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Messages - Varana

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Suggestions / Mod: TFTD minimap colors
« on: August 22, 2021, 08:15:39 pm »
The mod for TFTD and EU. In EU only switching colors from faction to faction.

Suggestions / Re: Mod request: TFTD minimap colors
« on: August 22, 2021, 12:47:14 pm »
 8) Thanks, that works fine.  :)

Suggestions / Re: Mod request: TFTD minimap colors
« on: August 22, 2021, 06:25:16 am »
Ok, so allies are just neutral civilians with weapons in their hand. Thanks for the answers.

Now how should I edit SCANG.DAT ? I tried paint,, evilpixie and a HEXviewer but they all did not seem to be the right tool. And MCDedit seems to use SCANG.DAT, but can not edit that file as far as I tried.
Do I have to use and HEXeditor or is there a better way?

Suggestions / Mod request: TFTD minimap colors (solved)
« on: August 03, 2021, 06:48:32 pm »
There is a simple problem but I do not find the .rul where to change it.  :'(

In minimap I want to change to other colors, so I could see enemies (grey dots) better and have the colors more intuitive. I would like to have the dot in ...

o blue: my soldiers
o green: allies
o yellow: civilians
o orange or red: enemies

Could someone who knows the solution please post the code.rul or a mini mod?

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 21, 2021, 09:17:02 pm »
Thanks for help.

After searching I found my mistake: There was an
"upperBoundAtMaxStats: true"
and mana limits not in my mind. Now all is fine.  :)

OpenXcom Extended / soldierTransformation manapool
« on: July 21, 2021, 10:19:14 am »
How do I change the mana skill in soldierTransformation? Is there some trick?

Code: [Select]
      psiStrength: 5 # works fine in OXCE 7.0
      mana: 1 # does not work in OXCE 7.0
      manaPool: 1 # does not work in OXCE 7.0

Released Mods / small patch
« on: July 18, 2021, 11:10:56 am »
Here is a small patch mod to make Vigilo Confido run in oxce 7.0. Must be placed after (below) the Vigilo Confido mod and must be activated together with Vigilo Confido.

edit: I played it now on an easy level and lost after a good and very successful July with a ridiculous score of -11224 points. Found many bugs in the Ruleset, but not the one leading to this score.
I think this mod has some good and interesting ideas, but it is far from being playable. It is not beta, it is alpha.

Offtopic / paint by number ;-)
« on: April 11, 2021, 01:03:15 pm »
Played a small flash game ("Armor Picross 2"), that looked like an OXC trainer for evil pixie:  ;)

OpenXcom Extended / Sellprice vs manufacturing costs
« on: April 06, 2021, 02:22:58 am »
sellPriceCoefficient :

I like the idea of selling loot at higher levels for less money.  :D
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.

But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.

Maybe that problem could be solved with something like
  sellPriceCoefficient: 100
  sellPriceFixed: true  #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.

And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.

Open Feedback / Re: Sorting
« on: April 03, 2021, 08:54:57 pm »
Is there a place, where all those UI-tricks can be found? shift-click here, middle-click there, ctrl-click elsewhere. Maybe somwhere a hidden feature with ctrl-shift-right-click...  ???

Keyboard shortcuts can be found in the game, at options -> controls. But I have not seen a mouse-related actions list yet. Does one exist?

Released Mods / Suggestions for 1.2
« on: April 03, 2021, 03:15:38 pm »
Had some spare time this week... see attached a suggestion for how the mod could become a tutorial mod. Well, I know it is not polite to change the work of someone else without asking. So after you read this, I promise to delete the attachment if you want so. It will not disturb your work for long. Use it or leave it.

What I did:
  • some fixes, like running around the car
  • added a simple tutorial event system with a few sample tutorials, that could easily grow
  • reactivated smoke grenade (learn: grenades, smoke)
  • reactivated motion scanner (learn: using the scanner)
  • reactivated torpedo launcher with 2 missiles (learn: ammo use, HE, IN)
  • pimped UI and prison graphics. todo: ask solarius scorch for permission.
  • some small changes
  • some little addons
  • threw away some unused code, to make it better readable and reorganized a bit for the same reason
  • tried a not landing scout mission that should be triggered by regions.rul, but that does not seem to work yet

As said before, use it or leave it. I am fine with everything.  :)

I play this game only few weeks each year, so I can not promise to respond to pm or posts. My work is free, please don't credit me.

Released Mods / Re: [OXCE] [Total conversion] Lost War
« on: March 29, 2021, 07:17:01 pm »
Played it today. Very nice mod, very good concept.  :)

I think this could be the starting point for developing a tutorial-mod. Most of the important game mechanics are in this mod, but still kept small and simple. Sounds good for beginners?
Only a few things would have to be done, like adding a grenade to learn how to use grenades. And a motion scanner.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: March 28, 2021, 09:46:09 pm »
 :D Enjoyed playing this big mod once again. (2.48)  :D

A balancing suggestion:
The two armors with camouflageAtDay are a bit overprotecting. It is very simple to sit on the roof of the ship and shoot down all approaching aliens with defensive fire. I think the camouflageAtDay should not be 5 or 6 but -2 or -4.

And I think there is a bug in soldiers: The psi skill caps look messed up. The mc gifted soldier is weaker than the cyborg soldier.

 8) thanx  :)

Help / nameAsAmmo: example code
« on: June 02, 2020, 03:27:06 pm »
The code example here is a bit confusing.

The nameAsAmmo: has to be set for the ammo, not for the launcher.
See this TFTD example:

Code: [Select]
      - STR_HJC_P_AMMO
  - type: STR_HJC_AP_AMMO
  - type: STR_HJC_HE_AMMO
  - type: STR_HJC_P_AMMO
  - type: en-US
      STR_NAMEASAMMO_AP: ":AP:"   # damageType 1 - Armor Piercing
      STR_NAMEASAMMO_IN: ":IN:"   # damageType 2 - Incendiary =Fire
      STR_NAMEASAMMO_HE: ":HE:"   # damageType 3 - High Explosive

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