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Topics - new_civilian

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XPiratez / [Question] Number of recommended brainers
« on: December 12, 2019, 12:00:54 pm »
I started a campaign some days ago and I wonder what others might recommend in terms of brainers. At the start I had seemingly a few too much as I almost ran out of research topics, so I layed off some off them to save money, now I am getting more research topics again and I had to hire brainers again. So, in a nutshell, what is your recommended number of brainers one should hire/have and when? Or ist just "as much as you can afford"?  :)

Right now I have 12 brainers and I am i daresay beyond the initial phase of the campaign and for now it seems to be ok, but I am a bit unsure.

Resources / Operation Names (updated january 2nd)
« on: December 10, 2019, 02:24:33 pm »
I started making a RUL file with Operation Names for OXCE. I tried to avoid any problematic words, but still, consider this a first version.
To make the names appear you will have to use OXCE and simply put the file into your mods ruleset folder.

As always my files are free to take, hf!

update january,2nd

Resources / Some wav soundfiles (weapons)
« on: December 03, 2019, 02:23:09 pm »
Some sound files. Mostly from games. Volume normalized to X-Com standard. Try the Blaster-Launcher sound as a firesound, sounds terrific.
The geo_fusm is nice, too.

OXCE Suggestions ON-HOLD / [Suggestion] Weapons/Equipment by SoldierType
« on: November 27, 2019, 02:18:51 pm »
Just a thought: It would be a real treat if you could restrict certain weapons to certain Soldier-Types e.g. alien weaponry useless for humans, but an alien ally can use them etc.
Just like with armors, which is already possible.
Or maybe restrict Categories....  8)

Not sure this hasn't been proposed before, so please spare with me if it has. I know one can fiddle around with psirequired and/or making weapons extraheavy and certain units/armor extrastrong, things like that, but a direct solution seems plausible.

Unless there's some hidden evil effect that I do not see... ;)

Suggestions / Quick Idea: Army Barracks terrain
« on: November 19, 2019, 01:58:26 pm »
Just had an idea at the very moment: A terrain with Army Barracks. Should be rather simple: Just some plain houses with loads of beds, some ammo dumps, some hangars or halls for tanks, empty places to exercise marching etc, Done  ;D

The overall look should be spartanically empty or at least minimal in terms of details.

Resources / New Alien for use as player soldier
« on: November 19, 2019, 01:15:44 pm »
Had some time on my hand and made this little fellows.
They do not look very threatening, ok...  BUT:
They can kneel.  ;)

All files included (corpse, inventory, spritesheet, etc.)

feel free to use them in any way you see fit

Fan-Stuff / Some random screenshots
« on: November 14, 2019, 02:14:29 pm »
See titles for explanations...

The refinery terrain is the most hilarious and fun terrain ever. I love the required additional care not to burn your troops/civilians...  :)

The X-Com Files / Funny screenshot
« on: November 14, 2019, 02:06:44 pm »
No mind-control was used for this screenshot, it happened all by reaction-fire of my troops. 5 of the same guys, all in a row, how are the odds of that  ;D
vers.0.992 btw

Resources / Sound file
« on: November 14, 2019, 01:43:53 pm »
It's the "Braaain" sound from Plants vs. Zombies, not sure if some one wants it, but I thought it's funny.

Resources / Some filler maps for default terrains
« on: November 14, 2019, 01:32:08 pm »
Just some maps. Maybe someone has use for them. Come with routefile and nodes and everything

OXCE Support / [Solved] issues upgrading my mod to newer OXCE
« on: November 12, 2019, 12:08:32 pm »
Pardon me if this has been fixed in the newer versions, but I am still using 5.4.1 as it has everything I need and i do not want to update my giant personal mod.
Anyway, I found a tiny bug with spawned units:

If a small ufo crashes and all aliens are killed, you get an auto-recovery message AND you get the spawned turrets of your craft delivered home. I had them set to fixedweapon but the game still delivers the turrets home.

Its not a big issue, but I sure was surprised to see the turrets in my inventory--- ;D

Sadly I could not take them with me on a mission.

Suggestions / Smart Flares
« on: October 29, 2019, 01:00:14 pm »
Using the spawn feature of the newest OCE exe, i made some flares that are player controllable, they can fly around and provide light. I gave them a view range of 1 only and made them cloaked, so that the aliens don't shoot them until they run directly into them (visible range 1 tile). To my big surprise they work flawlessly w/o breaking the gameplay or immersion. I gave them 1 hitpoint only and a flare power of 30, inly 40 time units and they can't "run" so they are moving very slowly only.

Anyway: What I'm saying is that this somewhat crazy idea works very well without unbalancing the game.  ::)

Maybe someone likes the idea for his/her mod.

I also made the Gazer holodrone corpse recoverable AND usable: You activate the corpse once researched (it has such a nice BIGOB) and throw it where you want it, works like a charm  :)
The spawning mechanics are so awesome.

Resources / some standard UBASE maps
« on: August 06, 2018, 01:36:33 pm »
Just some maps using the default terrain files...

The X-Com Files / Flags
« on: August 06, 2018, 01:14:37 pm »
I tested the flag stuff a bit and realized that only RANDOMSOLDIERS (the one at the start of a game) get completely random flags, the ones that are generated in-game by hiring get flags according to the nationality RNG number e.g 00 is american and uses american names etc.

However, to make this work properly you have to connect the flag to the(alphabetically ordered) soldier-name -files properly which isn't the case in X-Files. 

Anyway, to make it work properly, here the corrected entries to show what i mean. As there is no generic ARABIC flag, i used egypt as an example etc. Polynesia seems to be missing as wel, but you get the picture...

  - type: Flag0
    singleImage: true
      0: Resources/Flags/00-USA.png
  - type: Flag1
    singleImage: true
      0: Resources/Flags/01-Egypt.png ####### for ARABIC.LNG
  - type: Flag2
    singleImage: true
      0: Resources/Flags/02-Belgium.png
  - type: Flag3
    singleImage: true
      0: Resources/Flags/03-UK.png
  - type: Flag4
    singleImage: true
      0: Resources/Flags/04-Bulgaria.png
  - type: Flag5
    singleImage: true
      0: Resources/Flags/05-China.png
  - type: Flag6
    singleImage: true
      0: Resources/Flags/06-Congo.png
  - type: Flag7
    singleImage: true
      0: Resources/Flags/07-Czechia.png
  - type: Flag8
    singleImage: true
      0: Resources/Flags/08-Denmark.png
  - type: Flag9
    singleImage: true
      0: Resources/Flags/09-Netherlands.png
  - type: Flag10
    singleImage: true
      0: Resources/Flags/10-Ethiopia.png
  - type: Flag11
    singleImage: true
      0: Resources/Flags/11-Finland.png
  - type: Flag12
    singleImage: true
      0: Resources/Flags/12-France.png
  - type: Flag13
    singleImage: true
      0: Resources/Flags/13-Germany.png
  - type: Flag14
    singleImage: true
      0: Resources/Flags/14-Greece.png
  - type: Flag15
    singleImage: true
      0: Resources/Flags/15-India.png
  - type: Flag16
    singleImage: true
      0: Resources/Flags/16-Hungary.png
  - type: Flag17
    singleImage: true
      0: Resources/Flags/17-Ireland.png
  - type: Flag18
    singleImage: true
      0: Resources/Flags/18-Italy.png
  - type: Flag19
    singleImage: true
      0: Resources/Flags/19-Japan.png
  - type: Flag20
    singleImage: true
      0: Resources/Flags/20-Kenya.png
  - type: Flag21
    singleImage: true
      0: Resources/Flags/21-SouthKorea.png
  - type: Flag22
    singleImage: true
      0: Resources/Flags/22-Nigeria.png
  - type: Flag23
    singleImage: true
      0: Resources/Flags/23-Norway.png
  - type: Flag24
    singleImage: true
      0: Resources/Flags/24-Poland.png
  - type: Flag25
    singleImage: true
      0: Resources/Flags/25-Polynesia.png
  - type: Flag26
    singleImage: true
      0: Resources/Flags/26-Portugal.png
  - type: Flag27
    singleImage: true
      0: Resources/Flags/27-Romania.png
  - type: Flag28
    singleImage: true
      0: Resources/Flags/28-Russia.png
  - type: Flag29
    singleImage: true
      0: Resources/Flags/29-Slovakia.png
  - type: Flag30
    singleImage: true
      0: Resources/Flags/30-Spain.png
  - type: Flag31
    singleImage: true
      0: Resources/Flags/31-Sweden.png
  - type: Flag32
    singleImage: true
      0: Resources/Flags/32-Turkey.png

hope this is understandable, it's monday, you know  ;D

tldr: Flag 00 is connected to Soldiername-file 00, flag 01 to soldiername file 01 etc. the soldiername files seem to be aplphabetically ordered. RANDOMSOLDIERS are random, though.

If you make a purchasable craft and forget (duh!) to add a transfertime, buy it in the game, the game starts to behave erratically.
The transfer screen shows negative arrival times and adds one craft per hour until you quit.
Not a big thing, but it seems unlike many other settings this one seems to have no default setting (e.g. 24), causing this glitch.
Of course it is easily fixed by adding a transfertime to the mod, but i thoiught i better report it.  :)

p.s.: I love the new soldier transformation options! A very flexible tool indeed.  :)

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