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Messages - Belcanzor

Pages: 1 [2] 3 4
16
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2024, 04:57:59 am »
The knockout grenade need 440 hours but gas one need 90.
Its intended?

17
The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: January 01, 2024, 03:57:12 am »
Thank you! I m becoming too old for this, fail to see that one :p

Still got a problem with the names. If I use same name then its overwrite last entry, but I dont understand how the names work, if I paste   - name: STR_SCREEN_AETHER_M it work but show like that in the workshop item list.

18
The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: December 31, 2023, 09:57:35 pm »
Thank you Juku121!

If someone as time to help with an example line:

I add with Notepad++ the two Aether and got this error, already try changing the name:
D:/OpenXcom Extended710/user/mods/Recruit not buy/Ruleset/recruitcitizens.rul: Error for 'STR_SCREEN_AETHER_M': wrong node type, expected a map at line 56

Here is what I did:
  - name: STR_SCREEN_CITIZEN_M
    category: STR_RECRUITMENT
    time: 72
    cost: 0
    requires:
      - STR_SCREENING_CITIZENS
    requiredItems:
      STR_MALE_CIVILIAN_WHISTLEBLOWER: 1
    producedItems: {} # empty
    randomProducedItems:
      - [9, {STR_POTENTIAL_AGENT: 1}]
      - [2, {STR_POTENTIAL_SCIENTIST: 1}]
      - [3, {STR_POTENTIAL_ENGINEER: 1}]
      - [8, {STR_ANGRY_CITIZEN: 1}]
      - [8, {STR_TERRIFIED_CITIZEN: 1}]
      - [4, {STR_MINOR_CRIMINAL: 1}]
      - [4, {STR_BLABBERMOUTH_CITIZEN: 1}]
      - [8, {STR_UNTALENTED_CITIZEN: 1}]
      - [1, {STR_DERANGED_CITIZEN: 1}]
      - [1, {STR_EXALT_INFILTRATOR: 1}]
      - [1, {STR_SUPPORTER_OF_DAGON: 1}]
      - [1, {STR_BLACK_LOTUS_FOLLOWER: 1}]
      - [1, {STR_ZSRR_GANGER: 1}]
    listOrder: 62354
  - name: STR_SCREEN_CITIZEN_F
    category: STR_RECRUITMENT
    time: 72
    cost: 0
    requires:
      - STR_SCREENING_CITIZENS
    requiredItems:
      STR_FEMALE_CIVILIAN_WHISTLEBLOWER: 1
    producedItems: {} # empty
    randomProducedItems:
      - [9, {STR_POTENTIAL_AGENT: 1}]
      - [2, {STR_POTENTIAL_SCIENTIST: 1}]
      - [3, {STR_POTENTIAL_ENGINEER: 1}]
      - [8, {STR_ANGRY_CITIZEN: 1}]
      - [8, {STR_TERRIFIED_CITIZEN: 1}]
      - [4, {STR_MINOR_CRIMINAL: 1}]
      - [4, {STR_BLABBERMOUTH_CITIZEN: 1}]
      - [8, {STR_UNTALENTED_CITIZEN: 1}]
      - [1, {STR_DERANGED_CITIZEN: 1}]
      - [1, {STR_EXALT_INFILTRATOR: 1}]
      - [1, {STR_SUPPORTER_OF_DAGON: 1}]
      - [1, {STR_BLACK_LOTUS_FOLLOWER: 1}]
      - [1, {STR_ZSRR_GANGER: 1}]
    listOrder: 62355
  - name: STR_SCREEN_AETHER_M
    category: STR_RECRUITMENT
    time: 72
    cost: 0
    requires:
      - STR_SCREENING_CITIZENS
    requiredItems:
      STR_RECLAMATION_OF_AETHER_MALE_INITIATE
    producedItems: {} # empty
    randomProducedItems:
      - [9, {STR_POTENTIAL_AGENT: 1}]
      - [2, {STR_POTENTIAL_SCIENTIST: 1}]
      - [3, {STR_POTENTIAL_ENGINEER: 1}]
      - [8, {STR_ANGRY_CITIZEN: 1}]
      - [8, {STR_TERRIFIED_CITIZEN: 1}]
      - [4, {STR_MINOR_CRIMINAL: 1}]
      - [4, {STR_BLABBERMOUTH_CITIZEN: 1}]
      - [8, {STR_UNTALENTED_CITIZEN: 1}]
      - [1, {STR_DERANGED_CITIZEN: 1}]
    listOrder: 62356
  - name: STR_SCREEN_CITIZEN_F
    category: STR_RECRUITMENT
    time: 72
    cost: 0
    requires:
      - STR_SCREENING_CITIZENS
    requiredItems:
      STR_RECLAMATION_OF_AETHER_FEMALE_INITIATE
    producedItems: {} # empty
    randomProducedItems:
      - [9, {STR_POTENTIAL_AGENT: 1}]
      - [2, {STR_POTENTIAL_SCIENTIST: 1}]
      - [3, {STR_POTENTIAL_ENGINEER: 1}]
      - [8, {STR_ANGRY_CITIZEN: 1}]
      - [8, {STR_TERRIFIED_CITIZEN: 1}]
      - [4, {STR_MINOR_CRIMINAL: 1}]
      - [4, {STR_BLABBERMOUTH_CITIZEN: 1}]
      - [8, {STR_UNTALENTED_CITIZEN: 1}]
      - [1, {STR_DERANGED_CITIZEN: 1}]

    listOrder: 62357


Also: where is info about the probability values? I mean: how to translate 1, 2 or 9 into %


19
The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: December 31, 2023, 04:48:57 am »
Hi, I like the idea and I thinking about a bit more different change - why not to do this with every saved citizen from every mission from the begining. And forbid any purchase of the soldier/scientist/engineer till some research or unlock with Promotion I or II.

So it means that on begining nobody can send you reinforcements but you can save citizens from mission with small chance to turn them into hireable "interested citizen" and after fast interogation on each (like 2-10hours of convincing to join) the person could change to normal soldier (which is now normaly for buy), or small chance to become scientist or engineer, or rare high tier soldier (I assume it is allready exits in game but possible to buy/research later in game now). Or kind of injured ex-Swat or else soldier (...took arrow into the knee...) with one high stat (like 90% of max) and one low stat (like 10% of maximum) or other possible personalities allready built in game.

If RNG gives you more scientist or enginner you can´t use on begining, you can allways fire them. And from soldiers you can choose the one´s you need, rest fire/sold. Or use rest as cannon fodder.

And after some research or Promotion the Council finally allow you to buy soldiers/scietists/engineers. But still you are able to turn saved citizens into anything you need.

And the difference between avatar (before / after) it is doesnt matter. The boy could wear women clothes, because he has notnig else, or he is part of LGBT community... what ever reason people have today to looks different... no big deal.

That´s could be more "real" on the beginnning as the group without support, so convincing people wherever and whenever it is possible rather to have all easily accesible from beginning. And also could helps to play a bit more cautious to save more citizens....

Just an idea :)

Sorry for doing necromancy here.
I m totally into this idea. I dont like how easy is to recruit soldiers in xcom, also this way fit perfectly in the beginning where you can throw sticks to the enemy and wear just clothes.

Edit: Still work but need to change "master: xcom1" to "master: x-com-files" in metadata.
I pity I dont try this one before.

This as a lot of potential!. Think about adding farmers and other civilians like cops. Also some factions that are not actually evil, but with less probability of give an agent. I m not talking about screening a Osiron boss but maybe some goon.

Edit 3: I m about to edit this and add lots of units but need help:

What is this? "    listOrder: 62354"

and  : how I can block soldier , scientist and engineers from the shop? I mean, not allow buy them.

Units added:
  - type: STR_MIB_AGENT
  - type: STR_MIB_SCIENTIST
  - type: STR_CAVE_GIRL
  - type: STR_CAVE_GUY
  - type: STR_EASY_RIDER
  - type: STR_WESTMAN
  - type: STR_FEMALE_STORMY
  - type: STR_MALE_STORMY
  - type: STR_MOTOR_MAN
  - type: STR_PINKY_DEVIL
  - type: STR_TECH_WIZARD
  - type: STR_EXALT_GOON
  - type: STR_ZSRR_GANGER
  - type: STR_ZSRR_RED_OPS_MALE
  - type: STR_ZSRR_RED_OPS_FEMALE
  - type: STR_NATASHA_MOROZOVA
  - type: STR_BLACK_LOTUS_FOLLOWER
  - type: STR_LO_WO
  - type: STR_SUPPORTER_OF_DAGON
  - type: STR_HUMAN_OSIRON_GOON
  - type: STR_RECLAMATION_OF_AETHER_MALE_INITIATE
  - type: STR_RECLAMATION_OF_AETHER_FEMALE_INITIATE
  - type: STR_DR_HADRIEX
  - type: STR_DR_ALPHA
  - type: STR_HUMAN_FARMER
  - type: STR_BRAINWASHED_HUMAN_FARMER
  - type: STR_STUNNED_HUMAN_FARMER
  - type: STR_SYNDICATE_WORKER
  - type: STR_SYNDICATE_SCIENTIST
  - type: STR_DOGE
  - type: STR_GERTRUDE_ELLISON
  - type: STR_EXALT_ARMORED_CAR
  - type: STR_ZSRR_ARMORED_CAR
  - type: STR_MIBTANK_TERRORIST
  - type: STR_WIZKID_SMALL_TANK_ROCKET_LAUNCHER
  - type: STR_MALE_CIVILIAN_SURVIVALIST
  - type: STR_MALE_DETECTIVE
  - type: STR_MALE_CIVILIAN_HUNTER
  - type: STR_FEMALE_CIVILIAN_HUNTER
  - type: STR_MALE_CIVILIAN_TECHNICIAN
  - type: STR_FEMALE_CIVILIAN_TECHNICIAN
  - type: STR_MALE_CIVILIAN_CITY_BOY
  - type: STR_FEMALE_CIVILIAN_CITY_GIRL
  - type: STR_MALE_CIVILIAN_POLARNIK
  - type: STR_FEMALE_CIVILIAN_POLARNIK
  - type: STR_FEMALE_CIVILIAN_FARMER
  - type: STR_MALE_CIVILIAN_FARMER
  - type: MALE_CIVILIAN
  - type: STR_MALE_CIVILIAN_GANGER
  - type: STR_MALE_GREASER
  - type: STR_MALE_ENGINEER
  - type: STR_MALE_SAILOR
  - type: STR_MALE_CIVILIAN_WORKER
  - type: FEMALE_CIVILIAN
  - type: STR_FEMALE_CASUAL
  - type: STR_BIKINI_BABE
  - type: STR_PRIEST
  - type: STR_MAID
  - type: STR_MALE_DOCTOR
  - type: STR_FEMALE_DOCTOR
  - type: STR_POLICEMAN
  - type: STR_POLICEWOMAN
  - type: STR_MALE_SWAT
  - type: STR_MALE_SOLDIER
  - type: STR_MALE_OFFICER_SOLDIER
  - type: STR_MALE_ELITE_SOLDIER
  - type: STR_CRISIS_TROOPER
  - type: STR_ARMY_ARMORED_CAR
  - type: STR_MALE_DIVER_SCIENTIST
  - type: STR_FEMALE_DIVER_SCIENTIST
  - type: STR_SLEEPER_MALE
  - type: STR_SLEEPER_FEMALE
  - type: STR_DAVID_VINCENT
But I have doubts about some duplicated units.
I know its a big list but the shop its supposed don't allow recruiting anymore.
I need to change the probability for each unit, so a scientist like Alpha got 100% scientist but a Red Soldier as a 75% join and 25 not join.

I also want to add "rescued" units but not sure how. Like "rescue the engineer in warehouse" or "you found a jail with several prisoners", stuff like that.

Also the mercs you hunt, like Dr. Alpha become scientist etc, they like money and or a organization to protect them. But I m not sure about research and recruitment. I can copy the way this mod uses the workshop that's all.

20
The X-Com Files / Re: [Submod] Everyone surrender
« on: December 29, 2023, 11:25:49 pm »
Is not like I was to stop capturing them, they are a got source of income, I was curious.

21
The X-Com Files / Re: [Submod] Everyone surrender
« on: December 28, 2023, 10:04:05 pm »
No need to be so shy, just make a proper submod ouf of your existing work. Use one of the other mods as an example, e.g. 'Stupid Mongorns', copy their metadata file and directory structure, make your changes, update the .rul file as Solarius indicated (basically, delete everything between unit ID and 'canSurrender') and it will be fine.

Finally got what Metadata is.
Ok. Perhaps I give it another try. But after days of testing they still dont surrender until all the boss types are down. The idea was to surrender faster.
By the way: all the people x-com "interrogate" died? Even the farmers?

22
The X-Com Files / Re: [Submod] Everyone surrender
« on: December 28, 2023, 07:19:41 am »
It's pretty easy to make:

Code: [Select]
units:
  - type: STR_ALIEN_BRAIN
    canSurrender: true
  - type: STR_DREAMSPRITE_RED
    canSurrender: true
  - type: STR_SKELETON
    canSurrender: true
(...)

Repeat for every unit which doesn't have the "canSurrender: true" flag. And also make the metadata file.
Thank you. I upload without knowing enough. Dont know what metadata is yet. Was trying to make certain battles less annoying. Right now I m fighting some cultist and everyone panic but nobody surrender.

Edit: By the way I just "discover" you are the moderator :p Can you clean all this mess, I mean this topic. I be more careful next time.

23
The X-Com Files / Re: [Submod] Everyone surrender
« on: December 28, 2023, 07:16:23 am »
Sorry, but it's not a submod, it's a piece of XCF. The implication is that this file should be replaced in the mod itself, not installed and connected by a separate submod.
For the convenience of users who are not programmers, I recommend formalizing this as a submod.

Sorry for misnaming. I was just playing with the files.
Can mods remove this post? Please?

24
The X-Com Files / [Submod] Everyone surrender
« on: December 25, 2023, 04:40:38 am »
Added     canSurrender: true to everything.
Barely tested.
Purpose: No longer battle against wimpy things, they must surrender. No more kill 100 people in base attack.
I hope it work. Feedback welcome. Also money.
Edit : Forgot to add the file :p

Edit 2: As suggested I make a mod. But still its incomplete because "can surrender" work in relation of bravery and many units got 110 bravery. I dont touch that because make the mod more easy and is not my intention.

25
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2023, 09:08:51 pm »
My apologies for not testing that first. For my amazement was "recruitment office".

26
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2023, 11:18:27 am »
Question:
I was feeling adventurous and install the updates for xcomextended 7.10 and xfiles 3.2

Got :
Error for 'STR_FLYING_SUIT_UC_UNDERWATER': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_POWER_SUIT_UC_UNDERWATER': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_STORMTROOPER_ARMOR_UC_UNDERWATER': Number of battle corpse items for 'corpseBattle' does not match the armor size.

I can downgrade if neccesary.

27
Suggestions / Re: Feature request technical questions
« on: December 20, 2023, 04:04:04 am »
Sorry for insisting but I m a bit confused.

Its easy but at the same time requires an engine change?

28
Suggestions / Feature request technical questions
« on: December 19, 2023, 08:34:23 am »
I dont know programming so my question its probably dumb.

Its possible and not very difficult add rows (squares?) to build in base? (Bigger base)

Same for extra bases.

Whats the biggest monster that the engine support? Like reaper is 2x2 and all them stop at that size. Its a technical limitation?

I ask just for modding purposes and curiosity.

29
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 17, 2023, 04:40:01 am »
Refuse/Accept trade with weapon dealers as consequences? I mean the "evil" ones.

30
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 15, 2023, 08:00:35 am »
Thats a lot of useful info. Thank you.

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