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Messages - norpan83

Pages: [1] 2
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 06, 2024, 02:17:13 pm »
On the UAC Moon Base Exploration mission i got a large unreachable area.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 03, 2024, 02:27:07 pm »
For Zombie Isolation mission the allowed armors list shows UNARMORED (DOG).
But dog units are forbidden

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2024, 10:33:23 pm »
Are the hauntedFarm/hauntedHouse supposed to have so high executionOdds?
33 is way more than even the early Cult missions.

4
The X-Com Files / Re: Suggestion: no more Ski Resort missions message
« on: February 12, 2024, 01:48:18 pm »
Mabey something could be created for when all cults are contained, would be nice with a "good job" bonus there.

and both industrialInvestigationLate and skiResortLate could look for that.

or is there a reason industrialInvestigationLate keeps spawning indefinitely?

5
The X-Com Files / Suggestion: no more Ski Resort missions message
« on: February 12, 2024, 12:36:51 pm »
When other mission types stops spawning you get a message saying something like:
"The Council will monitor them from now on, so we should expect no more hidden cave missions."

It would be nice with a message saying you no longer need sports gear.

6
Help / Mod idea, spawning ufos. newbie questions.
« on: May 19, 2022, 09:43:51 pm »
I have a mod idea for letting the player spawn ufo's.
Inspired by the USO Trap mission i xcf. Where you you send out as false supply request to the aliens.

I'm thinking a new hyperwave encoder facility, that lets you manufacture an "ambush transmission" item, that causes a ufo mission to spawn.
This would speed up the part of the game where you are just waiting for a ufo with the correct alien rank onboard to spawn, or are just farming elerium.

Using different "ambush transmission" item based on what ufo's you have researched would also give those researches some meaning.

The hyperwave encoder facility could require an item only found in alien bases so you dont build it too early.

some questions about modding:
  • Do I need to restart the game everytime i change a file?, or will the game for example read the missionScripts file every month?
  • I see that the Mission Scripts have itemTriggers/facilityTriggers that could be used, but would that mean that the mission spawns near the base that has the item or facility?
  • Is it possible to spawn flying ufos this way?
  • If i add a missionBountyItem to STR_ALIEN_BASE_ASSAULT alienDeployment, can i add just that one thing? and lets the rest come from another mod or the default rules? or do I have to redefine the whole thing?

7
The X-Com Files / Re: The X-Com Files online Wiki
« on: May 08, 2022, 09:33:29 pm »
The wiki shows that lab ships have 1 commander on veteran/genius

but the c++ code rounds 1/2 down,  so it doesnt get deployed.


Spoiler:
lowQty: 0
highQty: 1
dQty: 0
int quantity;

if (_game->getSavedGame()->getDifficulty() < DIFF_VETERAN)
   quantity = (*d).lowQty + RNG::generate(0, (*d).dQty); // beginner/experienced
else if (_game->getSavedGame()->getDifficulty() < DIFF_SUPERHUMAN)
   quantity = (*d).lowQty+(((*d).highQty-(*d).lowQty)/2) + RNG::generate(0, (*d).dQty); // veteran/genius
else
   quantity = (*d).highQty + RNG::generate(0, (*d).dQty); // super (and beyond?)

quantity += RNG::generate(0, (*d).extraQty);

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 08, 2022, 09:59:32 am »
the "STR_DIVER_SCIENTIST_CORPSE" are recoverable

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 05, 2022, 06:42:31 pm »
is "alwaysVisible: true" supposed to be on for alien turrets?

10
The X-Com Files / Re: Changing difficulty
« on: May 05, 2022, 09:39:43 am »
thanks

11
The X-Com Files / Changing difficulty
« on: May 04, 2022, 03:02:53 pm »
If I want to change difficulty mid game can i just edit "difficulty: 0"  in the save file?

12
The X-Com Files / psi traning max stats
« on: April 27, 2022, 03:22:02 pm »
Is there training caps for Psionic Laboratory like there is for the Gym?

13
The X-Com Files / Re: How to tell if something is researched
« on: April 21, 2022, 12:43:40 am »
Thanks

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 21, 2022, 12:43:21 am »
They are missing when craft returns to base,  and i get the "Not enough equipment screen"

I've included a save where you can hit Abort to reproduce, and a save before the mission

(They also show up on the ground in the pile of other gear)

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 20, 2022, 09:58:10 am »
Chemical flares always gets consumed when loaded on a craft,
even if not put on a soldier or primed

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