging_item.getRuleItem itemRuleset;
          itemRuleset.getTag special Tag.SPECIAL_WOUND; 
          body_part get part; First, i need to know which part of the body has been hit. I think that this line is not good, but i don't found how to get the body part hitted.                    

          if neq to_health 0;       
            if or eq body_part 0 eq body_part 1; This is the standard of the original script.  It is working well.
              div to_health 1
              set woundfac 5
              return;         
            else or eq body_part 3 eq body_part 2; Here i want to define a factor to multiplies the wounds but reducing health damage, so, the soldier wouldn't be killed inmediately. I also increase the stun, to guaranties that the soldier will be out of combat.
              set to_stun to_health
              div to_health 4 
              set woundfac 3 
              return;
            else or eq body_part 4 eq body_part 5; Here i want to define a factor to multiplies the wounds but reducing health damage, so, the soldier wouldn't be killed inmediately. I also increase the stun, to guaranties that the soldier will be out of combat.
              set to_stun to_health
              div to_health 3
              set woundfac 2 
              return;
            end;           
            if eq special 1;
              return;     
            else eq special 2;
              itemRuleset.getTag woundFactor Tag.WOUND_FACTOR;
              set wounds to_health;
              div wounds woundFactor;
              set to_wound wounds;
              return;
            else and neq special 1 neq special 2;         
              set wounds to_health;
              div wounds woundfac;
              set to_wound wounds;
              return;
            end;
          end;


I think that this procedure of divide to_health is not good. I want to divide the damage received, but i don't know how to define it.

7
Help / Alien psi behavior question
« on: August 20, 2020, 07:08:32 pm »
I developed a psi-suit for my mod, that allows the user to resist psi attacks. I don't want to modify the psi-strength stat, so, i use the psiDefence tweak. The question is:

Does aliens continue psi attacking the soldier with less psi strength if the armor have a high psiDefence?

After the mod, i confronted the Ethereals, but they don't psi-attacks me.

Notice that i changed the psi accuracy of the ALIEN_PSI_WEAPON and the "PSI_AMP":
Quote
   - type: ALIEN_PSI_WEAPON
    hitSound: 36
    battleType: 9
    tuUse: 40
    accuracyMindControl: -10
    accuracyPanic: -10
    costMindControl:
      energy: 20
    costPanic:
      energy: 10
    flatRate: false
    recover: false

Another tweak is that my soldiers psi strength are limited at 50, just like psi-skill.

The Sectoid Leader have PST 40 / PSK 50, the Commander have 40/60, while the Ethereals Soldiers are 50/40, leaders 50/50 and commanders 50/60 (units.rul).

I know that equation for psi attack and defense from ufopaedia. I put them on librecalc to evaluate the probability of MC and Panic and it works. I don't know if the aliens have a limitation based on this evaluation and for that reason, they don't attacks me.

8
Help / Problem with Soldier special weapon
« on: August 11, 2020, 07:28:27 am »
Hi.

I have defined a psi weapon as a specialWeapon for soldiers, instead of the psi-amp. The fact is, that the psi icon appears always, although i defined the specialIconSprite as -1.

The other problem is that the icon appears no matter which soldier is selected. For example, if the Soldier is not psi-evaluated, the psi icon appears if i select that unit.

I have defined armor specialWeapons too. These are working well, but, the psi button is not working as i want (no appears).

Notice that the psi button is working, it is fixed as panic attack, but my weapon have panic and MC. Is like the button is not allowed to "disapear".

What could be happened? Thanks.

9
Help / Some questions
« on: July 21, 2020, 06:12:10 am »
Hi.

1) I'm making a machine gun. In fact, it works, but i have problems with the ufopedia.

My weapon shoots 6 bullets in auto and 3 on snap, but, in ufopedia doesn`t show the (x3), only the (x6) of auto shot. I 'm following the pattern of the X-Com Files mod about BlackOps LMG. In that mod, the ufopedia article is ok,but it doesn't work for me.

Quote
  - type: STR_MACHINE_GUN
    size: 0.3
    costBuy: 3500
    costSell: 2512
    weight: 11
    bigSprite: 7
    floorSprite: 7
    handSprite: 32
    bulletSprite: 2
    fireSound: 4
    compatibleAmmo:
      - STR_MG_AP_AMMO
      - STR_MG_AA_AMMO
    accuracyAuto: 50
    accuracySnap: 60
    accuracyAimed: 80
    tuAuto: 35
    tuSnap: 33
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    confSnap:
      shots: 3
    autoShots: 6
    listOrder: 2700
    dropoff: 1
    meleePower: 50
    tuMelee: 33
    accuracyMelee: 100

2) I`m making the alien weapons researchable in two steps. First, they are identified as "Alien Artifact" followed by a number. In the ruleset (research) i'm using the same name of STR_PLASMA_RIFLE, but in ufopedia, the title and the text is different STR_PLASMA_RIFLE_A and STR_PLASMA_RIFLE_A_UFOPEDIA.

The problem is that in ufopedia, it shows the stats of autoshot, snapshot, etc., and when i complete the clip research, it shows the weapon power too.  I want override these data, in fact, i want only the text, title and object image. I can live with the weight value.

It is possible to do that? Notice that the second step is a final tech that shows me the name Plasma Rifle and the stats.

Thanks

10
Help / Weapons ADD-ON Flashlight
« on: July 19, 2020, 09:37:43 pm »
Hi.

I'm trying to do an add-on on firearms that function like flashlight. I'm using the "ammo" compatibility, but when i load the mission, the rifle aren't there.

Quote
  - type: STR_RIFLE
    size: 0.2
    costBuy: 3000
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 4
    ammo:
      0:
        compatibleAmmo: [STR_RIFLE_CLIP, STR_AA_RIFLE_CLIP]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_ELECTRO_FLARE ]
        tuLoad: 5
        tuUnload: 2
    confSnap:
      shots: 1
      name: STR_SNAP_SHOT
      ammoSlot: 0
    confAuto:
      shots: 4
      name: STR_AUTO_SHOT
      ammoSlot: 0
    confAimed:
      shots: 1
      name: STR_ONOFF
      ammoSlot: 1
    accuracyAuto: 35
    accuracySnap: 75
    accuracyAimed: 115
    tuAuto: 35
    tuSnap: 25
    tuAimed: 60
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    dropoff: 1
    meleePower: 50
    tuMelee: 25
    accuracyMelee: 100


I'm using electro flares as flashlight

Quote
  - type: STR_ELECTRO_FLARE
    size: 0.1
    costBuy: 60
    costSell: 40
    weight: 3
    bigSprite: 55
    floorSprite: 72
    power: 15
    battleType: 10
    armor: 8
    costPrime:
      time: 5
    costUnprime:
      time: 5
    primeActionName: STR_TURN_ON
    unprimeActionName: STR_TURN_OFF
    fuseType: -2
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false

 What could be happened?

11
Help / Plasma beam recoverable from UFO
« on: July 17, 2020, 09:01:25 pm »
Hi, nice to meet all.

I'm making a mod, but  i have a issue with a feature. I want to do plasma beam recoverable, because in my mod, no alien items could be manufactured.

I try to assign a specialItem number, but i saw that these numbers are assigned to another items, like ufo power source. After that, i learn that these items are tied to maps items.

The other option that i was thinking is to "hide" a item in the UFO similar to the elerium, but i don't know yet how to do this.

Does needed to open the maps to put these "hide" item on UFO?

Sorry for my english, this is not my natural language.

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