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Topics - Svanh

Pages: [1]
1
Work In Progress / [Strategic Choices] - Armour Balance
« on: February 17, 2014, 05:36:20 am »
I prefer to play X-com with a ruleset that makes most of the items in the game useful by giving them their own niche. I'm thinking of doing this for the vanilla armours and, knowing that I'm not the best at balancing, I'd like some feedback on how OP/UP I've made them.

I'm interested in suggestions on the stat modifications, resistances and armour values though I've only touched the stat modifications in the attached ruleset. What do you think needs to be changed?

2
Released Mods / [ENEMY][MISSION] Cultist Mod
« on: October 26, 2013, 05:02:53 am »
This mod adds human cultists to the game. You will only encounter them on one type of mission but it works a little like an Alien Base mission except that you must shoot down a cult UFO or attack one that has landed. The mission will always use the custom CULT mapblocks (Farmland with some alien things thrown in) and uses a custom UFO design.

You stand to receive a large quantity of Elerium from a cult mission but there are a lot of cultists and most units on the mission have decent to high psi strength and skill.

Included in the mod is a small change that allows the city terror site terrain to be used for UFO crashes. Half the Geoscape texture definitions for farmland have been changed to the city terrain. I have also included my MBASE terrain for New Battle scenarios. It won't appear when actually playing OXC but you can use it and city terrain in New Battle.

Cultists are armed with Pistols, Rifles and Heavy/Auto Cannons. A Cult site will probably have Sectoid/Ethereal Commanders as well as cultists.

Fun facts/Known issues:
- Cultists use the snakeman death sound as death sounds for human units are assigned on the name of the unit.


Thanks to Luke83 for the civilian sprites!

Please tell me if you have any problems!  :)

3
Work In Progress / Mapping trouble
« on: October 23, 2013, 11:06:40 am »
I've made some map blocks using mapview and added them to my ruleset. All of the map blocks load into the game fine individually but there are gaps in the map (Some missing blocks in generated maps). Added to this, I get crashes when attempting to start a mission on my maps with the error "Something is wrong in you map definitions".

This error only occurred with Battleships and Supply ships at first but, after I altered the maps a bit more, affects every class of UFO. I do have several 10x10 landing zone map blocks defined so it isn't a lack of landing zones to choose from.

The maps, routes and the part of the ruleset dealing with terrain/maps are attached. Any help is appreciated.   :)

4
Released Mods / [HWP] Drones - Power suit HWPs
« on: October 20, 2013, 02:22:09 pm »
A small mod adding some 1x1 HWPs for later game.

Assault Drone - Decent robotic soldier, armed with plasma weapon halfway between heavy plasma and plasma rifle

Scout Drone - High TUs and strength with a laser rifle, good for getting heavy supplies across the map.

Hammer Heavy Artillery Drone - Fires explosive or incendiary shells in an arc. Explosive shells have a blast radius of 2 and can punch through UFOs, incendiary shells set a very, very large area on fire. You can't unload shells without firing them due to the limitations of fixed weapons.

All three require you to research the power suit and mind probe. The Assault Drone requires plasma cannon research, the Scout Drone requires laser rifle research and the Hammer requires blaster launcher research with blaster bomb research for the ammunition.

You will also need a power/flying suit corpse in your base's inventory to unlock one of the necessary research topics and to build each drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

To install:
Extract Drone.zip to ...\openxcom\data and add
 
Code: [Select]
rulesets:
  - Drone
to the config file

OR

Place Drone (PLAIN).rul in your ...\openxcom\data\rulesets folder and add
 
Code: [Select]
rulesets:
  - Drone (PLAIN)

to the config file.

The Drone (PLAIN) ruleset uses the original X-com power suit sprites while the .zip uses MKSheppard's recoloured power suit sprites.

Last updated: 03/11/2013

5
Work In Progress / Having some trouble with line 0, column 0 error.
« on: October 16, 2013, 02:20:53 pm »
I get a line 0, column 0 error: bad file on the ruleset attached. It popped up the first time I tested it so I'm not sure quite which part is wrong. I have tested the battlescape applicable portion on another ruleset, and it worked quite well though.

Any ideas?

6
Work In Progress / Alien mission/alien deployment questions
« on: October 04, 2013, 10:31:32 am »
How are mission entries linked to deployment entries? I am trying to make a version of the terror mission with mostly terror units and I've made mission and deployment entries for it.

When trying to play it in the "new battle" mode openxcom just crashes.

Here are the entries I've made:
Code: [Select]
  - type: STR_DESTRUCTION_MISSION
    data:
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_HEAVY_PLASMA_CLIP
      - alienRank: 6
        lowQty: 5
        highQty: 15
        dQty: 7
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 5
        highQty: 15
        dQty: 7
        percentageOutsideUfo: 10
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 4
    civilians: 16
    roadTypeOdds: [50, 25]

Code: [Select]
  - type: STR_DESTRUCTION_MISSION
    points: 15
    raceWeights:
      0:
          STR_SECTOID: 30
          STR_FLOATER: 70
      1:
          STR_SECTOID: 40
          STR_FLOATER: 40
          STR_SNAKEMAN: 20
      3:
          STR_SECTOID: 20
          STR_SNAKEMAN: 60
          STR_FLOATER: 20
      5:
          STR_SECTOID: 10
          STR_SNAKEMAN: 20
          STR_ETHEREAL: 40
          STR_MUTON: 20
          STR_FLOATER: 10
      7:
          STR_SNAKEMAN: 100
    waves:
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 3000

What am I doing wrong?

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