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Topics - AzureSkye

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1
Work In Progress / [HELP] Deployment order error
« on: June 09, 2014, 06:32:24 am »
Hey, I need some help. I'm trying to create my first mod to adjust the Avenger's deployment, but I keep getting this error:
Code: [Select]
yaml-cpp: error at line 3, column 15: illegal map value
The code I'm trying to use follows, but I get the same error if I copy and paste out of the XCOM1Ruleset.rul file.

Code: [Select]
crafts:
 - type: STR_AVENGER
    deployment:
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [3, 10, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [6, 10, 1, 0]
      - [3, 11, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [6, 11, 1, 0]
      - [3, 12, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [6, 12, 1, 0]
      - [3, 13, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [6, 13, 1, 0]
      - [3, 14, 1, 0]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]
      - [6, 14, 1, 0]
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
      - [4, 16, 1, 0]
      - [5, 16, 1, 0]

Pulling out the ":" in question allows the mod to run, but doesn't change the deployment order

Additionally, the Skyranger doesn't appear to have a deployment order defined in XCOM1Ruleset.rul. Which just seems odd.

Any ideas?

2
Suggestions / Custom Difficulty
« on: May 17, 2014, 02:06:04 am »
I was originally hoping to tackle this as an intro programming project, but I don't see why someone else can't implement it first and I can still poke with it. (I like bullet points, so bear with me please.)

Okay, idea: Custom Difficulty setting.

Option during new game that allows control over:

- Alien Stats +/-
- Rookie Stats +/-
- Alien Battlescape aggression +/-
- Alien Geoscape mission frequency +/-
- Average Mission Map size +/- (like, between 4 and 8 or something)
- Starting Funds +/-
- Council curmudgeonedliness +/- (How harshly they grade you)
- Research time +/-
- Manufacture time +/-
- Facilities costs +/-
- Maintenance costs +/-
- Elerium decay
- Alien deployment sizes +/-
- Mixed alien deployments?
- Wound recovery times
- Craft repair times
etc.

Generally, in-depth control of things that you may not want a Ruleset for (because you are playing multiple games and don't want to switch it on and off)

3
Suggestions / Alternate Avenger Load Order
« on: May 03, 2014, 02:09:02 am »
Can we please have an alternate avenger load order that puts everybody at the top of the list closer to the doors?
Currently:
===== 21 20 19 18 17=
=15 13 11 09 07 05 03 01
=16 14 12 10 08 06 04 02
===== 26 25 24 23 22=

To something like:

===== 19 15 11 07 03=
=25 23 20 16 12 08 04 01
=26 24 21 17 13 09 05 02
===== 22 18 14 10 06=

or (for  2 HWPs)

===== 19 15 13 11 09=
=25 23 20 16 HWP2 HWP1
=26 24 21 17 HWP2 HWP1
===== 22 18 14 12 10=

Or for the ambitious almost all HWP deployment (I've never used more than two, so I don't know the standard layout :\ )

===== HWP4 HWP2 25=
=HWP6 HWP4 HWP2 HWP1
=HWP6 HWP5 HWP3 HWP1
===== HWP5 HWP3 26=


Mainly this is my frustration with dealing with having 2 HWPs and my next immediately selected dudes are the ones at the back of the bus instead of next to the door

4
I've been looking through the ruleset coding information and I was wondering if it's possible to create a manufacturing project that leverages your existing engineers to help repair aircraft faster. From what I've seen, it doesn't seem to allow you to pull information on current items in the inventory and using their status to adjust the project duration wnd costs. I may not be reading the wiki right, so can anyone weigh in on this?

Also, side question, could a foundry-like facility be implemented? I merely ask from a technically possible perspective.

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