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Messages - Kozinsky

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1
The X-Com Files / Re: [submod] X-Com Files: Random Enemy Stats (1.0.0)
« on: August 27, 2024, 07:53:03 pm »
You may want to add call to unit.setHealth unitStat;. BattleUnit.Stats.* sets maximum stat value, current health value needs to be set separately to avoid stat penalties for missing health. Also setTimeUnits, setEnergy and setMana.

Ok, thanks, fixed.



New version!

Changelog:
    1.0.1 (27.08.2024):
      - Fixed randomization of current TU, health, energy, and sanity.

2
The X-Com Files / Re: [submod] X-Com Files: Random Enemy Stats (1.0.0)
« on: August 27, 2024, 05:43:10 pm »
I recall there was a mod for doing this to X-Com soldiers, too, but I don't think anyone ever made an XCF version of it.

Soldiers? But soldiers are already “born” with random stats and they don't need to randomize them again.
I was told that there is a similar submod for X-Pirates, but I didn't know about it until today.
In any case: this submod I made completely by myself.

3
The X-Com Files / [submod] X-Com Files: Random Enemy Stats (1.0.1)
« on: August 27, 2024, 11:44:07 am »
A small submod that changes the stats of enemies and neutral units between 80-120% of their base value at the start of a ground battle. So now you can meet a sectoid who can fight well, or a muton who doesn't have enough strength to use a blaster launcher. Or even a ethereal who is bad at psi.

Requires:
  - OpenXcom Extended any version
    OR Brutal-OXCE any version.
  - The X-Com Files mod any version.

Compatibility:
  - Compatible with any other submod.

Notes:
  - You can activate this submod at any stage of your game.
  - All of the above images are taken in developer mode to show the differences in the modified stats of the different sectoid soldiers.

Languages:
  - The submod does not contain strings visible to the player.

Download link:
  - https://mod.io/g/openxcom/m/x-com-files-random-enemy-stats

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (27.08.2024):
Spoiler:
    - Initial release.
    1.0.1 (27.08.2024):
Spoiler:
    - Fixed randomization of current TU, health, energy, and sanity.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 23, 2024, 10:09:43 am »
Armor "STR_XCOM_SEEKER_DRONE_ARMOR" has "spriteInv: XSEEKERDRONE", but in extraSprites there is no "XSEEKERDRONE" sprite:
Code: [Select]
armors:
  - type: STR_XCOM_SEEKER_DRONE_ARMOR
    spriteSheet: SEEKER_DRONE.PCK
    spriteInv: XSEEKERDRONE

extraSprites:
  - type: XSEEKERDRONEM0.SPK
    singleImage: true
    files:
      0: Resources/FactionsPack/Freelancers/inventory_SeekerDrone.png
  - type: XSEEKERDRONE0.SPK
    singleImage: true
    files:
      0: Resources/FactionsPack/Freelancers/inventory_SeekerDrone.png

5
If you want an explosion to affect only 1 tile, then set a very high RadiusReduction.
I set “RadiusReduction: 50000”, but the explosion animation is still present. I want the tile to “die” without any animation, as if it was hit by a very deadly bullet.

For instance, you could set the armor of a certain type of tile to be 1, and then set off a few weak explosions that do 2 damage to the whole map. Set their RandomType to 3, a very large FixRadius, and RadiusReduction to 0.
Unfortunately, this option is not suitable, because in this case this tile can be destroyed with any weapon. In my scenario, there will be a fierce battle around these tiles and destroying them by the player or AI is not allowed.

6
Since the discussion of this problem in the related thread ([Documentation] Soldier Skill Menu) was lost in time, I decided to move it here:

I have a problem: the soldier's skills button is displayed even when the soldier currently has no skills, but may have them in the future.
My idea is this: a soldier has many skills, but each particular skill requires the soldier to have certain transformation bonuses or medal bonuses.  And in the case where the soldier does not have any of the bonuses that the skills require, the skills button is displayed, but nothing happens when you click on it. Is it possible to not display it? Or am I doing something wrong?

The simplest example of my rullset:
Code: [Select]
soldiers:
  - update: STR_SOLDIER
    skills:
      - STR_SKILL_1
      - STR_SKILL_2
skills:
  - type: STR_SKILL_1
    requiredBonuses:
      - STR_MEDIC_TRANSFORMATION_BONUS
      - STR_MEDAL_MEDIC_3
  - type: STR_SKILL_2
    requiredBonuses:
      - STR_MEDIC_TRANSFORMATION_BONUS
      - STR_MEDAL_MEDIC_4
soldierTransformation:
  - name: STR_MEDIC_TRANSFORMATION
    allowedSoldierTypes:
      - STR_SOLDIER
    requiredCommendations:
      STR_MEDAL_MEDIC: 1
    soldierBonusType: STR_MEDIC_TRANSFORMATION_BONUS
commendations:
  - type: STR_MEDAL_MEDIC
    soldierBonusTypes: [STR_MEDAL_MEDIC_1, STR_MEDAL_MEDIC_2, STR_MEDAL_MEDIC_3, STR_MEDAL_MEDIC_4, STR_MEDAL_MEDIC_5]
    criteria:
      totalWoundsHealed: [5, 10, 20, 30, 50]
soldierBonuses:
  - name: STR_MEDIC_TRANSFORMATION_BONUS
    stats:
      melee: 2
      tu: 1
  - name: STR_MEDAL_MEDIC_1
    stats:
      bravery: 10
  - name: STR_MEDAL_MEDIC_2
    stats:
      bravery: 20
  - name: STR_MEDAL_MEDIC_3
    stats:
      bravery: 30
  - name: STR_MEDAL_MEDIC_4
    stats:
      bravery: 40
  - name: STR_MEDAL_MEDIC_5
    stats:
      bravery: 50

So, when a soldier has only the first level of medal "- {commendationName: STR_MEDAL_MEDIC, decorationLevel: 0}" and has no transformation bonus "STR_MEDIC_TRANSFORMATION_BONUS", he logically should not have access to any of the skills, but the skills button is still shown to the player.

7
Is there a good working way to change the ID of a tile during a ground battle? Like changing a tile to its “dead” version.
To realize my idea, at a certain point in the game (at the beginning of a certain turn) certain tiles should change their appearance to other tiles.

I tried to use a pre-detonated special explosive that only deals damage to terrain:
Code: [Select]
terrains:
  - name: XBASE
    addOnly: true
    mapDataSets:
      - BLANKS
      - XBASE1
      - XBASE2
      - XCOMWALL
      - XCOMBITS
      - STARGATE
    mapBlocks:
      - name: STARGA00
        width: 10
        length: 10
        items:
          STR_SWITCH_STARGATE:
            - [2, 4, 0]
            - [3, 4, 0]
            - [2, 4, 1]
            - [3, 4, 1]
        fuseTimers:
          STR_SWITCH_STARGATE: [1, 1]
items:
  - type: STR_SWITCH_STARGATE
    size: 0.3
    weight: 9999
    power: 500
    damageAlter:
      RandomType: 3
      FixRadius: 1
      ToArmorPre: 0.0
      ToArmor: 0.0
      ToHealth: 0.0
      ToWound: 0.0
      ToStun: 0.0
      ToTile: 1.0
    damageType: 3
    battleType: 4
This only works when “FixRadius: 1” is specified, but it plays the explosion animation and sets neighboring tiles on fire or smoke. I tried using a value of “FixRadius: 0”, but in this case nothing happens at all - the explosives just disappear.

Perhaps what I have in mind can be solved with Y-scripts?

8
The X-Com Files / Re: [submod] X-Com Files: Air Raids (2.0.0)
« on: August 19, 2024, 09:46:03 am »
With a good enough air defense, is it possible to prevent any damage from occurring to the base?  Would it make a difference if the air defense is based on kinetic cannons, lasers, plasma, or blaster rockets?

It doesn't matter what type of air defense system tries to intercept the missile - each missile has 50 health, so it can be shot down by any air defense system, the important thing is to hit it.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 05, 2024, 09:29:12 am »
I just started a fresh build with Resound, Music, and expanded markers and I seem to have bug where I get free ranks of certain medals every mission. 

They are:
Stormtrooper
Aquanaut
Dreamwalker
Horizon Walker
Infiltrator
Space
Spelunker

Every agent on the mission gets a rank every mission.

Looks like you're using an old version of OXCE, or playing through OXC at all.

10
XCOM IN SPACE mod

I recommend you check out Aurora 4x, a global 4x strategy game about space exploration :)
Almost everything you listed can be realized in this game.
By the way, one of the players continued his X-COM party in this game. You can read his story of further development of X-COM project after the victory on Cydonia here:
XCOM campaign

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 10, 2024, 10:17:27 am »
Another TYPO in the description (RU)
Intelligence center
...шанс обнРаружения (chance of detection)
Fixed.

12
Does this mod leave the vanilla X-Com Files medals intact, and just add new ones you can earn with high-ranking soldiers?
Version 1.0.0 adds new award types in addition to vanilla XCF.
Version 2.0.0 does not add new rewards, but all vanilla XCF rewards have an additional 10 levels (not 1-10, but 1-20).

Can it be added (or removed) at any point in the game without issues?
The submod can be added at any time in the game: once it is added, simply complete any following ground battle with those agents you think should get the extra rewards.
As for removing a submod from active game: there may be problems due to agents receiving increased reward levels. If this happens, you should lower the reward levels to 9 in the save file for the problematic agents.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 21, 2024, 09:38:43 am »
You won;t believe this, but literally an hour or so after I posted that I had the same crash and 'repaired' it in the same way.  It's not game-breaking as I delete the missions from the save, it's just a little annoying.

The fast fix is just replace "REGION_NATASHA_MOROZOVA_HIDEOUT" with "STR_EUROPE" in yor save-file.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2024, 05:29:26 pm »
Aliens are trying to abduct Natasha Morozova! :o

15
OXCE Suggestions DONE / Re: [Documentation] Soldier Skill Menu
« on: May 11, 2024, 02:29:31 pm »
I have a problem: the soldier's skills button is displayed even when the soldier currently has no skills, but may have them in the future.
My idea is this: a soldier has many skills, but each particular skill requires the soldier to have certain transformation bonuses or medal bonuses.  And in the case where the soldier does not have any of the bonuses that the skills require, the skills button is displayed, but nothing happens when you click on it. Is it possible to not display it? Or am I doing something wrong?

The simplest example of my rullset:
Code: [Select]
soldiers:
  - update: STR_SOLDIER
    skills:
      - STR_SKILL_1
      - STR_SKILL_2
skills:
  - type: STR_SKILL_1
    requiredBonuses:
      - STR_MEDIC_TRANSFORMATION_BONUS
      - STR_MEDAL_MEDIC_3
  - type: STR_SKILL_2
    requiredBonuses:
      - STR_MEDIC_TRANSFORMATION_BONUS
      - STR_MEDAL_MEDIC_4
soldierTransformation:
  - name: STR_MEDIC_TRANSFORMATION
    allowedSoldierTypes:
      - STR_SOLDIER
    requiredCommendations:
      STR_MEDAL_MEDIC: 1
    soldierBonusType: STR_MEDIC_TRANSFORMATION_BONUS
commendations:
  - type: STR_MEDAL_MEDIC
    soldierBonusTypes: [STR_MEDAL_MEDIC_1, STR_MEDAL_MEDIC_2, STR_MEDAL_MEDIC_3, STR_MEDAL_MEDIC_4, STR_MEDAL_MEDIC_5]
    criteria:
      totalWoundsHealed: [5, 10, 20, 30, 50]
soldierBonuses:
  - name: STR_MEDIC_TRANSFORMATION_BONUS
    stats:
      melee: 2
      tu: 1
  - name: STR_MEDAL_MEDIC_1
    stats:
      bravery: 10
  - name: STR_MEDAL_MEDIC_2
    stats:
      bravery: 20
  - name: STR_MEDAL_MEDIC_3
    stats:
      bravery: 30
  - name: STR_MEDAL_MEDIC_4
    stats:
      bravery: 40
  - name: STR_MEDAL_MEDIC_5
    stats:
      bravery: 50

So, when a soldier has only the first level of medal "- {commendationName: STR_MEDAL_MEDIC, decorationLevel: 0}" and has no transformation bonus "STR_MEDIC_TRANSFORMATION_BONUS", he logically should not have access to any of the skills, but the skills button is still shown to the player.

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