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Messages - Nord

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: September 28, 2022, 10:56:04 am »
It was mentioned before. I should really do something with it.

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: September 15, 2022, 11:23:23 am »
I'll check.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: August 29, 2022, 08:14:55 am »
I have reproduced after a few reloads.

It's a classic map script issue.

Code: [Select]
  - type: SCOUT_CRASH
    commands:
    - type: addCraft
    - type: addBlock
#      groups: 4
      blocks: 0
    - type: fillArea

Map is only 60x40, UFO is 30x30, craft is 20x10.

If the craft spawns in the middle of the map, there is no more place to spawn a UFO... which will eventually lead to no free spawn nodes and no aliens deployed.

Change the map script to spawn the UFO first, or increase the map size.

PS: attaching a save before the mission; and also a save with the invalid map generated
Oh, thanks. Will fix.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: August 24, 2022, 08:43:00 pm »
I just noticed something intuitively strange yet understandable from the engine perspective...
This was intended. But now i can not remember why. Maybe i should add another manufacture project.

5
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: August 22, 2022, 08:45:42 am »
Thanks for feedback.
Half of issues, described in it, was fixed (i hope so) on the way to the current version.
Important things i must look at is:
Smoke damage - too harsh for lower hp levels,
Melee accuracy - need to balance somehow...
Research cost. Yep, maybe.
Thanks again, i have things to think about.

6
OpenXcom Extended / Re: [SUGGESTION] Burning downed unit lighting.
« on: August 13, 2022, 07:24:47 am »
It is great, thank you!

7
OpenXcom Extended / Re: [Suggestion] Amiga thinking...
« on: August 09, 2022, 10:51:57 am »
 Report "99% done" make you happy only first half of a hour.

Pure cosmetic, i think.

8
OpenXcom Extended / Re: [SUGGESTION] Burning downed unit lighting.
« on: August 09, 2022, 10:40:41 am »
Btw unit in hand should give light too? :>
I think that you can have better torchlights than burning foe in your hands. Damn, that's brutal. :)
Quote
Unit light is not cosmetic feature as it affect visibility. But probably it have low affect to gameplay as you need have source of fire to lit unit and use it as torch.
In Piratez i have such thing periodically, when using lasers or incendiary bullets during night.

9
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: July 24, 2022, 04:04:10 am »
That's a lot of bugs. Will do what i can to fix.

Upd.: Most of them are reserved spaces, but some glitches found. Thanks, Meridian.

10
OpenXcom Extended / [DONE][SUGGESTION] Burning downed unit lighting.
« on: July 23, 2022, 05:00:59 am »
Idea is to make downed unit, who continues to burn, to produce light as normal fire until it dies.

11
OpenXcom Extended / Re: [Suggestion] Unit Teleport
« on: July 14, 2022, 08:53:06 am »
Interesting idea, really. Problem is - AI will never be able to use it. And AI SHOULD NOT be able. Xcom principe can be ruined with such thing.
When writing it, i get in mind another cool idea, possible letal for gameplay: once i make a typo and give movementtype: 5 to unit.
This unit can move, but lose no TU and, what is most important, became able to move through walls.
So, if possible to fix TU spending, we can begin creating our own army of ghosts.

12
About examles: it is easy to do with costUse, costSnap etc.

13
Hardest part will be - to teach AI to attack an item. Because unconscious people are items, not units.
Much easier will be mod, giving negative score value for inconscious civilians, as it is for dead ones.

14
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: July 12, 2022, 11:35:09 am »
It keeps giving me an error when I try to load the mod
"ERROR: failed to load 'X-Chronicles' ; mod disabled
this mod name is already used"
Maybe you put both archive and unpacked mod in "mod" folder?

15
Released Mods / Re: X-Chronicles Release, v.0.99.6
« on: June 27, 2022, 11:16:16 pm »
...otherwise it's awfully nice of them to just wait for X-Com to get strong enough to deal with them. ...
There is one minor trick... aliens will not wait. They will  spawn more and more hives with no excuses. He he he.
I think one aspect that could be improved would be the maps. I am not a fan of that railway station with a long 2-3 story building across it, for example.
Totally agree. Do you have more maps to include?

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