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Messages - robin

Pages: [1] 2 3 ... 79
1
OpenXcom Extended / Re: [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 10:19:45 am »
I think you can achieve the same result with starting conditions. I never used them so I'm not sure, but you should check them.

2
Open Feedback / Re: wrong position for personal armor arms?
« on: August 30, 2022, 10:16:45 pm »
Thanks, now I know what to do when I draft new sprites.

3
Open Feedback / wrong position for personal armor arms?
« on: August 28, 2022, 08:18:53 pm »
Purple is vanilla personal armor, red is vanilla coveralls (recolored).
The arms for the south walking animation (weaponless) seems inverted.
I checked the power armor and it matches the coveralls position, so the personal armor is the outlier.

If frames are layered on each other to draw the whole unit, the arms (presumably of the personal armor) might be rendered in the wrong order (layer order). Because the draw routine is the same.

Unless my personal armor sheet is wrong...

4
I don't fully grasp counters. Are there examples of them implemented?
I'm thinking of using them to simulate alien infiltration level of human factions, but I need to understand better how they work.

5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.21.1
« on: August 15, 2022, 10:16:27 pm »
new version up, 0.21.1.

@wolwerin: backup first if you update, because it is not retro-compatible and it might break your game.

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 06, 2022, 09:23:07 pm »
@wolwerin
try with this file.
but you have to restart the mission (load a save before landing).

7
Help / Re: unit without corpse (and more)
« on: August 05, 2022, 03:54:14 pm »
Even with overKill: 0.0, I would still have to define the corpse, otherwise game would not start, I think.
I'll just define the corpse, invisible, not a big deal.

I did not realize I could use flatHundred there.

Thanks!


8
Help / unit without corpse (and more)
« on: August 05, 2022, 02:45:12 pm »
I want to create a unit that leaves no corpse behind when killed.
I could make the corpse unrecoverable + use an invisible (AKA empty) floor sprite, that is not a problem.
But, is there a more straightforward way?

Bonus question: how to make a firearm with "flat" accuracy? I want to create a weapon with X% of accuracy regardless of the unit accuracy.

Thanks.

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 03, 2022, 11:28:23 pm »
The problem is that the final mission simply does not exist at this moment.
Initially I had hijacked the vanilla mission as placeholder, but the mod changed too much since then so it does not work anymore.
I don't know if I can fix this easily.

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: August 02, 2022, 03:08:42 pm »
You can use the attached file for the final mission, it should work.
Overwrite the one you have in the OpenXcom\mods\From the Apocalypse\Ruleset folder

I'm not finding anything wrong for the UFO ABDUCTOR, I don't know.

11
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 31, 2022, 10:11:53 am »
Two different items used the same setting.
Code: [Select]
  - type: STR_ALIEN_PROPULSION_SYSTEM
    size: 0.5
    costSell: 100000
    specialType: 37  # this is the correct value for this item
    recoveryPoints: 5
With this change you should get the Aliens Sensors whenever you recover a UFO.

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 31, 2022, 12:24:35 am »
Thanks for feedback

I cannot understand why you do not get the Alien Sensors.
You should get them with every UFO, everything seems in place:
Code: [Select]
items:
  - type: STR_ALIEN_NAVIGATION
    size: 0.2
    costSell: 80000
    specialType: 3
    recoveryPoints: 5
research:
  - name: STR_ALIEN_NAVIGATION
    cost: 700
    points: 15
    needItem: true
    destroyItem: true
All the MCDs have the Target_Type:59 properly set to "3" (matching specialType).
So it should really work.
I guess I need help on this....


Similar situation for the PSYMORPH: it is missing The Martian Solution for the next research.
Martian Solution should unlock when you research a Skeletoid Leader, which you did so it should be there, but it is not for some reason.
But all this is going to be changed so I'm not going to worry about this.

13
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 30, 2022, 02:25:51 pm »
Quote
aliens are now capable of running during escape battle action
@Meridian: what is that?


I don't get the object title when I use rect_text with type_id: 7 (AKA text image), see attachment.
Ruleset reference says the following about rect_text: In OXCE, it is also applicable to TextImage articles.
Code: [Select]
  - id: STR_DIMPROBE
    type_id: 7
    section: STR_XCOM_CRAFT_ARMAMENT
    image_id: UFOPAEDIA_IMG_DIMPROBE
    rect_text:
      x: 5
      y: 40
      width: 140
      height: 100
    #text_width: 140  # this works correctly
    text: STR_DIMPROBE_UFOPAEDIA

This is not a problem since I'm just going use text_width, but I still wanted to report this.

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 30, 2022, 02:13:31 pm »
Yeah the paperdoll are WIP

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.20.0
« on: July 24, 2022, 12:42:49 pm »
Thanks for feedback! Will fix.
Really weird the tank thing, need to understand what is wrong.

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