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Topics - the_third_curry

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Offtopic / Anyone here play Koei's classic strategy games?
« on: October 01, 2016, 01:53:15 am »
For example, games like the Romance of the Three Kingdoms series, P.T.O., Liberty or Death, Bandit Kings of Ancient China, Nobunaga's Ambition, L'emperor, Gemfire, Genghis Khan, etc. Anyone else familiar with them?

Koei produced a lot of quality turn-based strategy games back in the late 80s/early 90s. Sadly, their strategy output has really died out in recent years. I think the occasional Romance of the Three Kingdoms or Nobunaga's Ambition are all that they produce nowadays, and even those have shifted towards real-time strategy.

Offtopic / Does anyone know about the 3DO version of TftD?
« on: August 19, 2015, 03:29:21 am »
I see it listed at a few places, but I've never seen any sign of it actually existing and I know absolutely no one who ever owned a 3DO. Was it cancelled?

My PC has quite a bit of RAM, but it's got a pretty old video card. Some of the filters look pretty good, but anytime I add one, my computer noticeably slows down. Most create a slight but annoying delay, while a few of them, like SABR, bring it to an absolute crawl. I updated the drivers for the video card, but that didn't improve things much. Is there anything else I can try, or is a new video card necessary?

Released Mods / [WEAPON] Acid Capsule Gun 1.0
« on: August 07, 2014, 12:06:54 am »
This mod adds a new weapon to the X-com arsenal - the Acid Capsule Gun. The Acid Capsule Gun features two types of ammo: a basic acid with the same power as a Celatid spit, and an advanced acid capable of dissolving the outer walls of UFOs. Researching a Celatid corpse is required to access this weapon's research. The weapon has a maximum range of 20 tiles.

To use the mod, simply unzip the folder and place the AcidWeaponry folder in Resources and the ruleset in the Ruleset folder.

A huge thanks to the following forum members:
yrizoud - weapon sprites and maxRange recommendation
ivandogovich - help with ruleset creation and research code
Harald_Gray - help with ruleset

Here's my first mod attempt to actually produce a result. This mod adds an acid cannon with two types of ammo. The first type of ammo fires an acid attack at the same strength as a celatid spit. The second acid is extremely strong and can be used to dissolve the outer walls of UFOs. The weapon has a ton of power, but is limited by its high weight, small clip size, and lack of auto-fire.

As of now, the weapon is more or less complete. The only things it doesn't have as of 0.8 are 1) HANDOBS and 2) a FLOOROB for the gun. The weapon is fully functioning though. It requires Celatid corpse research to use in a campaign. It's maximum range is 20.

Does anyone have any advice/suggestions/input?

Work In Progress / Trying to make my first mod - need help
« on: August 01, 2014, 06:38:46 am »
With all the other mods getting made, I decided I would finally try to make one of my own. The problem is that I have no idea what I'm doing. I read on the Ruleset Reference section of UFOpaedia that damage types other than 0-9 will only affect terrain and not units, so I got the idea to make a Terrain Vaporizer that destroys terrain without damaging humans or aliens.

Here's the code I've got so far:

    size: 0.2
    costBuy: 5000
    costSell: 2400
    weight: 5
    bigSprite: 400
    floorSprite: 400
    power: 200
    damageType: 10
    battleType: 4
    blastRadius: 5
    listOrder: 4050
   type_id: 4
   listOrder: 4050
  - type: BIGOBS.PCK
      400: Resources/Terrain_Vaporizer.gif
  - type: FLOOROB.PCK
      400: Resources/Terrain_Vaporizer.gif
  - type: en-US
      STR_TERRAIN_VAPORIZER: Terrain Vaporizer
      STR_TERRAIN_VAPORIZER_UFOPAEDIA: The Xcom Terrain Vaporizer effectively removes a wide range of environmental obstacles by utilizing a chemical explosion that is non-harmful to organic lifeforms.

I'm using the attached sprite for the weapon (yes it's just a TftD rip for now.)

The problem is that, when I enable the ruleset, the weapon doesn't function at all. It doesn't appear for purchase or in New Battle. It does appear in the in-game UFOpaedia, but trying to access it just causes the game to crash.

Personally, I'd say good, though I haven't ran the expanded version yet. The traditional turn-based strategy genre has been rather barren over the past few years (especially on consoles), so it was nice to see Firaxis step up and deliver a solid experience.

There's an option for making psi skills line-of-sight, but I've read that the AI handles this poorly and ends up almost never using psi attacks. Someone made a mod for applying line-of-sight to the psi-amp, but I was wondering if there was a way to have mind-control set to use line-of-sight while still allowing psi panic attacks to be used from anywhere, as I think this could potentially be a way to balance psi attacks.

Offtopic / What do you think has caused OpenXcom to succeed?
« on: July 04, 2014, 06:37:26 am »
A quick look at the links on the OpenXcom front page reveals that a lot of Xcom fan projects have gone MIA  or were flat out cancelled over the years, many of them before making any significant progress. However, OpenXcom, after years of development, hit 1.0 (and already had dozens of mods while it was still on 0.9) and is now heading to TftD. What do you think has allowed OpenXcom to go the distance?

Or do you think maybe 2K or Steam is trying to help out X-com fans?

Or maybe it really just is a coincidence...

I'm not sure what happened. I installed the Soldier's Diary mod, so I assumed that it may have caused the problem. However, the problem persisted even when I disabled the mod. Losing everyone or aborting in campaign doesn't crash it though.

I have a soldier that made it all the way to captain with a PS of 1. I think the aliens can control her mind by accident.

Troubleshooting / I've got some map issues
« on: November 13, 2013, 07:44:42 pm »
This is my first time posting, and I've been really enjoying OpenXcom. However, I keep running into one problem.

I keep getting base battles (both my own and alien bases) where the bases have really awkward walls. In some cases, I have to blaster bomb the walls to get to certain areas of the base. I installed 0.9 with the map patch and I'm running the nightly build from November 11th, so I'm not sure what to do now.

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