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Topics - MFive

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1
The X-Com Files / A Review, some Requests and Questions *Spoilers*
« on: April 11, 2018, 02:35:54 am »
Questions:
Are the minor lab buildings (HQ, BIO and INFORMATION) still required for all research types? can I just use the LAB?
Why does the large Living Quarters give extra storage and not extra living space?

Requests:
Large Manufacturing, so I don't have to build my eight small ones, I can just use two of these.
Access research materials from any base (with time delay for shipping)
Be able to higher soldiers after promotion 3 which have base stats the same that the GYM trains to but with a higher purchase and monthly cost.
    Because they are not agents, they cannot go under cover. When the game becomes deadlier, your highly trained veteran agents are more likely to die, this would help soften the blow somewhat.

Review:

Excellent mod, I love the X-Files feel combine with so many other elements, Cult of Dagon for example. The Tactical Scape feels very well balanced, working up to weapons which are actually useful takes quite a while, and it is great when you get Alloy clips. The Aliens themselves being well done, however, on my second UFO, I found Etherials and on almost every UFO after. Which leads me to the Geo Scape.

The I feel like base facility cost could be higher however, once I got Durathread i had very little problems with money due the the low cost of the bases. Only until I built 6 Raven Interceptors did I have issues, but these where eliminated by switching to Alien Alloys. this may be my personal opinion, but there is too many mission per month, I feel that fewer, harder missions would be better, and place more emphasis on the tactical scape, which is ware this mod really shines, and it would help exacerbating differences between weapons which have rather subtle differences.

Overall, I have very much enjoyed playing this mod, truly fantastic work.

2
The X-Com Files / Just Finished it
« on: June 20, 2017, 10:31:27 am »
Of all the games I have played, X-Com Alien Unknown (1994) is and always will be my favorite game, so I can never thank you or all the many people who helped make Open X-Com a reality, and those who contributed to this mod. Never can I say enough kind words for you all. Solarius Scorch, I must say, I truly love this mod you have crafted, it feels so much like the original game it was startling when I first began.

Let me know if you have any question, I will do my best to answer them.

*Results*
Spoiler:
Spoiler:

*Thoughts*
 - First, I had almost 200 million in liquid cash laying around, each month I was being given almost 80 million – This is a problem for balance IMO. Money was never of any concern, not once I got gauss
   cannons and workshops – they can crank money, and rail cannons are even better.
 - I only ever destroyed Black Lotus, Red Dawn, and Dagon cults never got anywhere with the others.
 - Access to light sources is super important, and I used Magnums for over two years because I needed to carry flashlights
 - You should be able to higher soldiers after promotion III
 - Make it harder to get to Cydonia, rail guns make it too easy
 - The first month into the Invasion (1999) I encounter Ethereals and Mutons, is this intended?
 - Juggernaut Armor is either too powerful, or the alien weapons are too weak, but I never lost a single agent in one such suit (18 + 2 tanks in Avenger)
   A plasma rifle, for example, can do a maximum of 96 dmg against such armor (80*1.5) *.8 = 96

*Questions*
 - Where was the flying suit? When I went to Cydonia, I had no research left
 - What happened to Fusion weapons? I did the research, but nothing after that

*Bugs*
 - Tormentor does not deposit two pilots in missions, only one (interceptor was shown on tacticalscape)
 - When I got to the second half of the Cydonia mission, one of my dudes spawned inside of a dividing wall, could not move. It never stopped his movement, making me have to quit Open X-Com, and load
    nearest save.


*Edit for proofing*

3
Work In Progress / MFive’s Mods
« on: September 04, 2016, 09:25:14 am »
There are a few different mods here, mostly just some things that I have been working on. The core concept of the mods is that they reverse the research order for laser and plasma weapons; i.e. Cannon > Heavy Weapon > Rifle > Pistol. The reason behind the change; when we develop new technologies, we start with fairly large versions, and progressively work to smaller versions.

Realistic Research Order – Laser:
The Lasers mod also includes Elerium-115 powered laser clips (modified Yrizoud’s sprites) which include E115 powered Aircraft cannons and base defense arrays. The new clips have an additional 10 pts of damage, and the elerium laser cannon has no additional damage, but features significantly improved range, and accuracy.

Laser Heavy Rifle:
Spoiler:
    NO AUTO SHOT
    accuracySnap: 55
    accuracyAimed: 100
    tuSnap: 25
    tuAimed: 50
    weight: 10
    compatibleAmmo:
      - HEAVY LASER CLIP
      - HEAVY ELERIUM LASER CLIP

    Normal Clip
    weight: 3
    power: 85
    damageType: 4
    clipSize: 10

    Elerium-115 Clip
    weight: 3
    power: 95
    damageType: 4
    clipSize: 15
Laser Rifle:
Spoiler:
    weight: 5
    compatibleAmmo:
      - STR LASER RIFLE CLIP
      - STR ELERIUM LASER RIFLE CLIP

    Normal Clip
    weight: 3
    power: 60
    damageType: 4
    clipSize: 15

    Elerium-115 Clip
    weight: 3
    power: 70
    damageType: 4
    clipSize: 20
Laser Pistol:
Spoiler:
    weight: 5
    compatibleAmmo:
      - STR LASER PISTOL CLIP
      - STR ELERIUM LASER PISTOL CLIP

    Normal Clip
    weight: 2
    power: 46
    damageType: 4
    clipSize: 20

    Elerium-115 Clip
    weight: 2
    hitAnimation: 36
    power: 56
    damageType: 4
    clipSize: 25
Elerium Laser Cannon:
Spoiler:
    damage: 70
    range: 40
    accuracy: 45
    reloadCautious: 30
    reloadStandard: 25
    reloadAggressive: 20
    ammoMax: 100
    rearmRate: 50
Elerium Base Defense:
Spoiler:
    buildCost: 500000
    buildTime: 29
    monthlyCost: 11000
    defense: 750
    hitRatio: 65


Realistic Research Order – Plasma:
The plasma weapons mod now requires interrogations from any soldier and to have researched Elerium-115, while possessing the item in question. Once researched, a human equivalent must then be researched, and then manufactured.

Realistic Trained Soldiers:
There are several takes on having trained soldiers, most recently (that I am aware of) by Reaver. While those mods are excellent, there are only a few improvements that I would personally want in my soldiers. So I calculated the cost/minStat and adjusted the cost from there. (can post calculations if anyone wants) The Veteran Soldiers mod changes the base soldier.

I also decided to include my debug mod. I don’t know if anyone will use it, I know there are actual debug features, but I don’t know how to use them, and I do know how to make rulesets which would do similar.

This mod uses the following:
Tarren Plasma Weapons (Shadow)
Laser Clips (Yrizoud, modified by me)
I recolored the laser clips to fit with trollworkout’s Matching Weapon Colors; I think they look amazing, and really add to the game.



4
Work In Progress / UFOPedia help
« on: August 30, 2016, 11:13:05 pm »
I am working on a weapon which rearranges the research order of plasma weapons, while combining it with Shadows’ terran plasma weapons mod. Everything is working fine for the most part, until I finish the research for the (human) plasma weapons and try to look at any of the UFOpedia entries for the newly researched weapons, at which point it crashes and I am not entirely sure why.

The crash log states the following:

Spoiler:
[30-08-2016_15-49-52]   [INFO]   Data folder is:
[30-08-2016_15-49-52]   [INFO]   Data search is:
[30-08-2016_15-49-52]   [INFO]   - C:\Users\*REDACTED*\Documents\OpenXcom\
[30-08-2016_15-49-52]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_15-49-52]   [INFO]   - C:\Program Files (x86)\openxcom
[30-08-2016_15-49-52]   [INFO]   User folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_15-49-52]   [INFO]   Config folder is: C:\Program Files (x86)\openxcom\user\
[30-08-2016_15-49-52]   [INFO]   Options loaded successfully.
[30-08-2016_15-49-52]   [INFO]   SDL initialized successfully.
[30-08-2016_15-49-52]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-49-52]   [INFO]   requested file not found: openxcom.png
[30-08-2016_15-49-52]   [INFO]   Attempting to set display to 3840x2160x32...
[30-08-2016_15-49-54]   [INFO]   Display set to 3840x2160x32.
[30-08-2016_15-49-54]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_15-49-54]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_15-49-54]   [INFO]   requested file not found: Shaders/scale4xhq.opengl.shader
[30-08-2016_15-49-54]   [ERROR]   Shaders/scale4xhq.opengl.shader: bad file
[30-08-2016_15-49-54]   [INFO]   Loading data...
[30-08-2016_15-49-54]   [INFO]   Scanning standard mods in 'standard'...
[30-08-2016_15-49-54]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\openxcom\user\mods'...
[30-08-2016_15-49-54]   [INFO]   Mapping resource files...
[30-08-2016_15-49-55]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-49-56]   [INFO]   Loading fonts... Font.dat
[30-08-2016_15-49-56]   [INFO]   Loading extra resources from ruleset...
[30-08-2016_15-49-56]   [INFO]   Data loaded successfully.
[30-08-2016_15-49-56]   [INFO]   Loading language...
[30-08-2016_15-49-56]   [INFO]   Language loaded successfully.
[30-08-2016_15-49-56]   [INFO]   OpenXcom started successfully!
[30-08-2016_15-49-56]   [INFO]   Playing flx, 320x200, 890 frames
[30-08-2016_15-49-58]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-49-58]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-50-09]   [INFO]   Mapping resource files...
[30-08-2016_15-50-10]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-50-10]   [INFO]   Attempting to set display to 3840x2160x32...
[30-08-2016_15-50-10]   [INFO]   Display set to 3840x2160x32.
[30-08-2016_15-50-10]   [INFO]   SDL_mixer initialized successfully.
[30-08-2016_15-50-10]   [INFO]   Loading data...
[30-08-2016_15-50-10]   [INFO]   Scanning standard mods in 'standard'...
[30-08-2016_15-50-10]   [INFO]   Scanning user mods in 'C:\Program Files (x86)\openxcom\user\mods'...
[30-08-2016_15-50-10]   [INFO]   Mapping resource files...
[30-08-2016_15-50-11]   [INFO]   Resources files mapped successfully.
[30-08-2016_15-50-12]   [INFO]   Loading fonts... Font.dat
[30-08-2016_15-50-12]   [INFO]   Loading extra resources from ruleset...
[30-08-2016_15-50-12]   [INFO]   Data loaded successfully.
[30-08-2016_15-50-12]   [INFO]   Loading language...
[30-08-2016_15-50-12]   [INFO]   Language loaded successfully.
[30-08-2016_15-50-12]   [INFO]   OpenXcom started successfully!
[30-08-2016_15-50-16]   [ERROR]   Failed to load item STR_ALIEN_ALLOY
[30-08-2016_15-50-16]   [ERROR]   Failed to load item STR_ETHEREAL_ENGINEER
[30-08-2016_15-52-08]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[30-08-2016_15-52-14]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Can anyone help? I have attached the current version of the mod.



5
Work In Progress / Research Dependency Problems
« on: August 08, 2016, 08:44:55 am »
Hello,

I am attempting to re-arrange the order in which the plasma technologies are unlocked, but it is not working. I am attempting to use

Spoiler:
- name: STR_PLASMA_WEAPONS
    cost: 130
    points: 20

to unlock (after interrogating an alien, but I haven't added that part for testing) this

Spoiler:
  - name: STR_HEAVY_PLASMA
    cost: 820
    points: 30
    dependencies:
      - STR_PLASMA_WEAPONS

I am not getting any syntax errors, at least none that I am being told, and when I finish Plasma Weapons, no technologies are unlocked (like Laser Weapons).

I would have consulted the UFOPedia, but their website seems to be down at the moment (502 error).

Any ideas?


6
Resources / My First Sprite
« on: April 02, 2014, 05:05:44 am »
i made (modified) this laser sniper rifle with the scope being Solarius Scorch's Item Levels more variability

this BigOb is based off of the laser sniper rifle, i made it because i could not find any blue laser sniper rifles, so i decided to try making my own

let me know if i got the color pallet right, and what you think about the spirit

EDIT: i noticed in my in-game use of the sprite, the color pallet does not seem to work, it looks like tye-dye any help or advice on this?

7
Work In Progress / armour damage modifier help
« on: March 30, 2014, 06:25:41 am »
what do all of these numbers represent? from what i gather they modify the damage your soldier takes, but are high numbers bad? i would assume that 1 is standard damage and that 0.0 is no damage taken, i.e, immune to that damage type

Quote from: Personal Armour
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 1.0

can someone help me with which damage types they represent and or weather i am wrong in my thinking in the way that the damage modification works?

8
Troubleshooting / Battle Generator glich
« on: March 30, 2014, 12:41:57 am »
When you generate a battle scape mission from the main menu, you cannot select armours for your soldiers, there is simply 'none' as option

let me know if you want save

Git: 2014-03-29 2329

EDIT: Additionally you cannot change the craft that you load your soldiers into

9
Work In Progress / UFOpedia questions
« on: March 23, 2014, 10:52:52 pm »
I am working on my mod, and when i research my item, it crashes when i try to view the UFOpedia

UFOpedia part
Quote
ufopaedia:
  - id: STR_AI_Moduel
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_AI_Moduel_UFOPEDIA
    requires:
      - STR_AI_Moduel

extraStrings part
Quote
extraStrings:
  - type: en-US
    strings:
      STR_AI_Moduel: AI Moduel
      STR_AI_Moduel_UFOPEDIA: Designed to be similer to the Mind Probe, the AI moduel allows the user to controle a device at the other end of the connection.

i know there are typos in the entry but i will fix that later

let me know if there is any other info that you want about the mod

any help would be great

10
Suggestions / Psi Lab modification
« on: October 23, 2013, 07:17:39 am »
Is there any chance that we could change what stats the Psi lab alters? this way we could make gene splicing labs for our soldiers :)

11
Work In Progress / A Few Questions
« on: October 02, 2013, 05:40:14 am »
Question #1
i was wondering, are advanced options added via ruleset, or .cfg file, if one of these, how do i add them?

i have a mod brewing, but not sure how far it can get givin my extremely limited experience, was thinking that is a start adding these(as i planned on its features be optional) at the start it would be easier

Question #2
as explained above, i am very new at this so, can i ask what is wrong with this ruleset that i am working on, the problem is an 'illegal block entry' on line 20, column 4. i simply don't understand what the problem is, i have copied the code from the main ruleset and simply changed what research is depending on what research

12
Suggestions / Craft Repair
« on: September 03, 2013, 12:51:55 am »
It would be cool if we could repair our craft with engineers to get them back up faster, maybe our super damaged avengers would not take so long to repair then.

13
Work In Progress / Nation Funding
« on: August 12, 2013, 08:05:28 am »
not really sure where to post this question, but as it is related to modding, i thought hear would be fine.

not really sure how to change the funding cap in the rule set, for US it is 10,000 is it 10,000x100? that would = 1,100,000
if this is true, the funding is off from the chart shown https://www.ufopaedia.org/index.php?title=Country_Funding_(EU)
as according to the chart, the US should have a funding cap of 1,200,000

14
Programming / Manufacturing
« on: May 10, 2013, 03:43:30 am »
i am not sure where to put/ask this so please feel free to move to appropriate place if it is not already there

can we make the same thing at more than one base? i am using TFTD manufacturing rules but i don't know if that will make a difference

i am trying to make laser cannons at 2 bases atm

15
Programming / soldier gen
« on: October 04, 2012, 02:36:10 am »
would it be possible to make it so the soldiers are generated in a different  range the the max stat section in the .ruleset?

i am trying to make it so that your soldiers can lvl up to 200TU's(have been trying to let me soldiers become all that humanity has to offer, the 200m dash record would have needed 200TU's to make it in 9.6 seconds(correct me if i am wrong on that) but they just spawn with tons of TU's(i got one at 200 O.o) and was wondering if that was possible, thanks for the amazing work you guys have done

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