Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Phezzan

Pages: [1] 2 3
1
Work In Progress / Re: Animated gifs
« on: August 02, 2013, 05:41:51 pm »
Yes the hover tank uses a series of sprites in TANK.PCK.

2
Suggestions / Re: UFO Defense Extended Features
« on: July 24, 2013, 05:27:18 am »
Nah - he just has magic  glowing fingers. :)

3
Yes. I did that.

You can either force a thing down with a high ListOrder or (I believe) there is enough space between each item for 9 new items.

I've done both - but admittedly I magnified the modOrder increment by 10 out of the fear that the number of Xcom1Ruleset items puts the later stuff in the range of the first mod.

I might not fully understand that order generator though.

4
Open Feedback / Re: *gasp* It's so beautiful!
« on: July 23, 2013, 06:22:03 am »
I totally agree with everything above.

My elation over the Firaxis remake turning to sadness over its simplification...

Joy at being able to mod the game, not just with a hex editor, but to add new weapons, tanks, anything.
More Joy at being able to tweak the source code to add/remove/change all those other little things.

Come to think about it... I've been waiting for this game longer than any other. 
(although a decent Master of Orion successor is a close second)

Thank you SupSuper, Warboy, Daiky and everybody.

5
Suggestions / Re: UFO Defense Extended Features
« on: July 23, 2013, 05:50:47 am »
Alien Bleeding: aliens take fatal wounds too (this may already be in OpenXcom, but I'm just putting in here just in case)

This is really easy to do.
I should do it - I just need to tweak one line and add an option.

Phez

6
I also wanted to alter the weapons loadouts of the aliens.  Something like Mutons always have Heavy Plasma, Sectoids only have Plasma Pistols except for Leaders/Commanders who you carry rifles; stuff like that.  However, I didn't see any way to make those kinds of changes.  I saw how I could change UFO loadouts but nothing that I could specifically target alien loadouts.  Would be happy to be enlightened as to how to do that if it's possible.

search the ruleset for
Deployments:

sadly it is determined by mission and techlevel, not race - so your idea requires code changes...

7
Suggestions / Re: Making the alien mindprobe useful for the aliens?
« on: July 23, 2013, 05:39:32 am »
well - one obvious use is to mark which of the XCom soldiers have exhausted reaction fire and allow the AI to ignore them for purposes of taking cover.

I can think of a bunch of other stuff - but that's probably the biggest and easiest.

Next is probably - focus fire on the guy that's holding a primed grenade and standing next to all those other guys.
That seems a little advanced...

8
It's easy to use the overkill damage to change the likelihood that a power source is destroyed.

I've done it - and yes I keep cannons around for small UFOs.
I also randomized the amount of elerium in the power source slightly.

Please do some of this >random exterior damage< ... That would rock and allow interesting missions.


9
Open Feedback / Re: Higher difficulty - alien blaster bomb abuse?
« on: July 23, 2013, 04:23:34 am »
I forget the timing, but there's an element of randomness to it.

Play another month or two.   I know they'll show up - and By The Way, they tend to fire as soon as there's an unobstructed path from the command room to your soldiers and you've passed the 2nd or 3rd turn (I don't remember).


10
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: July 23, 2013, 04:10:32 am »
? Are you playing 0.9 or the newest source control.

AFAIK there are at least two differences between 0.9 and current:

- an inconsistency between the AI's evaluation of your psi defence and your actual psi defence.
  I believe 0.9  assumes  you're  slightly stronger than you actually are.
- a newer build doubled the range penalty.

These were relatively small changes - I doubt they'd prevent you from getting psi attacked ... but
If your entire squad has good Psi Strength, I could see it not bother attacking.

Roll a random battle against Ethereals - They will Psi you unless you've hit some horrible bug.

11
Troubleshooting / Re: Elerium issue
« on: July 23, 2013, 03:55:29 am »
I've never seen this behaviour...  admittedly I didn't play the 0.9 version very long before grabbing the most current source.

Where did the game tell you the amount of intact Elerium?

It is possible the Elerium was destroyed during the mission - were there any explosions near the Power Source ?
Elerium has a low resistance to explosions

12
Work In Progress / Re: is modding reaction mechanics possible?
« on: July 23, 2013, 03:48:03 am »
Yes - in fact the system once worked like that.

Basically there's a checkReactionFire function (that might not be the exact name).
It calls getSpottingUnits() to get a list of guys who might 'react'  and then walks this list to fire reaction shots.

For your purposes you just need to return early after the first guy successfully fires a snap-shot.

It's like a 1-2 line change.

really easy.

I could go on about the sheer amount of redundant operations  in that function, but it's not very important.
Personally I rewrote the whole thing, but the result is very similar to the original.

13
Work In Progress / Re: New soldier?
« on: July 21, 2013, 01:43:16 am »
Well in that case, you need a second set of min-max stats and then you'll modify Basescape/PurchaseState.cpp::btnOkClick()

The for the stats you'll need another soldier in the ruleset - right now there's only 'XCOM'.
You can copy that chunk into a new rule file, and rename it to 'WEAK_XCOM' or something
Code: [Select]
soldiers:
  - type: WEAK_XCOM
    minStats:
      tu: 40
      stamina: 30
      health: 20
      bravery: 10
      reactions: 20
      firing: 30
      throwing: 40
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 10
    maxStats:
      tu: 50
      stamina: 50
      health: 30
      bravery: 40
      reactions: 40
      firing: 60
      throwing: 60
      strength: 30
      psiStrength: 100
      psiSkill: 16
      melee: 30
    statCaps:
      tu: 80
      stamina: 100
      health: 60
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 0
      psiSkill: 100
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14

14
Programming / Re: Many bases with many workshops
« on: July 20, 2013, 10:35:27 pm »
The numbers are used in the Geoscape (time) but not the Basescape.

Still I would love to see 'Manufacture of Widget complete at bunker 3' and press 'F3' 'M' to go right to it (also a 'allocate manufacture' button would make sense on these messages).

15
Work In Progress / Re: New soldier?
« on: July 20, 2013, 10:32:39 pm »
You will need to edit the source and recompile to make a second type of purchasable soldier.

There's probably a lot of other mods that you would enjoy that would be easier to accomplish.
Brainstorm a bit and if you're set on it I'll help you out.

Note: the SkyRanger costs 600,000 per month. Each Interceptor costs 500,000 per month - if you have money problems aircraft is probably your most significant cost.

Phez

Pages: [1] 2 3