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Topics - endersblade

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Help / Help me understand damageModifier
« on: October 19, 2019, 11:30:01 pm »
I'm not sure I understand how this modifier works.  Let's say for example I shoot an alien with 100 AP damage, and their AP damageModifier is 1.0, or 100%.  Does that mean they TAKE 100% of the damage, meaning all 100 points, or they NEGATE 100% of the damage, meaning they take 0? 

Or if I set all of an armor's damageModifiers to 0.0, anything with that armor would be invulnerable?  If I set it to 1.2, in the previous example the target would take 120 AP damage?

Troubleshooting / Crash on startup - can't load TFTD
« on: August 06, 2019, 04:53:10 am »
I recently decided to fire this up again, playing TFTD.  I hadn't installed the most recent Nightly in several months.  After launching, it tells me it can't load TFTD, says there's something wrong with "standard\xcom2/vars.rul" and that it has more details in a log file.  Log file just says the same exact thing, no further details.

So I installed the latest (08/03/19) Nightly.  Game ran just fine, played for hours.  However, just now I tried launching it again and got the same exact error message.  So I reinstalled the Nightly, and it worked just fine.  Rebooted my machine, launched the game again...and got the same error.  So basically at this point I have to reinstall the Nightly EVERY TIME I want to play!

I'm not using any mods on TFTD other than the ones built in.  What's going on, and how do I fix this?  I really don't care if I lose my save, I just want this FIXED.

Help / [TFTD] Flying Mag armor?
« on: October 08, 2018, 10:04:09 pm »
So I noticed that the movement type for Mag Ion Armor is 3.  The Ruleset wiki doesn't say what this is, but I assume it's flying underwater/can't fly on land.  I saw a mod on the old mod page that I wasn't able to download, but it mentioned allowing you to fly on land with Mag Ion Armor.  What do I need to do to allow that to happen?  I'm assuming it's just a matter of changing that one parameter, but to what? 

Open Feedback / Any chance of updating the wiki for TFTD?
« on: October 08, 2018, 04:02:41 am »
Specifically the Ruleset Reference Nightly.  Yeah, sure, most of the information is the same, but TFTD adds new stuff too.  Or different numbers that don't appear in the reference.  For instance, Mag Ion Armor has a movementType of 3, which isn't listed in the Reference, as OpenXCOM doesn't have to deal with moving underwater.  There are just so many little things like this in the files that don't appear on the Reference page and it makes it difficult to create mods when you have to play trial and error with things you know nothing about.

Help / Change/swap Alien Base map TFTD
« on: October 24, 2017, 10:08:23 pm »
So I was curious.  What all would have to be done to, say, swap out the map(s) for Alien Bases?  I HATE HATE HATE the second level, and was toying with the idea of swapping the map with the Artefact site.

Help / UFO/TFTD: Unlimited soldiers per rank?
« on: October 06, 2017, 09:17:56 pm »
Is there any way to allow, say, multiple Captains, Commanders, etc?  I know it doesn't make any sense from a lore perspective, but I've gotten used to the newer XCOM games allowing it.  Is this something hard-coded in the EXEs or is it something we can change in a .rul file?  I haven't found anything just yet.

Fan-Stuff / OpenApoc
« on: February 20, 2017, 08:46:36 am »
I've been keeping track on this for a while, but Apoc was never one of my favorites.  It had that retro 50s future look to it, and I hate that garbage.  But I was watching a random Let's Play of Apoc the other day and just got the itch.  I have it on Steam already, went ahead and installed it.

I fell in love with it all over.  The tactics used to play that (I primarily play in RT) are so completely different from the others, the battlefield being collapsible is something you have to watch out for, and the scarcity of troops and gear....Man.  Sure, I'm playing the original DosBox version of it, but I am so looking forward to the OpenApoc release!

Work In Progress / EMP Craft weapons
« on: February 16, 2017, 05:06:35 am »
Is it possible to make something for craft that when you shoot down an alien ship it doesn't damage anything?  Kinda like the EMP weapon from the newer XCOM games, they deal much less damage to the internals but still bring the ship down.  Is such a thing even possible without making it happen for ALL weapons?

Work In Progress / Increasing aliens per combat?
« on: May 13, 2015, 10:03:32 pm »
Is there a way to add more aliens to each mission?  And is there a way to make it happen over time, so the longer the game goes, the more aliens are there?  The second part isn't as big of an issue, I'd just like to see more aliens per mission.

Is it as time consuming as adding a new alien entry per alien to every single ship/mission?  Good lord that would take me forever.

Work In Progress / Are stat caps moddable?
« on: November 14, 2014, 07:04:49 am »
I was reading over the stat caps on the UFOpaedia, and was wondering, is it possible to raise or lower the stat caps?

Also, what about ranks?  Are we able to change how many of each rank we're allowed to have per game?  The reason I ask is, I run several bases with squads in them, about 20 soldiers per base.  I'd optimally like to have one Commander per base, as well as the other ranks, so each base basically has its own chain of command.

Work In Progress / Unable to remove fields?
« on: November 13, 2014, 11:35:54 pm »
I followed the info found here about removing fields, maps, lines, etc.  So I'm trying to make Auto Cannons only have an autofire mode.  So in my mod, I did this:
Code: [Select]
    accuracyAuto: 65
    accuracySnap: ""
    accuracyAimed: ""
    tuAuto: 35
    tuSnap: ""
    tuAimed: ""

The same goes for removing ammo from the Craft Fusion Cannon.  I tried doing clip: "", and it still requires ammo in game.  Apparently I'm not doing this right lol.

Game loads up fine, but the AC still has both snap and aimed modes.  I'm running the Final Mod Pack as well, but my mod is at the bottom of the list; I assumed this would mean that mine would override all previous mods?

Edit:  Ok, I just zeroed out the AC properties, now it only has autofire mode.  :-)  Still can't figure out what to do for the craft ammo though!

Work In Progress / Can't add auto mode to weapons?
« on: November 12, 2014, 07:58:41 am »
I was tinkering around in Xcom1Ruleset.rul, making some modifications to weapons as a starting point for figuring out how to mod.  (I have a backup of the original, yes).  I decided to do things like add auto mode to pistols and heavy lasers, and make auto cannons have auto mode only.  Loaded the game up, game crashed.  After much trial and error, I found that it was putting the accuracyAuto:  and tuAuto: lines into the pistol and heavy laser that was causing it.  I opened up the XcomUtil rules file that adds auto to pistol, copied the lines to Xcom1Ruleset, and the game crashes.

I know it's possible using another mod, since obviously the XcomUtil mod does it.  I will do such in my own mod, and leave the original Xcom1Ruleset alone.  But why is it when I edit Xcom1Ruleset, it causes the game to crash?

Work In Progress / Craft sonic weapon, no ammo
« on: November 10, 2014, 07:06:07 am »
Something I could never figure out, the Sonic Craft Cannons, if I remember, do not actually use ammo.  They just automatically reload back at base.  I always wanted to be able to make other weapons do this.  So looking at the Sonic Cannon:

Code: [Select]
    sprite: 5
    sound: 9
    damage: 140
    range: 52
    accuracy: 50
    reloadCautious: 12
    reloadStandard: 12
    reloadAggressive: 12
    ammoMax: 100
    rearmRate: 50
    launcher: STR_PLASMA_BEAM
    projectileType: 5

The only thing I can see is the "projectileType: 5" that may have something to do with it.  Now, I don't want to make other weapons do sonic weapon damage, if that's what it actually does, but I WOULD like to make them not require ammo.

Also, going along with this, I was wondering if anyone offhandedly knew what the "max" range within the intercept window is?  I used to know it back when I modded the original, but can't for the life of me remember.

Work In Progress / adding new tech tiers?
« on: November 10, 2014, 12:43:42 am »
How 'hard' is it to add new tiers of tech? Say, new weapons after plasma? I have gotten a feel for the coding and whatnot, but I was curious how MUCH coding this was going to require.

I know there are mods out there that probably do this and more. I just want to take a stab at it myself.

Playthroughs / heh. well then, back to xcom school I go!
« on: November 09, 2014, 11:58:57 pm »
A friend told me about this, I immediately downloaded it. I've been playing a lot of EU/EW and Xenonauts lately to get my xcom fix. But who can pass up a new and improved version of a classic?

I downloaded a few mods from here. Mostly new maps and such, as I STILL have all the original maps memorized. So I get in game, set up my first base in Italy, and get a terror mission within the first few days. Interesting. I got SLAUGHTERED! Floaters and REAPERS right at the start? Ouch! My guys ran completely out of ammo. Got down to two soldiers vs two reapers and a floater. Reapers ate them, mission lost.

I don't remember the game being this difficult! All the newer clones have apparently made me soft :-P I need to retrain apparently!

Can't tell you how much I love this project. I much preferred TFTD over the original, but I still love it. And how simple it is to mod! I used to hex edit the old one, this one should be a lot of fun, and so much easier to tweak!

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