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Topics - Nord

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1
Help / [Poll] Radiation sickness effect
« on: November 07, 2024, 03:51:38 am »
New mechanic i am creating: radiation effect of some weapons, that will cause incremental effect through battle.
This will anyway add days in hospital, but i think it needs to do more harm. Something useful against aliens, maybe. So what do you think?

2
I has a problem: if a unit uses the skill related to melee weapons, there is no way to check only items in hands. So "improved bashing superduper swing" can be not with the sword in hand, but with a knife in pbackpack. Only way is to define each item, available for this skill. But it can be a full list of all melee weapons.

So i propose to add "compatibleWeaponTypes" similar to "compatibleWeapons", to define "Melee" or whatever needed.

Thanks.

3
Work In Progress / [WIP]X-Mars
« on: September 30, 2024, 09:51:29 pm »
There is a large gap in X-Com storyline. It lies between the end of second invasion and beginning of X-Com interceptor. There must be one more game -  X-Com Alliance. But something went wrong and it was cancelled.
This total conversion pointed to fill this gap.
Story: The year is 2060. The Earth lies in ruins after T'leth explosion, moon base producing invaluable He3 for Earth energetic. No Elerium-115 left. First asteroid belt automatic mines are constructed, and new stage of colonization has begun: wealthiest corporations build 15 colonies on Mars, mining minerals and searching for Elerium deposits. Soon these colonies become target for pirate incursions.
X-com deploys to Mars and here the game begins.
 
Main features:
 - new planet: Mars, with unfriendly environment and dead landscapes;
 - futuristic techs;
 - new enemies (including those from X-com Alliance concepts) with their own agenda and mysteries;
 - oxygen system;
 - new robots mechanics;
 - lore-friendly.

Mod progress: 1,5 of 5 storylines completed.

When will be release: not in this year.

Help needeed:
 - Spellcheck (as allways);
 - Mod name ideas;

4
OXCE Suggestions Abandoned / [Suggestion] Allow pass-through missions.
« on: September 19, 2024, 05:27:55 pm »
I think, if mission map has exit points, and this is last stage, then aborting mission with x-com units standing on exits must force mission to be won.
Like "we get through these horrors to the freedom" etc.
On the other hand, this can give non-deserved loot to the player...
Maybe a flag can do the thing? Like "exitWin: true"?

5
OXCE Suggestions DONE / [DONE][Suggestion] Unhardcode dollar symbol.
« on: September 16, 2024, 12:42:34 am »
We can change string for "funding" etc, but can not change "$". Maybe this can be unhardcoded?

6
Hi.
I want "performanceBonusFactor"
to be less than 1.
If change type is not possible, then maybe possible to add dividing coefficient, like with alien alloys?

7
OXCE Support / Power bonus in Ufopedia.
« on: September 11, 2024, 01:13:15 am »
From what sorcery ufopedia takes decision to show or not show a string "power bonus: xxx" in the lowest part of a gun description? I have plenty of guns with "damageBonus" and part of them shows that, and part - not.
Here is an example. Both guns have "damageBonus"

8
OXCE Support / [Solved] Divide buy time from transfer time.
« on: August 17, 2024, 11:48:58 am »
Now, there is one parameter for transfer between bases and for waiting purchased items. Will be great do divide one from another, maybe with additional rule, like "buyTime: 24", which will override transferTime during item purchases.

9
OXCE Support Y-scripts / [question] Scripted enviro-effect.
« on: August 03, 2024, 05:16:06 am »
I try to create scripted effect, acting each turn for every unit. It is simple, but my script must be different for different mission types.
And here i stuck:
How to transfer mission parameter to scripts?
Enviroeffects, as i know, does not provide weaponitem properties, so it can not be used.
There is no script command to access terrain type.
Maybe i can define some tag  in geoscape, that can be seen from battle?

10
I think that "damageBonus" must work when described in weapon definition. If clip have it too, then gun one must prevale.

In fact, it will be great to have overwriting for "power", so a special weapon using standart ammo can make more (or less) damage.

But "damageBonus" for clip seems unnecessary, while for weapon - logical.

11
OXCE Support Y-scripts / [Question]Max ammo?
« on: July 21, 2024, 01:44:40 am »
As i see, there is no way to access weapon (or clip) maximum ammo quantity through scripts. Is that true?

12
Help / Dotted facility sprites
« on: July 16, 2024, 09:50:05 pm »
When base facility is under construction, it is drawed using "spriteFacility" over dotted sprite from basebits. But how to determinate which dotted sprite will be used? is it some kind of "spriteShape"+n? Or hardcoded?

13
Help / Battery-powered shotgun?
« on: June 14, 2024, 09:47:30 am »
Is it possible to make a weapon be a shotgun if ammo is not shotgun-type? I.e. ammo definition does not contain "shotgunPellets" etc.

14
OXCE Support / [Solved] spriteFacility for 2x2 facilities.
« on: May 30, 2024, 10:52:07 pm »
As for now, 2x2 modules use only spriteShape sprite. Some kind of "lower level" for buildings. But in mods there can be high 2x2 modules, so facility builded higher than 2x2 (1 tile to the north) can "overdraw" part of 2x2 building. In vanilla it can not be, because all basebit sprites are "short", but in mods we can get ugly mix.

So, suggestion: use spriteFacility for 2x2 buildings if it is set.

Thanks.

15
Help / baseDefenseMapFromLocation example.
« on: May 27, 2024, 12:10:56 am »
Has anyone already played with baseDefenseMapFromLocation?
Is there an example of using this feature?
Thanks.

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