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Messages - peirceg

Pages: [1] 2 3 ... 5
1
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?

2
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]

3
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.

4
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?

5
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?

6
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?

7
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.

8
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

9
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?

10
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.

11
XPiratez / Re: [SCRIPT] Lucky Rabbit's Foot
« on: May 24, 2020, 01:08:29 am »
Thank you ill test it later today. Just a quick confirmation this is the line that sets chance to be not killed right?

set temp 5

12
XPiratez / Re: [SCRIPT] Lucky Rabbit's Foot
« on: May 19, 2020, 04:30:56 pm »
Should have checked my logical grammar there lol. I mean killed on the battlescape only to have a chance of just being severely wounded.

13
XPiratez / [SCRIPT] Lucky Rabbit's Foot
« on: May 19, 2020, 11:12:01 am »
I would love to see some soldiers having a very small chance of not dying after being killed as long as their corpse was not destroyed. Is this possible with the current engine?

14
Are there any weapons in this mod the accept more than one ammo type at the same time to fire different types of shots? I.e an assault rifle and a underslung grenade launcer?

15
XPiratez / Re: Reaction vs Melee Enable
« on: May 11, 2020, 04:01:23 am »
Guess Ill just save myself the hassle and not use the ranged version. Reactions are based on the melee segment anyways. Is there any way to get the ranged version to not display?

*Just worked it out just needed to delete all references to Snapshots autoshots etc, it acts like a gun without the gun part now.

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