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Messages - AzureSkye

Pages: [1] 2
1
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 19, 2014, 01:44:47 am »
Any chance we will see a fully expanded armory mod to complement these?

There's already your alien armory mod, what about ballistics and lasers? :D

2
Work In Progress / Re: Better penetrators
« on: June 23, 2014, 01:43:15 am »
Check the Alloy Ammo mod

3
Released Mods / Re: [WEAPON] Gauss Weapons 1.0
« on: June 18, 2014, 04:10:50 am »
Hello!

I see your point. Well, the sprites are stolen directly from TFTD... OK, not exactly, I made them a little better. I'll try experimenting with this maybe, but what you're talking about is hard and difficult bitmap drawing, so I'll get to it when I have the time.

There's nothing like an "AP value" in the game. Gauss weapons simply use AP damage type, just like normal human rifles and pistols. Gausses are generally stronger than lasers in terms of damage values, but AP damage type is usually not as good as laser damage type, because aliens tend to be more resistant to it. (Also Gauss weapons don't have auto fire mode, since it would melt their barrels.) I hope I made them roughly comparable.

With the sprites, maybe just shifting the color palette in GIMP or Photoshop? I don't know shit about making art.

And for the damage, I wish we could do better damage modelling. I imagine Gauss and Laser rifles being roughly equivalent, with Gauss weapons having serious anti-armor properties (more damage to tanks/heavily armored things) and Lasers having some thermal properties (more damage to unarmored things). Oh well. I like the mod and think the weapons look super spiffy. Personally, I think Gauss weapons would probably come first before Lasers (Power supply issue vs PS and Blooming)

4
Released Mods / Re: [WEAPON] Gauss Weapons 1.0
« on: June 14, 2014, 02:53:03 am »
1) The models are a bit on the bright side. They look like they are brand new, never used RichBoy toys. Maybe dim them a bit? Add some yellow to that white tone?

2) What exactly is the difference with Lasers? You don't really specific in your description. I thought I remembered these having higher AP values?

5
Work In Progress / Re: (Help/Inquiry) - Council Funding Changes
« on: June 10, 2014, 01:23:01 am »
I believe XCom has always allowed to you to play as long has you have the cash.

6
Work In Progress / Re: [HELP] Deployment order error
« on: June 10, 2014, 01:22:49 am »
Oh bugger, I knew it'd be something silly. I seem to be running into all sorts of "I am not a bright man" moments these days

Edit: Okay, it parses now, but it doesn't seem to actually effect anything. Did I miss something?

Code: [Select]
crafts:
  - type: STR_AVENGER
    deployment:
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [3, 10, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [6, 10, 1, 0]
      - [3, 11, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [6, 11, 1, 0]
      - [3, 12, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [6, 12, 1, 0]
      - [3, 13, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [6, 13, 1, 0]
      - [3, 14, 1, 0]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]
      - [6, 14, 1, 0]
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
      - [4, 16, 1, 0]
      - [5, 16, 1, 0]
    repairRate: 5

7
Work In Progress / [HELP] Deployment order error
« on: June 09, 2014, 06:32:24 am »
Hey, I need some help. I'm trying to create my first mod to adjust the Avenger's deployment, but I keep getting this error:
Code: [Select]
yaml-cpp: error at line 3, column 15: illegal map value
The code I'm trying to use follows, but I get the same error if I copy and paste out of the XCOM1Ruleset.rul file.

Code: [Select]
crafts:
 - type: STR_AVENGER
    deployment:
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [3, 10, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [6, 10, 1, 0]
      - [3, 11, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [6, 11, 1, 0]
      - [3, 12, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [6, 12, 1, 0]
      - [3, 13, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [6, 13, 1, 0]
      - [3, 14, 1, 0]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]
      - [6, 14, 1, 0]
      - [4, 15, 1, 0]
      - [5, 15, 1, 0]
      - [4, 16, 1, 0]
      - [5, 16, 1, 0]

Pulling out the ":" in question allows the mod to run, but doesn't change the deployment order

Additionally, the Skyranger doesn't appear to have a deployment order defined in XCOM1Ruleset.rul. Which just seems odd.

Any ideas?

8
Suggestions / Re: Custom Difficulty
« on: May 17, 2014, 02:44:00 am »
Yeah, but I figured if anyone else wanted to tackle such an idea, they are more than welcome to. I have a basic understanding of C++, so it's more of a tedious refresher. Besides, I'm fairly good at finding strange things.

Thanks for the advice, Shoes. :)

9
Suggestions / Re: Little annoyances that should be fixed before 1.0
« on: May 17, 2014, 02:07:37 am »
Honestly, the whole interface could use a good stream-lining. May not be 100% original, but it'd be more fun

10
Suggestions / Custom Difficulty
« on: May 17, 2014, 02:06:04 am »
I was originally hoping to tackle this as an intro programming project, but I don't see why someone else can't implement it first and I can still poke with it. (I like bullet points, so bear with me please.)

Okay, idea: Custom Difficulty setting.

Option during new game that allows control over:

- Alien Stats +/-
- Rookie Stats +/-
- Alien Battlescape aggression +/-
- Alien Geoscape mission frequency +/-
- Average Mission Map size +/- (like, between 4 and 8 or something)
- Starting Funds +/-
- Council curmudgeonedliness +/- (How harshly they grade you)
- Research time +/-
- Manufacture time +/-
- Facilities costs +/-
- Maintenance costs +/-
- Elerium decay
- Alien deployment sizes +/-
- Mixed alien deployments?
- Wound recovery times
- Craft repair times
etc.

Generally, in-depth control of things that you may not want a Ruleset for (because you are playing multiple games and don't want to switch it on and off)

11
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: May 05, 2014, 04:47:52 am »
Can't wait to see the Battleships you come up with! Any chance we will see doors on the top sides of craft?

12
Suggestions / Re: Alternate Avenger Load Order
« on: May 03, 2014, 05:24:30 am »
Well now I just feel silly. I guess the next question is what ISN'T possible with all these amazing Rulesets?

13
Suggestions / Alternate Avenger Load Order
« on: May 03, 2014, 02:09:02 am »
Can we please have an alternate avenger load order that puts everybody at the top of the list closer to the doors?
Currently:
===== 21 20 19 18 17=
=15 13 11 09 07 05 03 01
=16 14 12 10 08 06 04 02
===== 26 25 24 23 22=

To something like:

===== 19 15 11 07 03=
=25 23 20 16 12 08 04 01
=26 24 21 17 13 09 05 02
===== 22 18 14 10 06=

or (for  2 HWPs)

===== 19 15 13 11 09=
=25 23 20 16 HWP2 HWP1
=26 24 21 17 HWP2 HWP1
===== 22 18 14 12 10=

Or for the ambitious almost all HWP deployment (I've never used more than two, so I don't know the standard layout :\ )

===== HWP4 HWP2 25=
=HWP6 HWP4 HWP2 HWP1
=HWP6 HWP5 HWP3 HWP1
===== HWP5 HWP3 26=


Mainly this is my frustration with dealing with having 2 HWPs and my next immediately selected dudes are the ones at the back of the bus instead of next to the door

14
Well dang, I was hoping to do these in rule sets, because I am not a programmer. Drat. Looks like I'll take the lazy way and just bump up repair speeds. (Taking over a month to repair one craft is ridiculous, especially with engineers on staff)

15
I've been looking through the ruleset coding information and I was wondering if it's possible to create a manufacturing project that leverages your existing engineers to help repair aircraft faster. From what I've seen, it doesn't seem to allow you to pull information on current items in the inventory and using their status to adjust the project duration wnd costs. I may not be reading the wiki right, so can anyone weigh in on this?

Also, side question, could a foundry-like facility be implemented? I merely ask from a technically possible perspective.

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