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Topics - HinterDemGlas

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1
EDIT: Revised, tested. Happy Easter!

Born out of this thread, as something I would like to do for this mod, I made a "medic stat" that grows with healed wounds and increases the HP restored with every heal. After mixing up all the very similar variables ten thousand times I finally got it to work! Please take a look at it and let me know there is an obvious problem with it. Thanks to Yankes and everybody else working on this project and all the modders for providing examples I could borrow.

(attached file identical to the below code)

Code: [Select]
commendations:
  - type: STR_MEDAL_MEDICAL_STAT #healed lethal wounds
    description: STR_MEDAL_MEDICAL_STAT_UFOPEDIA
    sprite: 5
    soldierBonusTypes: [STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_1,STR_MEDIC_BONUS_2,STR_MEDIC_BONUS_2,STR_MEDIC_BONUS_2,STR_MEDIC_BONUS_3]
    criteria:
      totalWoundsHealed: [10, 20, 30, 40, 50, 60, 70, 80, 90, 100]
     

extended:
  tags:
    RuleSoldierBonus:
      TAG_MEDIC_PLUS: int
    BattleUnit:
      TAG_MEDIC_STAT: int
  scripts:
    applySoldierBonuses: # apply tag
      - offset: 14
        code: |
          var int bonus_temp;
          var int soldier_temp;
         
          soldier_bonus.getTag bonus_temp Tag.TAG_MEDIC_PLUS;
          unit.getTag soldier_temp Tag.TAG_MEDIC_STAT;
          if gt bonus_temp soldier_temp;
            unit.setTag Tag.TAG_MEDIC_STAT bonus_temp;
          end;
          return;
         
    healUnit:
      - offset: 15
        #*** extra Healing ***
        code: |
          var int medic_stat;
         
          actor.getTag medic_stat Tag.TAG_MEDIC_STAT;
          if gt medic_stat 0;
            if eq medikit_action_type 1;
              add health_recovery medic_stat;
              debug_log "Medic Stat used. " medic_stat " extra HP for a Total of " health_recovery;
            end;
          end;
          return;
         
soldierBonuses:
  - name: STR_MEDIC_BONUS_1
    tags:
      TAG_MEDIC_PLUS: 1 
  - name: STR_MEDIC_BONUS_2
    tags:
      TAG_MEDIC_PLUS: 2
  - name: STR_MEDIC_BONUS_3
    tags:
      TAG_MEDIC_PLUS: 3

2
The X-Com Files / [submod]Cryptic Butchery(0.4.0)
« on: March 22, 2024, 04:31:39 pm »
I just had the Dr. Alpha mission and it was fun-- two of my agents were flanked by an Asmodean Cobra while running from a Shambler, that kinda thing. I hate the fucking vents, though, 35+ rounds because a werewolf ate my dog ::)

So I took all of the adorable murderous specimen alive, except for a few very fragile bats and beetles, and was finally annoyed enough by the crafting recipes somewhat punishing that approach to make a small adjustment: this mod.

This mod allows you to craft:
-Mongorn Anzug
-Bio-electric Tazer Clips
-Quillbow
-Dart musket
from living creatures- Wild Mongorn, Muckstar, Spikeboar and Bullfrog (still didn't find any of those) respectively. Mongorn King and similar variants may not work, and I only tested the Anzug and the taser ammo, sorry.

I may add other creatures- not sure what the situation with Synth muscle and anti-grav modules is for example. I will probably not add crafting recipes to turn live beast into corpses, because a) clutter and b) getting one corpse for autopsy has never been a problem for me.

3
The X-Com Files / [submod] Medical Medals (0.2.2)
« on: March 17, 2024, 11:36:14 am »
Update 0.2.2: Spanish translation. Ukrainian translation fixed. Let me know if you spot an issue!
Update 0.2.1: Ukrainian translation. Russian translation fixed.
Update 0.2.x: German and Russian translations.

I've used dedicated medics for a bit and they don't get any commendations for their heroics. Here are some purely ornamental medals, no stat changes, no gameplay effect, for combat healthcare.

There is a commendation for healing wounds (rank 10 at 200 wounds, maybe too low) one for raising the unconscious, and a silly one for using all 3 medical devices in the same mission. I would've liked one for self-healing and one for stimulant abuse but there isn't any straightforward way for those.

The art isn't great because I still need to figure out how palettes work. Also I forgot to test this with sprays and drones. Let me know if there are any issues, please. I may make a version with mechanical effects later, but that would require some long term in-game testing so don't hold your breath!

4
The X-Com Files / [submod] Tritanium Bullet Mill (0.2.0)
« on: March 05, 2024, 10:14:32 pm »
UPDATE: It has a Basescape sprite now! Still based on General Stores, but far more cluttered, in the purple blue of AA magazines, and with a little work station in the center. The map for base defense remains unchanged. Next is translations, and then bolts.

My own latest play-through isn't anywhere near that part of the game, but I've seen comments on Tritanium ammo being heavily depreciated, because of the limited alloy supply, more crafting projects and the pushed back Alloy Foundry. I don't know if that's really (still) the case but if so that's regrettable. In my last game (way back when *shakes EXALT master cane*) Trit ammo was sweet, made mid-game kinetics like the UAC Rifle worthwhile and plugged a bit of a power gap until I got reliable lazrs and brainweapons. So just in case I decided to make a tiny submod. If it's not needed, it's still a good exercise.

I want Trit ammo production to cost an investment in alloys, but not running (alloy) costs: a bullet is much smaller than a suit of armor, and incredibly much smaller than a fighter jet. And unless you shoot it into an escaping space ship, you can probably pay a guy with a metal detector to recover most of those bullets for recycling. So I would argue two Ravens worth in Tritanium, 100 units, should cover all of your small arms ammo needs in a normal XCF campaign. Let me know if you disagree!

This mod:
-changes the UFOpedia entry for Tritanium Ammo to explain itself, please read it
-makes Tritanium Ammo research unlock a new facility which costs 100 Alien Alloys
-makes all Trit Ammo crafting projects require this facility
-removes the Alien Alloy cost from all Trit Ammo crafting projects, except certain heavy munitions and crossbow bolts and throwing knives. Minigun and LMiniG and HMG have their Alloy cost reduced to 3 and 1 and 1 respectively. Still too low, you know the Heavy quote.

And that's all for 0.1.0. I will try to figure out how to give it a better map soon and maybe do something about the "primitive" weapons. Also you may or may not be able to sell that ammo for absurd profit? I need to test that, $ costs should probably go way up. If I ever get this far in my own campaign and decide this was a good idea I will revisit and rebalance it (maybe the shop should reduce your workspace limit or something similar annoying?). And if possible add a variant only for Superhuman that is size 3x3, costs 10000 Alloys and attracts retaliation missions :P

Please backup your save and report all bugs if you try it out! I would be grateful. I used my own old weird endgame save for testing and almost certainly missed something!

5
The X-Com Files / German Translation at 100%
« on: August 27, 2021, 03:45:42 pm »
The German translation of the X-Com Files on Transifex is now at 100% (Unreviewed)! I assume this means the next update will have that translation (minus, of course, the strings changed in that update) but I don't know how it works on the dev end. I may be able to whip up a language file before that if anybody is interested.

I think I translated just under 5000 of the 7724 strings, but of course I used the X-Com, TFTD and Final Mod Pack strings where applicable. Thanks to all the other participants!

This doesn't mean the translation is really done, of course. Given that I didn't have a proofreader there are going to be typos, inconsistencies, grammar errors and word errors in there. Some of the translations, especially those I did while sick, read extremely stilted and overly close to the original. Some texts are probably too long for their windows. And then there are the exciting new changes with every update... Feel free to correct any of those on Transifex, or simply message me! I was planning on replaying XCF to find the errors, but I don't think I will have the time to start finish a playthrough over the next months.

I would like some input from German-speakers on a couple questions...
Spoiler:
Wie übersetzt man Red Dawn? "Rote Morgenröte" is pleonastisch doppelt gemoppelt. Den englischen Namen will ich für eine Post-Sowjet-Organisation aber nicht stehenlassen.

Ich habe "Smart-"(gun) weitgehend mit "Digital-"(waffe) übersetzt. Einwände? Bessere Vorschläge? Meine Abneigung gegen das Wort "smart" ist vielleicht zu stark.

Der Spieler wird mit "Sie" angesprochen, da fast alle intra-diegetischen Texte entweder in einem "beamtlichen" Berichtsstil verfasst sind, oder von para-militärischen Untergebenen. Sollten die extra-diegetischen Texte (Anleitungen etc) den Spieler duzen?

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