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Topics - Varana

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1
Suggestions / Mod request: TFTD minimap colors (solved)
« on: August 03, 2021, 06:48:32 pm »
There is a simple problem but I do not find the .rul where to change it.  :'(

In minimap I want to change to other colors, so I could see enemies (grey dots) better and have the colors more intuitive. I would like to have the dot in ...

o blue: my soldiers
o green: allies
o yellow: civilians
o orange or red: enemies

Could someone who knows the solution please post the code.rul or a mini mod?

2
Offtopic / paint by number ;-)
« on: April 11, 2021, 01:03:15 pm »
Played a small flash game ("Armor Picross 2"), that looked like an OXC trainer for evil pixie:  ;)

3
I would like to have a simple range multiplier for under water missions. Something like

Code: [Select]
  waterThrowRangeFactor: 1.0
  waterShootRangeFactor: 1.0

in global vars.rul or overridden in items.rul.

So if I think throwing of things should normally go half the way, I would set waterThrowRangeFactor: 0.5 in my vars.
And if I think these special grenades should fly only 40% of air range in water I would set for that weapon in items waterThrowRangeFactor: 0.4

And shooting range factor only reducing the max range values of the weapon (maxRange, autoRange, snapRange, aimRange).

Ok, waterShootRangeFactor is not really necessary, I guess I could limit weapons to land only or water only, applying different ranges.
But I would not like to give water grenades the triple weight in inventories only to make them fly less far.


That request is so simple and the problem so old, that I wonder if there is a solution already? But I can not find it, not in ruleset reference and not here in the forum.

4
Help / [solved] missionScripts: maxDifficulty
« on: July 20, 2018, 10:48:54 pm »
In missionScripts I can use minDifficulty for missions that should show up only for advanced players. But how can I script missions to show up only for beginners (some bonus loot to help them)?

I did not find something like maxDifficulty. Is there a workaround for this?

5
OXCE Support / [Solved] Interceptor with pilots that cannot land
« on: July 15, 2017, 08:35:55 pm »
How do I tell OXCE+ that this interceptor with pilot will/can/may not land, so it will patrol over a landed alien ship like the automatic interceptors without any pilots?

I tried in XCF:

Code: [Select]
crafts:
  - type: STR_THUNDERSTORM
    soldiers: 0
    pilots: 1

but that did not work, there was no screen for changing the pilot any more.

6
There should be no need to take the editor and search for the trainingStatCaps of the actual mod. And there should be no need to keep an eye on all the trained stats of all the good soldiers.

Instead, soldiers should be auto removed from the training facility when they can not train the skills of this facility any higher. And they should not be assignable again. Maybe with a 'done' entry at the end of the stats line, or something similar.

Maybe as a selectable option in the options menu, near the place where you can choose to auto remove wounded soldiers.

7
I think it would be great if there was an obsolete tag for entries in the research.rul section. Something like

research:
  - name: STR_OLD_GUN
    cost: 200
    obsolete:
      - STR_NEW_GUN
      - STR_SPECIAL_GUN

And if one of these two is researched, you can still use and sell your old stuff and find it in the pedia (if it was researched before), but you can not buy, manufacture or research that tech/item any more.

... or, if you like it the other way, something like

research:
  - name: STR_NEW_GUN
    cost: 500
    disables:
      - STR_OLD_GUN

Used in a mod that could clean up the lists. And you could make research more interesting, for example research of plasma basics could deactivate research of laser basics, so the player would have to decide how to play this actual game.

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