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Messages - Amiga

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16
That's great regarding utility.. I definitely need to check it

UPDATE
Utility slot works perfectly!


stats    Adds the following values to the craft's stats:

    fuelMax: 0 #additive bonus to craft stats.
    damageMax: 0 #additive bonus to craft stats.
    speedMax: 0 #additive bonus to craft stats.
    accel: 0 #additive bonus to craft stats.
    radarRange: 0 #additive bonus to craft stats.
    radarChance: 0 #additive bonus to craft stats.
    sightRange: 0 #additive bonus to craft stats.
    hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100].
    avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
    powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100].
    armor: 0 #amount of blocked damage per hit.

17
Suggestions / Weapon use for particular rank? Craft utility slot?
« on: March 19, 2018, 01:45:38 am »
1. Just wondering how difficult would be creating condition where for example Heavy Plasma could be used only by Captain rank ect.

2. Another thing - craft utility slot for additional shield,  acceleration ect.  would it be also possible?

18
Suggestions / Re: Alien AI? Is it improved?
« on: March 19, 2018, 01:43:28 am »
Thanks for clarification

19
Suggestions / Alien AI? Is it improved?
« on: March 18, 2018, 10:23:54 pm »
Just wondering if somebody is trying to tweak alien AI. I have feeling that SNEAK AI mod doesn't work. Aliens just walking around doing nothing. Very often they staying in 1 place for few turns even if my soldiers seen them...ect...

20
This long standing bug has been resolved.

what do you mean Warboy? l;atest nightly has fix already?? Awesome!

Quote
warboy1982, Sun Mar 18 01:12:29 2018
fix dogfight "last bullet" bug

- checked - working flawless..after 24 yrs
 ;D ;D ;D ;D

21
OXCE Suggestions DONE / Re: MMB show alien rank without Mind Probe?
« on: March 18, 2018, 05:42:06 pm »
Yes, you're completely right... I myself have noticed exactly the same thing yesterday when playing Area 51.

The original feature was implemented for PirateZ, where various ranks of the same race are actually also visually very different... for example Bugbear, Catgirl and HanSolo are all the same race, just different rank... but on the battlescape they look completely different. Therefore showing unit name, instead of race, was natural.

This is not the case in vanilla, where floater soldier and floater commander look identical... and telling them apart just by M-click is a cheat.
I will fix that soon-ish and make it configurable.

Great that you gonna fix it. In meantime I will not use it :)

22
Just wondering is it intended that Middle Mouse Button show Alien rank during battle without Mind Probe? It's cheat IMO. How to turn it off? Or block showing Alien rank?

23
Troubleshooting / Re: One ammo for few weapons and different power?
« on: March 17, 2018, 04:09:29 pm »
I've created separate anmo for each weapon.  No problem

24
Troubleshooting / Re: One ammo for few weapons and different power?
« on: March 17, 2018, 03:05:51 pm »
Ammunition always defines weapon power.  Even in the case of the vanilla infinite lasers, those use themselves as 'ammo' with an infinite clip size.


Thx for quick reply...so only way to create wach clip for each weapon.

25
Troubleshooting / One ammo for few weapons and different power?
« on: March 17, 2018, 03:01:28 pm »
Quick description:
Laser Cell - ammunition for all laser weapons. Is it possible to set power to weapon not a ammunition? Or it's impossible and power is determinated only by ammunition

26
But in one of the cases you can prevent wasting by shortly switching to aggressive.
In the other case, it is always wasted.
Pretty big difference for me.

Yes I was going to write about it ;)

27
Yes, if the previous missile is still flying while the last missile is fired, this will not happen.

But in vanilla (and in most mods) reload times and weapon
ranges are set so that only one missile is flying at a time... you can change it, but it has also disadvantages... for example, if the first missile destroys the target, the second (already fired) missile is wasted.

In both case there is a chance that missile is wasted..

28

Two variants:

..I think I know how to solve it. If missile is still flying then second missile will hit but if missile hit the target before reload then craft retreat from battle after second shoot. It happens on low range weapons


the key is to set proper range and reload time....




29
I know it's exist in original game:) I thought it can be fixed in some way...
I've just checked again with my weapon maxAmmo: 2 and both salves hit target..no retreat
here's YT video :)
ammo: 1
https://www.youtube.com/watch?v=CDQM86dTpE0&feature=youtu.be

ammo: 2
https://www.youtube.com/watch?v=KNo0sc9d0iM&feature=youtu.be

30
No. With ammox2  is fine..both missiles hitting target so it's solution.

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