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Topics - Vangrimar1

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1
OXCE Suggestions DONE / [DONE][Suggestion] Interception protection
« on: August 26, 2020, 10:47:46 am »
I would suggest adding the ability for X-com vehicles to avoid interception by UFOs. This feature would come in handy for many mods, for example for creating hidden UFO detection squads or stealth interceptors. I would very much like to see such a possibility on the cars of X-com files. Logically, such targets should not attract the attention of aliens, and they should not send a gunship to destroy them.

2
Help / Random placement of mines on the map
« on: July 09, 2020, 06:51:24 am »
Is it possible to implement the placement of mines (or anomalies :)) on the map in random order when generating the map?

Another question: I wanted to make an explosive device for a terrorist, which would be in the enemy’s inventory and exploded in a few moves, but so that it could be neutralized. I used a script
scripts:
      createItem: |
        item.setFuseTimer 5;
        return;
but in this case it cannot be discharged. Is it possible to make cocked explosives in the inventory of the enemy with the possibility of clearance?

3
Help / Zombie Attack
« on: April 04, 2020, 05:07:26 am »
Is it possible to make the attack of krissalid not turn into zombies with one blow, but depend on armor. If the armor is not broken, then there is no turning into a zombie. I would like to add virus infected zombies that infect others when bitten. But they should be dangerous only to unprotected soldiers.

4
Resources / New base facilites
« on: April 01, 2020, 05:01:56 am »
Hello! Made several new base modules. I think they are suitable for mods in the style of post-apocalypse. There is a large refuge cave, a small living cave, a commander’s bunker, a gangster brothel, a greenhouse, an occult laboratory and an gun tower. Most of the resources are taken from the X-com files and X-pirates mods, many thanks to the authors. Fully compatible with X-com files at the moment.

5
OXCE Suggestions Rejected / [Rejected] Exceeding the limit of 8 bases
« on: April 01, 2020, 04:11:24 am »
Rejection reason: after long discussions, it was decided that this is an unwanted feature (not even as optional feature!)


Somewhere on the forum I saw an old topic about how good it would be to have more than 8 bases. I fully support this topic. I think this restriction is not substantiated in any way from the point of view of the game logic. I beg dear modders to add this feature to the game. Let everyone decide how many bases he needs. :)

6
Help / Question about cutscenes
« on: March 31, 2020, 04:54:10 pm »
When playing slides, white borders appear on the sides. It doesn’t look very beautiful. How can I stretch the slide to full screen, if possible. Sometimes the border color is black. How will he be on all slides?

7
Help / Fire damage while walking
« on: March 25, 2020, 12:45:12 pm »
It is strange that units do not receive fire damage when they walk on it in the current turn. Can this be fixed?

8
Help / Body Shooting
« on: March 22, 2020, 02:24:32 am »
Is it planned to add the possibility of targeted shooting at various parts of the body? The mechanics of the game support such damage. One could use the redesigned first aid kit interface for any kind of shooting.

9
Help / Disposable Interceptor
« on: March 20, 2020, 02:10:52 pm »
Is it possible to use the mechanics of self-destruction of a ship to create a cruise missile? I want self-destruction to be forced to launch during the interception, regardless of the outcome of the battle.

10
The X-Com Files / Arc about the Nazis
« on: March 15, 2020, 08:38:36 am »
It's great that there is the beginning of a new arc about the Nazis on the moon. But for an early game, you can use the idea of ​​a Nazi base in Antarctica. Conspirological theory claims that there is a secret Nazi base in the New Swabia region.

11
Help / A few questions
« on: February 21, 2020, 06:00:47 am »
1. Is it possible to make enemies appear on the map not immediately, but after several moves?
2. Is it possible to add a unit to the battlefield that would be hostile to all factions, something like a berserker?
3. Is it possible to change the radius of the sensing mine? For example, only on the cell where it lies, like a trap?
4. Is it possible to make night vision a property of armor, and not a general option? (useful for hardcore lovers). :D
5. Is it possible to add an X-Com vehicle to the ability to avoid the attacks of enemy UFOs, for example, the stealth property.
6. It would be nice to add to Craft Weapons the ability to change the amount of cargo that a transport can take .

12
Help / How to track a segmentation fault?
« on: February 17, 2020, 02:48:04 pm »
During the generation of a random battle, a "Segmentation fault?" error is very common. How to find out what exactly causes it? It uses X-Com Files and a mod of its own assembly.

13
Help / Problem with new facilites
« on: December 07, 2019, 02:30:07 pm »
I tried to change the input elevator and there was such a problem. Elevator resources taken from the Land of Sands mod. How to correctly add a new part of the base?

14
The X-Com Files / Monsters like Kaiju
« on: November 28, 2019, 09:58:27 am »
I have an idea to add UFOs in the form of large monsters to the globe. There are two questions: 1. How to make monsters appear only in a certain region, and not throughout the globe. 2. How to make it so that they are actively looking for the X-Com base and, when attacked, 100% neglected it. I did a mission to attack a giant worm on a base, but I don’t know if it will work.

- type: earlyWorm Attack #нападение червя на базу
    firstMonth: 0
    executionOdds: 40
    raceWeights:
      0:
        STR_GIANT_WORM: 100
    missionWeights:
      0:
        STR_GIANT_WORM_ATTACK_MISSION: 100
    useTable: false
    startDelay: 20

 - type: STR_GIANT_WORM_ATTACK_MISSION
    points: 0
    objective: 4
    spawnUfo: STR_GIANTWORM
    retaliationOdds: 0
    raceWeights:
      0:
        STR_GIANT_WORM: 100
    waves:
      - ufo: STR_GIANTWORM
        count: 1
        trajectory: P0
        timer: 9000

- type: STR_GIANTWORM # Гигантский червь
    size: STR_VERY_LARGE
    modSprite: UFOGiantWorm
    damageMax: 1000
    speedMax: 50
    accel: 1
    power: 500
    missilePower: -1
    range: 1
    score: 500
    reload: 20
    sightRange: 500
    avoidBonus: 5
    breakOffTime: 600
    hunterKillerPercentage: 100
    huntMode: 2
    huntBehavior: 0
    radarRange: 10
    radarChance: 15


15
The X-Com Files / XCF Cyrillic Names question
« on: November 22, 2019, 07:55:44 am »
I installed the XCF Cyrillic Names question mod and it works great. But when I tried to add names for my new soldier, they are displayed like this: ????????. How to add names in Cyrillic?

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