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Messages - peirceg

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1
XPiratez / Re: What's the deal with tiny drill?
« on: January 09, 2021, 06:17:11 am »


Example

How do those look like in the in the rulez file so i can ctr = f for them






2
XPiratez / Re: What's the deal with tiny drill?
« on: January 08, 2021, 05:14:39 am »
Dealing with the disables is no longer a complete answer, there are several exclusive OR junctions related to the codexes("gold or red""Any but red" for examples). Because of the way these junctions are designed you will need to manually delete all the ORs and then give yourself every tech that is dependent on them. Doing 4 drill projects and there codex's triggers all the exclusive ORs and you end up with less unlocks then normal.

could you give us an example of an Or line so we know what to look for and delete?

3
40k / Re: How to stop stopping when I see a new enemy unit
« on: December 18, 2020, 03:13:15 am »
cheers!

4
40k / How to stop stopping when I see a new enemy unit
« on: December 17, 2020, 06:19:05 pm »
Is there any edit that i can make that will stop me from stopping when i see an enemy unit? This is not with the Shift l click method, as that will just walk me. I need it to stop stopping on a run,

5
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: December 09, 2020, 05:26:49 pm »
Hello, I am getting a quite a few +- messages on mission completes on exp gained, is this normal?

6
The X-Com Files / Re: Reducing spawn, but keeping the quality
« on: November 26, 2020, 02:47:12 am »
If i set these all to 1.0 but also lower difficulty on starting a new game would that work?

7
The X-Com Files / Reducing spawn, but keeping the quality
« on: November 25, 2020, 03:33:13 pm »
Hey guys quick question is there any way to keep the difficulty of the overall game, i.e unit stats, but to reduce the spawn of enemies a bit, its a bit of a slog through later levels.

Do I need to use these options?

difficultyCoefficient: [-2, 0, 1, 3, 7]
aimAndArmorMultipliers: [0.75, 1.0, 1.0, 1.0, 1.33]

8
XPiratez / Re: Random Stats on human enemies?
« on: November 23, 2020, 02:39:28 am »
With the help of Meridian we made a mini random stats submod for organic enemies. Humans have a 10% variance in stats, and mutants and monsters around 20%. Could not add armor so I had to edit the Piratez_Armors file.

9
OpenXcom Extended / Re: [Suggestion]Random alien stats.
« on: November 22, 2020, 01:56:04 am »
Right, here's a sample script to randomly increase sectoid HP by 0-10:

Code: [Select]
armors:
  - type: SECTOID_ARMOR0
    scripts:
      createUnit: |
        var int rngValue;
        var int newValue;
        battle_game.randomRange rngValue 0 10;
        unit.getHealth newValue;
        add newValue rngValue;
        unit.Stats.setHealth newValue;
        unit.setHealth newValue;
        return;

How would this work if i also wanted to add a line for TUs. stamina, str etc?

10
XPiratez / Random Stats on human enemies?
« on: November 21, 2020, 01:00:10 pm »
Is it possible within the limits of the engine to mod random stats on existing enemies?

11
XPiratez / Re: A thread for little questions
« on: November 08, 2020, 08:17:17 am »
How much do combat shields and combat shields improve resistances? and is there a cap?

12
XPiratez / Modding fire damage from burning tiles
« on: October 12, 2020, 06:17:52 pm »
Is there way to mod fire damage from burning tiles? current damage is a bit anemic.

13
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 29, 2020, 01:25:41 pm »
Plasma weapon fx from the 40k mod

14
XPiratez / Re: A thread for little questions
« on: June 16, 2020, 04:58:08 am »
Where can I find info on equipable shields damage reduction %, like the riot shield and the shotgun shield?

15
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 24, 2020, 11:14:40 pm »
Why not put an extraction point on the other end of the map for the ski mission? Would give you a fighting chance of making it out since it is at night.

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