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Topics - mrcalzon02

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Fan-Stuff / Hi new guys saying hello!... and thank you.
« on: August 29, 2017, 01:17:38 am »
Hey, i just wanted to post somewhere a massive thanks to this whole community so far, you lot have been super helpful with my mmmmany questions/problems. i fully understand you are all here doing what you do for *FREE* in your spare time or stolen moments at work. i am glad to be able to poke things that haven't been done before with Xcom,(this games been out forever i just thought somebody had to have done all this before...) still a noob when it comes to editing within xcom tools sets and limits so i will probably derp, alot.. also sorry for breaking forum Etiquette by nerco rezing a number of posts, (i promise i wont make a habit of it, i swear!) i just needed some help and had no clue how to best get help. i have since learned that i should just start a new topic and describe the issue as best and thoroughly as i can which will help direct others with similar/associated problems to be able to use forum search for the problem in the future and hopefully find the associated solution.

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Work In Progress / Base defense Reqires 2 height blocks?
« on: August 28, 2017, 12:32:37 am »
Oookay. hum so the base defense mission seams to require Just 2 tall map segments, how would i change that? just finished designing vanilla base tiles with a whole 2 extra levels for "surface facility" but it can not use them...   

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Resources / Some Custom Xcom base Sprites in PNG
« on: August 27, 2017, 09:22:16 am »
here are some sprites to work with for people who know how to use them!
Blank and extra bits.
For any who want it.
Basebitspck.png is the source which i got from the wiki.
2 is a set of empty rooms. some blank/empty rooms with Black and White/Template Craft.
3 is some custom Sprite work i have made. Includes  Hydroponics Farm, Cryogenics-pods, Reactor room, Mine shaft, gardens, Park, alternate/clean hanger, swimming pool/water tank, bulk storage,cafeteria, Liquids storage with barrels.
 If anybody can use these to make awesome stuff please do so :)
May post more soon. now if i can just get the map editors working i might even make the map tiles for these unless someone beats me to it.(did it now in attachments)

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just some thoughts and questions about what is possible or could be possible.
 I have no idea of any of what i'm talking about is even possible much less supported...

1.has any one tried adding (Shields  Belts) as an item or (personal shields) as a stat?
-sheilds retro engineered from ufos? or built from scratch?
-Works-another mod already adds

2.what about  a mana/psi pool stat  and spells/weapons that draw power to fire/activate?
-medieval fant or sci fi base spells and powersish?
-Works-another mod already adds

3.abilities or items that spawn temp/disposable unit/units in the battlescape?
-like reinforcement flares which calls random help from local military? or Signal beacons which create temporary holo-units or beam in more aliens?  wouldn't it be cool to be down to half a squad in a mission gone sour but pop some emergency smoke and have some tanks roll in with some rando soldiers which you can use for a mission and never see again? maybe they cost an ass load to pay for the support?...sigh that would be a shite load of sprite work...but worth it.(Might make tank HWP sprites for the heck of it.)
-Tanks like normal tanks, like HWP but cheaper and more shit.  along with random soldiers with a rifle with 5 rounds and a grenade.
-Work in Progress-another mod is adding but no idea when...

4.player built safe havens for civilians? like a base but different modules? having different modules provides different buff/debuf to
base/income/units?
- say fluf wise a X-com evacuation program. which would some day lead to -xcom apocalypse- domed cities.maybe they face base assault more often?( better higher priority target?)
like building an alien colony but xcom.
Civilian room types That Cost negative amounts of cash in the existing system, civilian quarters? (living quarters/workshops/landingpad)(Also, would having civis spawn on base def kill the universe?
-works-Built simple demo mod.

5. Adding xcomBase Surface level to base defense maps?
- would it even work(*update* maybe)
- perhaps adding surface layouts to Each room type?have random for empty(dirt) tiles?(always wanted to see what the surface of the Xcom bases would look like.)
-great excuse for map makers to make more xcom themed map stuff... Just Thought of a Quick'n'dirty way to do it, by adding a Third&fourth "top" level to all Xcom default base facilites? Even the "Dirt" map maybe using urban to make a Surface type things..(will try later and post results.)
/|\
*update**AAAAAAHHH*, okay, doing this requires rebuilding all prebuilt nodes. all of them...)
Also need to edit the mission call to ask for 4 tall map tiles not 2.
Tileset loading error/limit in base def mission? *more research needed* see image for reference.

6. option to retake/reclaim lost bases?
-possible to save base info as a new alien colony?
-have the base info restored after successful mission  to retake it?

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Work In Progress / (Soliders+) Updates
« on: August 23, 2017, 12:43:27 am »
Any requests?

(FIXED)getting the following error on load. Ymal-cpp:error at line 20, column 3: end of map not found.
But there is nothing there... and in the previous version of the same file, There's nothing there to! but it works!
believe somewhere along the line i have been a giant idiot... Plz help! i don't know what i broke?
 http://www.yamllint.com/ calls it vaild... so did https://yaml-online-parser.appspot.com/
 :(
The lines being edited are Nowhere near that line, and are name swaps in certain places for lawName and vetName
Tired Copy pasting lines 17-28 From the File that works into the the file that does not...
*Update*
(Crap reading wiki and it might be encoding? checked notepad+ encoding and it was on  UTF-8 without BOM. Changing to the option below that  UTF-8.)
*Update* nope still same error....would updating to the newest nightly help?

*Update* adding zip of WIP Version.1.2 in attachments For much smarter people to look at...

*UPDATE For Record* -FIXED- error located in sub-file at same line and column by Meridian. 

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Released Mods / Soliders+
« on: August 13, 2017, 12:05:39 am »
Based on LM2000's mod,SoldiersExtended. This adds new types of soldiers to Recruit as members of the "Elite" unit that is X-com.
 "Freedom Fighter" Civilians recruited from Terror mission combat zones that seam to "excel" at melee combat.
 "Law Enforcement"(Custom names) Recruiting from local police forces that have been exposed to the Alien threat.
 "War Veteran"( Custom names ) Veteran of humanity's many domestic wars and conflicts.
 "Clone Warrior"( Custom names ) Fresh from the shadowy X-com Cloning vats.
 "Andriod Warrior"( Custom names ) Constructed being's built for combat.
Recruiting from different Groups of "people" each have different Costs , salary, stat ranges, Even Custom name groups for some sets of recruits.

I would also love to pad the custom names list out with more names of Androids and clones From literature and other sources.  For ease of translation/addition  i have the .nams separated into their own folders.
i don't know would it be fun to have clones and androids come from different nations just like others or would it be more helpful to keep them separate?
Leaving them the same as soldier's allows them to be equipped as  normal, with armor or weapons as preferred.

Updated  to 1.2
-Change log
 - Added custom names for "Law Enforcement" And "War Veteran"
 - Added Custom Flags for "Android" and "Clone" Groups  For an attempt at Compatibility with Celebrate Diversity mod. in Resources/Flags

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