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Messages - Kato

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1
The X-Com Files / Re: XCF Cyrillic Names question
« on: June 17, 2022, 05:10:30 pm »
Everything I wanted to do, I did. If you continue to develop your submod, you can use my work.
Thanks, no. Cyr Names was my mod, and every single name in it translated manually, taking into account the pronunciation of national names by native speakers. Not google translate ctrl-c ctrl-v.
You may continue to develop your submod if you wish to improve your skills, but this is what it is: a sandbox.

For everyone: next Cyr Names release will be in July. Sorry for updating it too slow; it's harder than it looks.

2
The X-Com Files / Re: XCF Cyrillic Names question
« on: June 17, 2022, 02:38:04 pm »
Contact me for XCF Cyr names please (to avoid misunderstandings, unnecessary jobs etc.)

3
Resources / Re: Bulletdesigner shipyard
« on: March 21, 2022, 08:40:01 pm »
Aha. Good. Just do not call it "Golden Claw" anywhere.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2022, 09:30:55 pm »
ENGLISH, WASCALLY WABBIT! DO YOU SPEAK IT?

5
XPiratez / Re: Piratez Cities Lore English correction
« on: May 13, 2021, 03:01:03 pm »
Speaking of cities lore: Russian version is the source here. English translation still needs some fixes, you can contact Osobist in discord.

6
XPiratez / Re: Transifex: Piratez translations
« on: February 15, 2021, 07:29:09 pm »
Should I write here about mistakes in Russian translation?

You better report stuff like that in X-Piratez Discord translations channel or VK ru office https://vk.com/xpiratez
This one is known, thanks.

7
OpenXcom Extended / Re: [DONE][Suggestion] Death Tile/ Gravitic death
« on: October 19, 2020, 12:09:07 pm »
Hmmm...

1. Modder made an alien base with death tiles to trap x-com soldiers.
2. Hidden Movement phase.
3. MANY aliens stepped at death tiles and died without even being spotted by x-com.

How to avoid this situation? Can AI be tweaked by some boolean in alienDeployments? True - aliens know about death tiles and not stepping at 'em. False - both player and AI are not informed what tiles are traps.

8
OpenXcom Extended / Re: [SUGGESTION] All people are different
« on: August 31, 2020, 02:20:35 pm »
If only there be a tutorial for dummies >_<

9
OpenXcom Extended / [SUGGESTION] All people are different
« on: August 31, 2020, 04:50:06 am »
This is possibility to vary enemy stats. In OG the aliens were clones, and this explains the same stats all members of each rank have. But in mods our opponents are often not clones, each of them supposed to have his own personal strengths and weaknesses. Some are dexterous and some are clumsy. Some are strong and some are weak.

Let classic Sectoid Leader be the example, but this guy also have mana to show how it works.

Code: [Select]
    stats:
      tu: 54
      stamina: 90
      health: 30
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 30
      psiStrength: 50
      psiSkill: 50
      melee: 76
      mana: 100

Here we need 3 modifiers:

1 - statsSpreading
Is maximum percentage modifier (int) for tu, stamina, health, reactions, firing, throwing, melee, strength & mana. Default 0, max 50. If set above 50 - it counts as 50. This modifier can be positive or negative - randomly. Also, each stat gets its own random-generated modifier, but not above threshold that we set.
Let's have statsSpreading: 30
When this unit spawning, its stats are modified by rng:
tu +10%
stamina: -20%
health: +7%
reactions: +15%
firing: +30%
throwing: -28%
strength: +1%
melee: +13%
mana: -14%
And on the battlefield we meet Sectoid Leader with following stats:
Code: [Select]
      tu: 59
      stamina: 72
      health: 32
      reactions: 72
      firing: 68
      throwing: 42
      strength: 30
      melee: 86
      mana: 86

If there another Sectoid Leader spawned - he gets his own modifiers and may be very different from the 1st one. E.g. Leader#1 is sniper with firing+30% while Leader#2 is grunt with health+30% but shooting not very good. And so on.

2 - psiSpreading
Is maximum flat modifier (int) for psiStrength & psiSkill. Default 0, max inf. This modifier is always positive.
Let's have psiSpreading: 18
It means this unit can spawn with random bonuses from 1 up to 18 for psi stats. Speaking of our Leader:
Code: [Select]
      psiStrength: 63
      psiSkill: 55
or
Code: [Select]
      psiStrength: 59
      psiSkill: 65

3 - braverySpreading
Is boolean. Default false. If true - bravery can get -20, -10, +0, +10 or +20, but not below 10.

First statGrowthMultipliers are applied - then this spreading algorhytms.

10
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 28, 2019, 01:37:31 pm »
This is a cruel world, you know.

11
XPiratez / Re: Transifex: Piratez translations
« on: November 28, 2019, 12:14:20 pm »
¿Quién puede traducir ingles a español?

Kto może tłumaczyć z angielskiego na polski?

The text is very short (not even 1 MS Word page).

Upd: Polski solved. Español solved too. Thanks!

12
XPiratez / Re: Transifex: Piratez translations
« on: November 21, 2019, 06:21:45 pm »
I'm looking for English-into-Czech translators, need to talk a little.

13
OpenXcom Extended / Re: [SUGGESTION] Soft Ironman
« on: October 23, 2019, 01:26:32 pm »
You are a strong-willed person. And someone is not and must be limited from the outside.

14
OpenXcom Extended / [SUGGESTION] Soft Ironman
« on: October 23, 2019, 11:19:45 am »
I don't want to play Ironman. It is too hard and unforgiving. But also I don't want to be a wascally savescumming wabbit. FLUFF saving each FLUFFIN' turn, but a chance to correct some mistakes is what I would like to have. So, the request:

Soft-Ironman mode. You can save manually only few times per mission (eg. twice).

Logics: manual saving creates a counter in the sav-file, something like saveWarning: 1. When this counter reaches the limit (set up in Global vars), manual saving is disabled. From this point saving on this mission works as classic Ironman. Maybe the counter can be placed in some distant hidden file, so players can't edit it easily - but dunno how to make this working properly (if only all missions would be created with their own unique ID and by that the engine can always clearly determine which counter for which mission was created).

15
Translations / Re: Russian Translation
« on: April 16, 2019, 09:17:31 am »
Небольшое поползновение на чужую территорию: в OXC поправил перевод описания опции "читерство с сохранениями", поскольку последнее слово в текстбокс не помещалось.


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