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Messages - Nord

Pages: [1] 2 3 ... 117
1
Help / [Poll] Radiation sickness effect
« on: November 07, 2024, 03:51:38 am »
New mechanic i am creating: radiation effect of some weapons, that will cause incremental effect through battle.
This will anyway add days in hospital, but i think it needs to do more harm. Something useful against aliens, maybe. So what do you think?

2
Thanks, that way is even better.

3
Help / Re: Temporary recruit ?
« on: November 01, 2024, 03:00:25 am »
There is no specific way to remove unit in global game.
You can remove an item (and HWP-like unit) from your base storage by an event. But it can cause bugs, if a player moves this item from one base to another, as events checks item by the first second of a month. You can spawn an event with zero delay, though.
Also you can remove unit after battle via script. So you can create one-use helper.


4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 01, 2024, 02:53:22 am »
Hi. Upload file here. Thanks.

5
When "battleType" used, "checkHandsOnly"  does not apply.

6
I has a problem: if a unit uses the skill related to melee weapons, there is no way to check only items in hands. So "improved bashing superduper swing" can be not with the sword in hand, but with a knife in pbackpack. Only way is to define each item, available for this skill. But it can be a full list of all melee weapons.

So i propose to add "compatibleWeaponTypes" similar to "compatibleWeapons", to define "Melee" or whatever needed.

Thanks.

7
Thanks. Thinked that already add that, but looks like not.  :)

8
One thing i have checked: if all alien activity consist of direct-spawned sites (such as savage terror or monster hunt in my X-Chronicles mod), then alien activity counter will be not affected, remaining equal to 0 no matter how many sites has been spawned.
Question: is it bug, or is it game mechanics. And if second, is there maybe some deployment parameter to increase counter manually?
Thanks.

9
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 11:20:58 pm »
The only point I'd suggest to improve it's the proofreading and formatting of the texts. Some sentences aren't correctly capitalized and some others could be restructured to be cleaner. But bah, it's just a minor nitpicking on my side. I'm enjoying a lot this mod!
It is always a problem. English is not my native language, so if someone wants to help with formatting...

Quote
How did you made the globe, btw? The northern lowlands seem larger than I recalled!
Using GlobeEditor and a lot of Mars maps. This is a third version, first two was... unpleasant to see at.

10
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 09:47:44 pm »
If I hope you add the Patton-class ship soon.
Patton is a size of all X-com base. Maybe slightly bigger. So no x-com dreadnoughts, sorry.
Quote
Perhaps you could go for something like the Infested Terran style too?
Allied Ascidian-human hybrids are planned.

11
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 04:11:34 pm »
Btw, feel free to grab any Martian stuff from my own Mars mod...
Thanks, i have seen your mod. But decide to make my own assets as much as i can.
I hope this mod will be playable at least on beginner difficulty...   ::)
It will be. My goal at this time vas not to make game harder.
Is it really impossible to make a more positive plot?
It is because of existing X-com timeline. I try to remain lore-friendly. Check ufopedia.org.

12
Work In Progress / Re: [WIP]X-Mars
« on: September 30, 2024, 09:52:11 pm »
Downloads and more screenshots.

13
Work In Progress / [WIP]X-Mars
« on: September 30, 2024, 09:51:29 pm »
There is a large gap in X-Com storyline. It lies between the end of second invasion and beginning of X-Com interceptor. There must be one more game -  X-Com Alliance. But something went wrong and it was cancelled.
This total conversion pointed to fill this gap.
Story: The year is 2060. The Earth lies in ruins after T'leth explosion, moon base producing invaluable He3 for Earth energetic. No Elerium-115 left. First asteroid belt automatic mines are constructed, and new stage of colonization has begun: wealthiest corporations build 15 colonies on Mars, mining minerals and searching for Elerium deposits. Soon these colonies become target for pirate incursions.
X-com deploys to Mars and here the game begins.
 
Main features:
 - new planet: Mars, with unfriendly environment and dead landscapes;
 - futuristic techs;
 - new enemies (including those from X-com Alliance concepts) with their own agenda and mysteries;
 - oxygen system;
 - new robots mechanics;
 - lore-friendly.

Mod progress: 1,5 of 5 storylines completed.

When will be release: not in this year.

Help needeed:
 - Spellcheck (as allways);
 - Mod name ideas;

14
Suggestions / Re: Modify a couple of icons of the default forum theme
« on: September 30, 2024, 10:15:57 am »
Good idea.

15
Oh, this is just wonderful. Thank you very much.

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