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Messages - Ran

Pages: 1 ... 6 7 [8] 9 10 ... 12
106
Released Mods / Re: [WEAPON] Fusion Torch
« on: April 07, 2014, 11:01:13 pm »
Sure, just change invHeight from 1 to 2 in the ruleset.
Code: [Select]
  - type: STR_FUSION_TORCH_POWER_CELL
    requires:
      - STR_FUSION_TORCH_POWER_CELL
    power: 500
    size: 0.1
    costSell: 50000
    weight: 5
    bigSprite: 58
    floorSprite: 74
    damageType: 5
    clipSize: 5
    battleType: 2
    invWidth: 1
    invHeight: 1
    hitSound: 52
    hitAnimation: 1
    blastRadius: 0

You should also create a bigger inventory sprite or it will look a bit weird.

For further references see:
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29

107
Work In Progress / Re: Can Medics heal themselves?
« on: April 07, 2014, 01:56:52 am »
So, any chance we can have this implemented?
I guess it requires some work as you'd need to be able to choose if you use it on yourself or something else.

108
Work In Progress / making spent medipack-like items disappear?
« on: April 06, 2014, 11:13:37 pm »
Is it possible to "use up" medipack-like items (food) so they disappear like spent clips?

109
Released Mods / Re: [WEAPON] Fusion Torch
« on: April 06, 2014, 09:50:47 pm »
This is an open-source game, feel free to edit the rules the way you like.
No one forces you to use it as it is. ;)

110
Released Mods / Re: [WEAPON] Fusion Torch
« on: April 06, 2014, 02:21:46 am »
Ah, great!
Will take a look immediately ;)

111
Suggestions / Re: Defining Lighting (aka different Flare types)
« on: April 05, 2014, 02:31:24 am »
I think un- hardcoding Vision range and -radius would be neat! ;D

You could give HWPs, drones and robotic aliens 360° view as they are packed with sensors, maybe short radius for things like Silacoid / Celatid as they can only sense beings nearby.
Decrease FOV with Power/Flying suit and therefore extended night vision, and even give Ethereals an extra-long 360°C vision for their psychic powers. They don't have functioning eyes anyways.

After all, if you don't like the idea, no one forces you to change the settings, but it would be nice to have the opportunity to mess with them.

112
Released Mods / Re: [WEAPON] Fusion Torch
« on: April 05, 2014, 02:05:15 am »
Sure, German is my first language. ;)

I generally don't like German translations and prefer to play in English, so I had not added any translation until now, check the new attachments and feel free to use or modify the German text.

113
Ah, perfect! :)
Is it possible to use values below 1 for requiredItems, or is increasing producedItems the only way?

One more question - is it possible to use OR in combination with requiredItems (requires A or B or C)?

114
Is it possible to build several items from one piece of prerequisite material?
Let's say I want to manufacture nails from Alien Alloys, Can I make 100 nails from one piece of alloy or is the minimum manufacture ratio 1:1?
If so is it possible to manufacture packs of 10 or 100?

I have some neat ideas but they would be slightly absurd if you only get 1:1 from the target material. :-\

115
Resources / Re: My First Sprite
« on: April 03, 2014, 01:51:38 am »
If you want a blue or red laser beam you can use my recolored hit and bullet sprites.
https://openxcom.org/forum/index.php?topic=1901.0

116
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: April 01, 2014, 11:02:53 pm »
You're welcome!

Now I'll work on those missing handobs...

By the way - one  question about the Esper:
I put great efforts into capturing that guy alive - 3 times, but back at the base all I had was a normal Academician that didn't know anything. ???
Was I just tricked or is this a bug?

117
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 28, 2014, 07:52:07 am »
Well, it's a lot more work than I thought... ;D

I tried to give the girls a little makeover and improve the inventory images for all armor types. No major changes, just tuning the colors and streamlining shapes a bit.

118
Suggestions / Re: Pilots... for interceptors?
« on: March 26, 2014, 01:25:28 am »
Why not create pilots as a new class of personnel?
Maybe for the price of a scientist or even a little more. Crafts could need 1-2  of to them.
I would even make crafts vulnerable on the battlefield. This would require some sort of damage model but if it takes too much damage, your troops are going to have to hitchhike their way back to base.

119
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 26, 2014, 01:08:31 am »
Just noticed there is a Bootypaedia - entry for the Tesla Coil from the very start, but you don't have it and can't buy it. So I assume it shouldn't be visible?
I would also recommend to have entries for the Old Fighter Hull and Cloaking Device just to clarify what they are for.

Also it would be cool for the Bonaventura to have Base- and Dogfight images, not just the ones for the Skyranger. I'm really bad at drawing but this should be a small task.




120
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 11, 2014, 01:48:59 am »
I just don't know what to say - it's just too awesome! ;D
Please keep up the good work and thanks for the effort.

I'll continue looking for bugs.

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