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 - animal310

Pages: [1] 2 3 4
1
Resources / Rubble
« on: August 26, 2023, 03:17:07 pm »
Hello Folks

I’ve been away for a few years but picking off where I left off. In regards to the missiles option does anyone have a maps for rubble or damaged areas to replace damaged sections of the base? STR_RUBBLE option? I am using the corridor mod as a stop gap.

Thanks

2
OXCE Suggestions DONE / Re: [DONE] [Suggestion] Alien missile strikes
« on: July 17, 2019, 02:51:42 pm »
Earlier in the thread there was mention of the ‘corridor mod’ to replace damaged sections of the base. Does anyone have this mod (or a STR_RUBBLE one) or know where I can find them?

3
Resources / Re: New UFOs
« on: July 15, 2019, 11:35:30 am »
No problem, just glad its working ok.  :)

4
Resources / Re: New UFOs
« on: July 14, 2019, 01:09:06 am »
indeed, U_pods has to be the last tileset :-X

Really? I've not had any issues and am now using it in the game?

5
Resources / Re: New UFOs
« on: July 14, 2019, 12:46:33 am »
This topic has obviously been quiet for a long time. With hunter killers being a thing now I have need of a large fighter and I really liked TNARG's large fighter design (see previous pages). Unfortunately no MAP or RMP files were ever posted  :-[

So I've put it together myself and copied TNARG's design. Files attached.  :D

      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
        - UFOL83

6
Help / Re: Alternative Small Scout
« on: July 09, 2019, 10:04:59 pm »
Thanks Luke, much appreciated, I've managed to sort two of the ships so they are now working fine. I'm going to have a go at the third probably at the weekend. The rest will be much more challenging as there are only pictures and no MAP or RMP files. I'll have a look at your guide and ping you a message if I have any issues.


Edit, just had a quick look at your guide now, looks fantastic! Great resource for this type of thing!

Thanks again :D

7
Help / Re: Alternative Small Scout
« on: July 07, 2019, 10:36:10 pm »
Thanks Nord

I've downloaded MapViewII but finding it really frustrating. I can open up all the vanilla maps but when I load up any other tileset it just displays a mess. This includes copies of the vanilla maps just renamed something else. Need to have a break and will look at it again tomorrow.

Edit, worked that out now, I had not put a ruleset in the map editor. :D Making progress!   :D

Fixed the first issue, have now got aliens spawing in the UFO! Will move onto the other Maps tomorrow.  :D

8
Help / Alternative Small Scout
« on: July 07, 2019, 05:02:17 pm »
I’ve never been a fan of the small scout, so I decided to swap it out for one designed by TNARG a long time ago!

https://openxcom.org/forum/index.php/topic,2501.0.html

I used the MAP and RMP files from the download and it seemed to work fine. There is a problem however, I upped the number of Aliens deployed to 2 or 3 I cannot get any of them to spawn in the UFO even if I set percentageOutsideUfo: 0. This is the same if its only one alien.

I’ve no knowledge of the Map editor and don’t know how hard this would be to fix. I understand that new UFO’s need the following

MAP file (I’m assuming this is the ship created in MapViewII or similar).

RMP file, I’m not sure what this is for or how it is edited but I’m assuming this has something to do with where aliens are spawned and might be the problem?

mapBlocks (map items that populate the MAP file)

MCD file?
PCK file?
TAB file?

I’d love to be able to finish TNARG’s work and complete the other ships he was working on but realistically how difficult would this be and what Tools would I need? I have tried to introduce his fighter however the PODS seems to populate all wrong and again no aliens spawn in the ship.

Any advice?

9
OXCE Suggestions Rejected / Re: [Suggestion] Turn-based air combat
« on: July 06, 2019, 12:59:41 am »
What did they use in UFO the two sides? I remember hearing that their implementation was quite good. Personally I use the Air combat rebalanced mod which i think really improves the air combat making it more challenging and the weapons better balanced.

10
Help / Re: Alien Retaliation
« on: June 29, 2019, 05:21:04 pm »
Thanks Meridian, works now, much appreciated.

11
Help / Alien Retaliation
« on: June 29, 2019, 04:48:20 pm »
I’ve created a number of retaliation missions and am trying to use the ‘missionWeights’ command line (as per below) but I get an error ‘end of map not found’. Any idea what the problem could be?

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_1
    missionWeights:
      0: 20
      6: 10
     12: 10
     14:  0
  - type: STR_ALIEN_ RETALIATION_2
    missionWeights:
      0: 20
      6: 20
     12: 10
     14: 10
  - type: STR_ALIEN_ RETALIATION_3
    missionWeights:
      0: 10
      6: 10
     12: 20
     14: 10
  - type: STR_ALIEN_ RETALIATION_4
    missionWeights:
      0:  0
      6: 10
     12: 10
     14: 20
  - type: STR_ALIEN_ RETALIATION_5
    missionWeights:
      0:  0
      6:  0
     12:  0
     14: 10
  - type: STR_ALIEN_RETALIATION_HK
    missionWeights:
      0: 25
      6: 25
     12: 25
     14: 25
  - type: STR_ALIEN_RETALIATION
    missionWeights:
      0: 25
      6: 25
     12: 25
     14: 25

Code: [Select]

alienMissions:
  - type: STR_ALIEN_RESEARCH
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P2
        timer: 1000
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4
        timer: 9000
      - ufo: STR_LAB_SHIP
        count: 1
        trajectory: P4
        timer: 9000
  - type: STR_ALIEN_HARVEST
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 6000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_LAB_SHIP
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_ALIEN_BASE
    objective: 2
    spawnZone: 4 #Mission zone for alien bases
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P1
        timer: 13500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P5
        timer: 15000
      - ufo: STR_SENTRY_SHIP
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 2
        trajectory: P5
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P6
        timer: 60
  - type: STR_ALIEN_TERROR
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    waves:
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P1
        timer: 9600
      - ufo: STR_FIGHTER_SHIP
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P0
        timer: 12000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 9000
        objective: true
  - type: STR_ALIEN_RETALIATION_1
    points: 0
    objective: 4
    spawnUfo: STR_MEDIUM_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_2
    points: 0
    objective: 4
    spawnUfo: STR_LARGE_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_3
    points: 0
    objective: 4
    spawnUfo: STR_SENTRY_SHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_SENTRY_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_4
    points: 0
    objective: 4
    spawnUfo: STR_TERROR_SHIP  # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_TERROR_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 6
        radarRange: 1344
  - type: STR_ALIEN_ RETALIATION_5
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_TERROR_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 6
        radarRange: 1344
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 8
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION_HK
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 1
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION
    objective: 4
    spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344

12
OXCE Suggestions DONE / Re: [DONE] [Suggestion] Alien missile strikes
« on: June 29, 2019, 02:54:06 pm »
Thanks Hobbes

Another great feature, finally missile defences have a use!!


13
OXCE Suggestions DONE / Re: [DONE] [Suggestion] Alien missile strikes
« on: June 23, 2019, 01:40:11 pm »
I'm a little confused as to how this works.

Does any ship in an Alien Retaliation Mission with the MissilePower command line have the ability to attack a base as opposed to just the last ship in the mission (the battleship)? How does this work? Does it fly around looking for a base and then attack if it detects it?

When base defences are activated do they attack the attacking ship or the 'missile'? For example if a medium scout attacks will the base defences be up again the Medium Scouts armour level?

Looks like a great feature!

Edit, I'm thinking I might be wrong, would this work?

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_1
    points: 0
    objective: 4
    spawnUfo: STR_MEDIUM_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 1
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 2
        radarRange: 1018
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P0
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 1
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_2
    points: 0
    objective: 4
    spawnUfo: STR_LARGE_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 3
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P0
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 2
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_3
    points: 0
    objective: 4
    spawnUfo: STR_SENTRY_SHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 1
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 2
        radarRange: 1018
      - ufo: STR_SENTRY_SHIP
        count: 2
        trajectory: P0
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 3
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_4
    points: 0
    objective: 4
    spawnUfo: STR_TERROR_SHIP  # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 3
        radarRange: 1018
      - ufo: STR_TERROR_SHIP
        count: 2
        trajectory: P0
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 5
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION_HK
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 1
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 2
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION
    objective: 4
    spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        huntBehavior: 1
        missilePower: 3
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
  - missionWeights:
      0:
        STR_ALIEN_RETALIATION_1: 50
        STR_ALIEN_RETALIATION: 25
        STR_ALIEN_RETALIATION_HK: 25
      1:
        STR_ALIEN_RETALIATION_1: 25
        STR_ALIEN_RETALIATION_2: 25
        STR_ALIEN_RETALIATION: 25
        STR_ALIEN_RETALIATION_HK: 25
      3:
        STR_ALIEN_RETALIATION_1: 10
        STR_ALIEN_RETALIATION_2: 30
        STR_ALIEN_RETALIATION_3: 10

        STR_ALIEN_RETALIATION: 25
        STR_ALIEN_RETALIATION_HK: 25
      6:
        STR_ALIEN_RETALIATION_1: 10
        STR_ALIEN_RETALIATION_2: 10
        STR_ALIEN_RETALIATION_3: 20
        STR_ALIEN_RETALIATION_4: 10
        STR_ALIEN_RETALIATION: 25
        STR_ALIEN_RETALIATION_HK: 25
      9:
        STR_ALIEN_RETALIATION_2: 10
        STR_ALIEN_RETALIATION_3: 10
        STR_ALIEN_RETALIATION_4: 30
        STR_ALIEN_RETALIATION: 25
        STR_ALIEN_RETALIATION_HK: 25


14
Yeah this would be a great option. Base defences seems to be the one area that continues to be neglected but I think could have great potential. Unfortunately most of the base defences are usless at the moment. Another great proposal for base defences is the following by rev but unfotunatley seems never to have been used  :'(

https://openxcom.org/forum/index.php/topic,3513.45.html

15
Help / Re: TFTD Colony attack mod
« on: June 11, 2018, 06:42:40 pm »
Sorry, I didn’t explain it very well. In UFO if Floaters built a base, when you attacked it you would find it full of Floaters. In TFTD if Gillmen built a base, when you attack it, there are no Gillman but a mixed crew in part 1 and then Lobstermen in the second section part.

I just went ahead and tested it anyway and removing the 'race:' line of text in the relevant Alien Deployment section of code does indeed mean that if Gillmen build a base they will be there when you attack it. Brilliant!

Pages: [1] 2 3 4