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Messages - Ascadix

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16
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 06, 2014, 08:34:16 pm »
Hello,

I have little time, but :

- i have only assembled tank/laser and a-tank/e-laser, but they were never destroyed in mission (some time badly damaged, but still here :-) so, no repair and ... no crash

- for the crafts, i'm still testing, but it seems that the MCDPatchs: code in recent ruleset for SkyRanger an be used to "patch" the SkyTrooper ruleset so that tank can unload.


- for x2 weapons tank, i think it would be better not to have too much combinations, just some simple combinations of 1 area-damage weapon + 1 chirurgical-strike weapon.
The dual-tank should cary less ammo than a 1-weapon tank in all weapons and maybe be slightlyy less armored since weapons are weak points.

If possible, give priority to the precise weapon for reaction-shot.

-- tank : canon (or better : auto-canon or minigun) + rocket
-- tank : laser + rocket
-- a-tank : e-laser + e-rocket
-- a-tank : gauss + de-gauss

no pure alien-tech in dual-combinations
no hover with dual-weapons
no blaster + xxx
no plasma + xxx


- for tanks armor, maybe better armor/frame for a-tank than for hover, i think an hover shouldn't be heavier than a whelled tank, keep the balance so a-tank keep beeing usefull even with hover available

17
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 03, 2014, 09:58:44 pm »
Hello,

For the tank unload pb, it's ok with xae 1.02 and the last nightly.

I have still the pb, but it's with the SkyTrooper, not an XAE craft.



18
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 04:03:24 am »
### TANK UNLOAD FROM CRAFT PB ###

Hello, for those who have pb unloading tank from modded transport craft, could you try with an old build, the openxcom_git_master_2014_10_12_1240

I have some pb with this, and I have open a thread here:
https://openxcom.org/forum/index.php?topic=3072.0

I'm ok up to : openxcom_git_master_2014_10_12_1240
pb occurs from : openxcom_git_master_2014_10_13_0423

I have no build between those 2 to test deeper.

19
Troubleshooting / ? bug ? - can't unload tank from moded crafts
« on: November 02, 2014, 03:56:36 am »
Hello,

It seems there is a pb with modded transport craft, tanks can't unload from new transport like for exemple "SkyTrooper" (from here : https://openxcom.org/forum/index.php?topic=2706.0)


I have done some testing, it's ok up to openxcom_git_master_2014_10_12_1240 but tank can't go down the exit since openxcom_git_master_2014_10_13_0423


I can't find build older than 2014_10_13_0423 on the downlaod page, are they available elsewhere ?


Vanilly crafts seems to have no pb, only new ones, so ... bug repport or not ?

20
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 02:34:27 am »
Oops .... crashed :o

Hello,

I have a weird crash in my game at the time of completing a production for :"reproduction pod dis."

using XAE 1.02

It seems to me that the root cause is in the Research_and_Manufacture ruleset, in the STR_DIS_ALIEN_REPRODUCTION/producedItems:

I have solved my crash by changing : STR_ENERGY_CELLS: 1 for STR_ALIEN_ENERGY_CELLS: 1

this crash
Code: [Select]
manufacture:
  - name: STR_DIS_ALIEN_REPRODUCTION
    producedItems:
     STR_ENERGY_CELLS: 1
    listOrder: 4020

this pass
Code: [Select]
manufacture:
  - name: STR_DIS_ALIEN_REPRODUCTION
    producedItems:
      STR_ALIEN_ENERGY_CELLS: 1
    listOrder: 4020



but i haven't checked if there is other thing to change elsewhere

21
Open Feedback / Re: Armors and damages ???
« on: October 27, 2014, 10:25:07 pm »
ok ..i see

Thanks all.


22
Open Feedback / Armors and damages ???
« on: October 27, 2014, 12:38:48 am »
Hi,

I'm not sure of fully understanding the calculation of damage to soldier wearing an armor.  :-[

How are accounted the "xxxxxArmor:" values and the "damagemodifier:" ones ?

Is there any doc/tuto on this part ?

Thanks

23
Hello,

extraStrings: fr for Gazer:

Spoiler:
Code: [Select]
extraStrings:
  - type: fr
    strings:
      STR_GAZER: Gazer
      STR_HOLODRONE: Holodrone
      STR_HOLODRONE_TERRORIST: Terroriste Holodrone
      STR_GAZER_SOLDIER: Soldat Gazer
      STR_GAZER_MEDIC: Médecin Gazer
      STR_GAZER_ENGINEER: Ingénieur Gazer
      STR_GAZER_NAVIGATOR: Navigateur Gazer
      STR_GAZER_LEADER: Leader Gazer
      STR_GAZER_COMMANDER: Commandant Gazer
      STR_GAZER_CORPSE: Corps Gazer
      STR_HOLODRONE_CORPSE: Corps Holodrone
      STR_GAZER_AUTOPSY: Autopsie Gazer
      STR_HOLODRONE_AUTOPSY: Autopsie Holodrone
      STR_GAZER_UFOPAEDIA: Les gazers ressemblent à des tortues bipédes et sont aussi corriaces qu'ils en ont l'air. Leur énorme armure leur confère une résistance incroyable contre toutes les attaques et tout particulierement les munitions perforantes et les armes à plasma.
      STR_GAZER_AUTOPSY_UFOPAEDIA: L'oeuil de cyclope est la caractéristique principale de cette créature qui sinon ressemble à un crustacé en plus évolué. Son importante armure n'est pas qu'un blindage, elle est greffé sur la créature par des implants bio-cybernétiques et constitue une vrai coquille.
      STR_HOLODRONE_UFOPAEDIA: Les holodrones sont des pièces d'artillerie volantes. Ils sont protégés par une bulle de plasma qui interfère avec les tirs de plasma et le feu. Il se pourrait qu'ils aient été développés spécifiquement pour combattre les ennemis équipés d'armes à plasma. La température très élevé et les radiations émises par ce dispositif empéchent de l'utiliser pour des armure humaine.
      STR_HOLODRONE_AUTOPSY_UFOPAEDIA: Un automate très complexe alimenté par un coeur d'élérium surdimensionné. Deux diffuseurs sortants de ce coeur générent la bulle de plasma enveloppant l'unitée. Il est également évident que le noyau peut générer une surcharger et l'utiliser pour générer un puissant faisceau laser.


for players who don't like editing ruleset, simply downlaod and activate the attachment to add "Fr" string to the mod.

[Fr] pour les joueurs qui n'aiment pas éditer les ruleset, télécharger et activer la PJ pour avoir le blabla des gazer en français  ;)

24
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 01:08:24 am »
i,


v2 ruleset,  with the modification i was wondering ...

- dragon kiss is compatible with standard shotgun
- reinforced shotgun only depend on alloy, not other alien tech/research.

I don't know which rulset is best balanced ....


For the idea of a full set of weapon based on good-old human concepts but optimized an built with alloy, i think at such a set for some time.

There is some great pixelarts in Chiko's ressource posts : https://openxcom.org/forum/index.php?topic=383.0

But they lack handobs gfx, and i'm not good at drawing them, so for now, this is just an idea.

25
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 08:51:30 pm »
Hi,

For the graphics ... they are in the last XAE release ZIP :-)

For the reinforced shotgun, i didn't think about a full new tier, just as a little upgrade to a very old/basic weapon since the std shotgun is a lot less sophisticated than the rifle or the auto/heavy canon.

I have seen your work on the DE-Gauss, so i have not included Warboy's original E115 shotgun ammo but my concept of a simple human-tech incendiary ammo for the shotgun.

I ask myself 2 questions about those wepons:
- Maybe it would be good to make the dragon's kiss useable with the std shotgun, so the only improvement of the "aloy shotgun" would be the auto-shot feature ?
- And decrease prerequisites for reinforcedshotgun to just Aloys and no alien tech since it's jsute a teran concept with better raw material. ?



26
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 06:24:25 pm »
Hello alien hunters :-)

This mod make me drop some little mini-mod i was working on since some times ... but i like it.

So, my little contribution : an advanced shotgun and a new shotgun ammo for XAE.

Based on Warboy's shotgun, just a ruleset, no need for additional graphics, it use Warboy's graphics that are present but unused in XAE 1.01.

- Reinforced Shotgun : same stats as original by Warboy.
-> auto-shot : x3

- Shotgun Dragon's Kiss ammo : A rain of molten metal, not to be used for a barbecue, but potentially effective response to some aliens. Can only be fired with reinforced shotgun since the standard shotgun can't deal with such a high temperature.
-> type 2 (incendiary) damages, so useless against snakeman, but better against some of other aliens.


Code: [Select]
items:
# ===============================================
# ===== RENEWED WEAPONS=====================
# ===============================================
#ADV_SHOTGUN
  - type: STR_ADV_SHOTGUN
    size: 0.2
    costSell: 4000
    weight: 5
    bigSprite: 608
    floorSprite: 608
    handSprite: 608
    bulletSprite: 2
    fireSound: 56
    compatibleAmmo:
      - STR_SHOTGUN_SHELLS
      - STR_SHOTGUN_AA_AMMO
      - STR_SHOTGUN_DRAGONSHELLS
    accuracySnap: 70
    accuracyAuto: 60
    accuracyAimed: 80
    tuSnap: 30
    tuAuto: 40
    tuAimed: 45
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    listOrder: 2008
    maxRange: 13
    aimRange: 11
    snapRange: 8
    autoRange: 6
    dropoff: 5
    requires:
      - STR_ADV_SHOTGUN
  - type: STR_SHOTGUN_DRAGONSHELLS
    requires:
      - STR_SHOTGUN_DRAGONSHELLS
    size: 0.1
    costSell: 800
    weight: 3
    bigSprite: 609
    floorSprite: 609
    hitSound: 22
    hitAnimation: 36
    power: 30
    damageType: 2
    clipSize: 8
    battleType: 2
    blastRadius: 0
    listOrder: 2009
    shotgunPellets: 6
# ===============================================
# ================= RESEARCH ====================
# ===============================================
research:
#ADV_SHOTGUN
  - name: STR_ADV_SHOTGUN
    cost: 800
    points: 10
    dependencies:
      - STR_ALIEN_ALLOYS
      - STR_ALIEN_WEAPONRY
    listOrder: 901
#SHOTGUN_DRAGONSHELLS_AMMO
  - name: STR_SHOTGUN_DRAGONSHELLS
    cost: 500
    points: 10
    dependencies:
      - STR_ADV_SHOTGUN
      - STR_ALLOY_AMMO
    listOrder: 903
# ===============================================
# =============== MANUFACTURE ===================
# ===============================================
manufacture:
#ADV_SHOTGUN
  - name: STR_ADV_SHOTGUN
    category: STR_WEAPON
    requires:
      - STR_ADV_SHOTGUN
    space: 4
    time: 820
    cost: 18000
    requiredItems:
      STR_ALIEN_ALLOYS: 1
    listOrder: 811
#SHOTGUN_DRAGONSHELLS_AMMO
  - name: STR_SHOTGUN_DRAGONSHELLS_BATCH
    category: STR_AMMUNITION
    requires:
      - STR_SHOTGUN_DRAGONSHELLS
    space: 2
    time: 40
    cost: 400
    producedItems:
      STR_SHOTGUN_DRAGONSHELLS: 4
    listOrder: 812
# ===============================================
# ================= UFOPAEDIA ===================
# ===============================================
ufopaedia:
#ADV_SHOTGUN
  - id: STR_ADV_SHOTGUN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ADV_SHOTGUN_UFOPEDIA
    listOrder: 2106
    requires:
      - STR_ADV_SHOTGUN
#SHOTGUN_AADART_AMMO
  - id: STR_SHOTGUN_DRAGONSHELLS
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_SHOTGUN_DRAGONSHELLS
# ===============================================
# ============= EXTRA SPRITES ===================
# ===============================================
extraSprites:
  - type: BIGOBS.PCK
    files:
      608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgun.gif
      609: Resources/XCom_Armoury_Expanded/Shotgun/EleriumShotgunAmmo.gif
  - type: FLOOROB.PCK
    files:
      608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgunF.gif
      609: Resources/XCom_Armoury_Expanded/Shotgun/EleriumShotgunAmmoF.gif
  - type: HANDOB.PCK
    files:
      608: Resources/XCom_Armoury_Expanded/Shotgun/ReinforcedShotgunH.gif
    width: 128
    height: 80
    subX: 32
    subY: 40
# ===============================================
# ================== SOUNDS =====================
# ===============================================
extraSounds:
  - type: BATTLE.CAT
    files:
      55: Resources/XCom_Armoury_Expanded/Shotgun/Fire.wav
      56: Resources/XCom_Armoury_Expanded/Shotgun/Fire2.wav
# ===============================================
# =================== STRINGS ===================
# ===============================================
extraStrings:
  - type: en-US
    strings:
      STR_ADV_SHOTGUN: Reinforced Shotgun
      STR_SHOTGUN_SHELLS: Shotgun Shells
      STR_SHOTGUN_DRAGONSHELLS: Shotgun Dragon's Kiss
      STR_SHOTGUN_DRAGONSHELLS_BATCH: Shotgun Dragon's Kiss (x4)
      STR_ADV_SHOTGUN_UFOPEDIA: Utilizing the properties of Alien Alloys, this semi-automatic shotgun features a stronger barrel compared to the conventional counterpart.{NEWLINE}Its resistance allows the use of high-calorie ammo ("Dragon's Kiss").
  - type: en-GB
    strings:
      STR_ADV_SHOTGUN: Reinforced Shotgun
      STR_SHOTGUN_SHELLS: Shotgun Shells
      STR_SHOTGUN_DRAGONSHELLS: Shotgun Dragon's Kiss
      STR_SHOTGUN_DRAGONSHELLS_BATCH: Shotgun Dragon's Kiss (x4)
      STR_ADV_SHOTGUN_UFOPEDIA: Utilizing the properties of Alien Alloys, this semi-automatic shotgun features a stronger barrel compared to the conventional counterpart.{NEWLINE}Its resistance allows the use of high-calorie ammo ("Dragon's Kiss").
  - type: fr
    strings:
      STR_SHOTGUN: Fusil à Pompe
      STR_ADV_SHOTGUN: Fusil à Pompe Renforcé
      STR_SHOTGUN_SHELLS: Cartouches Fusil à pompe
      STR_SHOTGUN_AA_AMMO: Munitions AET Fusil à Pompe
      STR_SHOTGUN_DRAGONSHELLS: Bisou du Dragon (Mun. F.Pompe)
      STR_SHOTGUN_DRAGONSHELLS_BATCH: Bisou du Dragon (x4)
      STR_SHOTGUN_UFOPEDIA: Fusil à pompe tactique standard calibre 12. Délivre une puissance de feu dévastatrice à courte portée, mais la dispersion des projectiles et leur faible force de pémétration limite son efficacité face à des cibles éloignées ou fortement blindées.
      STR_ADV_SHOTGUN_UFOPEDIA: Tirant parti des propriétés des alliages E.T., ce fusil à pompe semi-automatique dispose d'un canon plus résistant que le modéle standard.{NEWLINE}Sa résistance permet l'usage de munitions hyper-caloriques ("bisou du dragon").
 


NB: extrastring contain also "fr" string for the standard shotgun that are missing in XAE.


edit: oops ... not the good .rul, uploaded an old version -> corrected.

27
Suggestions / Re: Equip armor from the in-base inventory screen ?
« on: September 11, 2014, 09:30:59 pm »
ok

o know the right-clic ktrick.

..and i will wait for your branch to be included in main :-)

Thanks.

28
Suggestions / Equip armor from the in-base inventory screen ?
« on: September 10, 2014, 10:24:56 pm »
Congratulations to all the contributors to this great game (developers, artists, modders ...)

And ... a little wish ... :)

Would it be possible to be able to select the armor for a soldier from the crew's equipment screen available for transporters at base ?

In the concept:
-1- Be in soldier equipment from one carrier to the base screen
-2- Click on the silhouette of the soldier
-3- Pop-up -> list of available armor
-4- Click / select the armor and return to the screen equipment

Thank you.

29
Work In Progress / Re: [WEAPON/BETA] Laser Sniper Rifle
« on: September 07, 2014, 11:41:44 pm »
Hi all,

I haven't been very active for a few month due to some concerns at office.

@SiceX : thanks for translation, i will include it.

@caleafterearth : feel free to reuse my Gfx, a little "credit note" will make me happy :-)

For the time since my last post, i have worked on a little "laser mod" with those ideas:
- Gfx from Chico's work for the 3 standard laser weapons
- a laser snipper rifle
- power clips for all laser weapons
- all this without E115 nor alloy dependency (laser stay 100% human tech.)

For graphics, i can't manage to draw any good gfx with darker red, so i will stay on red.

For the snipper rifle, i have changed the grip to a gray one for better consistency with the 3 other laser weapons.

For clips, i have see that other similar mod have been released before mine .. so it seems to be a good idea :-)

I will try to pack actual state and post it this week, but it is still beta IMHO.

30
I had never heard of "La courbe du chien", even though french is my native language..!


On the mathematical side, it was a beloved subject for one of my professor in "Math Spe",  I'm probably unable to recalculate one now, but this leaves some memories ...:-p

On the "military" side, it is probably more used in submarines for long torpedo trajectory path than for the much shorter and faster missiles shoot.
It is a matter of optimizing the interception time and consumes less fuel (ie autonomy and practical range of the weapon).

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