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Messages - SDEDEN

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1
Help / Re: Refueling Mechanics
« on: January 23, 2020, 04:27:55 am »
You have a point. I didn't realize it was possible to add fuel to a weapon pod.

2
Help / Refueling Mechanics
« on: January 22, 2020, 03:14:27 am »
In the game engine, how does Craft refueling work? I'm watching a Curios Droid video right now on Air-to-Air refueling and it occurred to me that such capability would be worthwhile in X-COM. Would something like that be possible? To say, generate a "dogfight" between certain crafts that causes fuel to replenish?

3
Area 51 / Re: Can I Turn Off/Tone Down HK?
« on: January 20, 2020, 05:06:38 am »
I have never played a campaign in OXCE, but was curious about this functionality so tried it out in Area 51 and found that pilots/crew do appear in the memorial list if they die from being shot down. I had a Skyranger and Interceptor shot down and and had 2 standard soldiers and 1 pilot show up in the memorial (the other 9 that survived returned to base later on). It'd be nice if you got a pop-up notification telling you who died, but you can check the memorial immediately after the dogfight.

Maybe it has been changed since you last played it?

Maybe I jumped to conclusions a bit too early. Though it could be because I had a Radar-HAWKEYE shot down rather than an Interceptor or Skyranger or other vanilla vehicle. Regardless, I will turn it back on and experiment with that some more.

Edit:

Granted I am using an outdated version of OXCE+ (before the merge) because the new version appears to be incompatible with several mods that I use. I might have to go bug Meridian for advice on how to update them if that is the cause.

4
Area 51 / Re: Can I Turn Off/Tone Down HK?
« on: January 18, 2020, 07:17:24 pm »
I'm also playing with this mod for the first time and I'm experimenting with the balancing. In my case, I use the AWACS Scenario mod which means I have to send out airplanes to act as my radars. These planes are slow and have no weapons. It seems workable in the long run but I'll need tweaks. I don't use the rest of Area 51 or the pilots mod (only because pilots lost in dogfights don't appear in the Memorial list). I feel like I'm in the intruder on Earth. I have to think carefully whether I should try to shoot down a UFO and if I do I have to then reposition my radar craft to be nearer to my base. I might tweak the penalty for missed Terror Missions too. We'll see.

5
Help / Re: How to modify salaries?
« on: January 17, 2020, 08:16:45 pm »
Thank you! I guess I didn't conduct a thorough enough search

6
Area 51 / Top Gun/Pilots
« on: January 17, 2020, 05:39:45 am »
Hey, Hobbes, I tried this mod out today and I really love the concept. I even figured out to get it to work properly with the AWACS mod. However when my Hawkeye was shot down I noticed there was no notification of the two pilots being killed, nor did they show up in the memorial or statistics. I love the idea of this mod as it adds an extra level of realism, and indirectly, difficulty. Is it possible in the future you will work this mod into the Soldier Memorial system? Also for anyone interested, it is also easy to incorporate the pilots into the "Celebrate Diversity" mod.

7
Help / How to modify salaries?
« on: January 17, 2020, 12:28:21 am »
Is it possible to modify the monthly salary of scientists and engineers? If so, how? I don't see the parameters in any of the rule files I have. Thanks

8
If you add this to the armors.rul to the corresponding armor (for mods with a standard set of soldiers):

     spriteFaceGroup: 6
     spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] # M0 F0 M1 F1 M2 F2 M3 F3
     spriteHairGroup: 9
     spriteHairColor: [144, 144, 164, 164, 245, 245, 164, 164] # M0 F0 M1 F1 M2 F2 M3 F3

then ethnicity will be visible on the battlescape.

Thanks, I will do that next time I play

9
Does the armored vest preserve the ethnicity of soldiers when worn?

10
I haven't tried this yet, but I do wonder; is it really necessary/logical to have to raid an alien base for Alien containment? I like the idea of needing to research alien food, a dead and/or live alien, and such, but forcing a base raid and base construction mission in the first month kind of railroads the game's "plot". Wouldn't it be enough to leave it up to a bit of chance how soon you can get your hands on "Alien food"? Maybe you have to wait and find a base or maybe you get lucky and find a big lab ship that has it. IIRC: there is one other mod-added UFO that has alien food, isn't there?

I'm just saying that part of the strength of XCOM is the variability. Other than the monthly terror mission you never know quite what to expect.

11
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 03, 2015, 05:11:18 am »
I can't wait to try the Extended edition! Gonna finish my current play through first. Really just making the final preps for Cydonia.

12
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: May 28, 2015, 05:22:20 am »
Sounds like Dawn City terrain but I've just checked all the walls and they seem to be in order. Perhaps you confused a window with a wall?

It's possible. Next time I get a mission on one of those maps I'll be more careful to stash the save somewhere and a screenshot... assuming I wasn't just mistaken.

13
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: May 27, 2015, 04:35:23 am »
I encountered a bug in a terror mission where I was able to look clear through the wall of a building and murder the floaters inside. I took a screenshot for you... but forgot to actually paste it into paint and save it as a jpg. Sorry.

So I'm sure this post isn't very helpful.

It was like a warehouse kind of building. nothing vanilla. Was in one of those terror maps with the tall, three or four story apartment buildings, if that helps.

14
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 04:32:10 am »
I think this mod looks really interesting, but is there any way it would ever be compatible OpenXCom Extended?

15
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.

Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.


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