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Messages - Ascadix

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76
Work In Progress / [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 12:40:20 am »
Hi,

I'm trying to make some explosive bullet and i have a problem with "blastRadius".

Since it's only bullet and not bombshell nor missile/rocket, i want to have a very low radius of explosion, idealy, juste a little explosion on the target.

 :o But ...

With "blastRadius: 1" , i have an explosion like those of the autocanon, spreading few squares.  :(

With "blastRadius: 0", i have a little flash on the target, juste what i want, but damage seems to drop to 0.  :-\


Is there a way to have little explosion, restricted to the impacted square, but a damage value not null ?

Thanks

77
Released Mods / Re: [WEAPON] Clips for laser weapons
« on: February 28, 2014, 12:25:00 am »
Nice evolution,

But i can't build any "capacitor (level 2)" for rifle and heavy laser.


For what i understand in ruleset, it seems to be better to use this:


Code: [Select]
  - name: STR_LASER_RIFLE_CLIP2
    category: STR_AMMUNITION
    requires:
      - STR_LASER_2
      - STR_LASER_RIFLE

instead of:

Code: [Select]
  - name: STR_LASER_RIFLE_CLIP2
    category: STR_AMMUNITION
    requires:
      - STR_LASER_RIFLE_CLIP2

Since STR_LASER_RIFLE_CLIP2 isn't a research.


78
Released Mods / [GRAPHICS] Chiko's Laser Weapons news Gfx
« on: February 27, 2014, 12:15:43 am »
Hello,

My first attempt to play with OpenXcom graphics: an adaptation as a mod of the news graphics for the 3 original laser weapons (Pistol, Rifle, Heavy) by more homogeneous ones from Chiko.

No change to items cost nor stats.


Original Design here:
https://openxcom.org/forum/index.php?topic=383.0
Thanks Chicko  :)

More sprites and a PCK version here for some times:
https://openxcommods.weebly.com/downloads9.html
Thanks Luke83  :)


This little mod is intended to be more easily installed/enabled/disabled than dealing with PCK replacement in original game data folder.


Pistol
Rifle
Heavy



Changes:
v1.0 - 2014-02-26 : initial release
v1.1 - 2014-03-01 : reworked graphics, better conversion from Chiko artwork

79
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 23, 2014, 12:21:41 am »
Mhhhh ....

Gold Guy -> "Captain Power" from the serie "Captain Power and the Soldiers of the Future"

And the dark One, "Tank" from the same TV series


LOL .. it's a time machine this mod.


I like a lot your "Star Ranger" and the others units .. do you plan to release them one by one or in a pack in near futur ?

80
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 22, 2014, 09:54:10 pm »
Maybe a recoulored amphibious tank "Coelacanth" from TFD  ?

I wonder where can i find this re-designed SkyRanger ?

81
Work In Progress / Re: UFO upgrades / missing ox_UFO4c.RMP
« on: January 08, 2014, 09:09:14 pm »
Hello Luke,

I play with your "extended UFOs", but my game just crashed on starting a UFO recovey complaining about missing "ROUTES/ox_UFO4c.RMP"

Downloaded from : https://openxcommods.weebly.com/downloads11.html and i still don't find the file in the ZIP.

maybe another download point ? or a new ZIP ?

Thanks .

82
Work In Progress / Re: Translation / encoding ?
« on: December 19, 2013, 01:34:43 am »
UTF-8 w/o BOM is the standard.

Ok, thanks.


83
Work In Progress / Translation / encoding ?
« on: December 15, 2013, 06:10:12 pm »
Hello,

I'm trying to translate some MOD to French, but i wonder which is the best suited encoding for the ruleset files ?

Some existing files are UTF-8 w/o BOM,  is it the preferred choice ?

Thanks.

84
Troubleshooting / Pb using "Modular Rulesets"
« on: November 09, 2013, 12:37:35 am »
Hi,

I use  little "Modular Rulesets"  to customize my games.

Like explained here:
https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets

But i have a pb with tanks stats.

I want my tank to have more TU, so i have created a "tank.rul" with only modified values compared to Xcom1Ruleset.rul

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

but with this extra ruleset loaded, my tanks are dead on mission start.

the only way i have found is to had full properties list in the extra ruleset, like this one:

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 7
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

And with this, the laser tank is OK .. but he plasma tank stay dead on mission start

While reading https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets i understand that i only need tu put modified values and there "path"  but not full branch with unmodified values.

I am missing somethingin the modular ruleset syntaxe ? or is it a bug ?

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