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Topics - clownagent

Pages: 1 2 3 [4]
46
I would like to make mod, which allows that armor from dead soldiers (corpses) is recoverable.

Right now the "recover" tag for items in the ruleset allows only true or false. It would be great, if it were possible to specifiy a list of recovered_items from the battlescape for each item.

For example:
  - type: STR_CORPSE_FLYING_SUIT
    name: STR_CORPSE
    recover: true
    recovered_items: STR_FLYING_SUIT
   
With this, I could define the armortype for each corpse, which should be recovered and voila my new rookies can use a, not so new, power armor on their first mission.

Of course, for the realists one could also define a damaged armor item, which has to be first repaired in the workshop. :P

 - type: STR_CORPSE_FLYING_SUIT
    name: STR_CORPSE
    recover: true
    recovered_items: STR_DAMAGED_FLYING_SUIT



     

47
Suggestions / Mouse wheel support for equipment screen
« on: December 31, 2013, 05:29:17 am »
It would be nice if one could use the mouse wheel to page through the equipment screens of your soldiers, for which now only buttons in the right top corner can be used. This would make the navigation and the comparison of different soldiers a bit more comfortable.

In the same way the mouse wheel could be used for the "soldier stat screen" and the ufopaedia.

48
Troubleshooting / Problem with modding the starting base inventory
« on: October 22, 2013, 09:10:33 am »
I tried to add some items to the starting base with a second ruleset. It seems that the game loses all other information on the starting base including facilities and staff. So to circumvent this one has to copy the whole "starting base" entry from the original ruelset to the second ruleset to circumvent this.

This problem seems to be very similar to the "missing bullet sprite" issue which was fixed in the latest build.

49
Offtopic / XCOM, X-COM, Xcom, X-Com, XCom, X-com ?
« on: October 17, 2013, 06:57:57 am »
This question may be nitpicking, but is there any "official" writing standard for the counter-alien organisation? I always thought it is "X-COM", but in the Ufopaedia also sometimes Xcom is used.

And of course here in the forum all possible variations are used  ;).

50
Released Mods / [WEAPON] Guided Missile for rocket launcher
« on: October 17, 2013, 05:07:38 am »
Attached is a ruleset for a guided missile for the normal rocket launcher. It uses the waypoint system from the blaster launcher, but has much lower HE damage.

After some testing, in my opinion such a "low power blaster bomb" is tactically very useful, but not so overpowered, because it takes several shots to take out one of the better aliens and you cannot brake UFO-walls.

It is available mid-game after "Mind Probe" and "Elerium-115" are researched.

Graphics are from tyran_nick's mod. (Hope this is ok for him?  :D)

Polish and French Translations added (Ver 1.1)

51
Suggestions / Clicking on base in the geoscape opens basescape
« on: October 16, 2013, 05:19:55 pm »
It would be nice to have direct access to the basescape when clicking with the right mouse button on a base in the geoscape. Especially when you have some 6-7 bases this would make navigating through your different bases less tedious. 

52
Work In Progress / Medi-kit and motion scanner without research
« on: October 08, 2013, 12:25:52 pm »
With the attached (short) ruleset medi-kits and motion scanners are available from the start without research and cannot be manufactured.

I always found it odd that these technologies have to be researched by X-com.

Maybe the alien containment facility should be researched at the beginning instead  ???.   

53
Suggestions / Additional button for interception
« on: October 02, 2013, 09:22:44 am »
Whenever you click on a UFO on the geoscape or a new UFO is detected you have two choices: "Cancel" and "Zoom on UFO - 5 sec"

It would be nice to have a third button "Intercept" which brings you directly to the interception menu.
With the third button we could save some unecessary clicking especially when you have several UFOs detected at the same time and have to divert your interceptors to different UFOs. Then, everytime I click on an UFO to check the type again, close the window, go to the interception menu, click an interceptor and on the UFO again.     

54
Work In Progress / Questions on ruleset modification
« on: October 02, 2013, 09:02:26 am »
Maybe somebody can help we with the following questions

1. In the standard ruleset xcom1ruleset there is an entry for the rocket launcher ufopaedia page (line 7907-7910). In line 7920 exactly the same entry is written again. Does such a duplication serve a special purpose or is it just an "accident"?


2. I can define more than 3 compatible ammo types for one weapon. But when I try to open the the Ufopaedia ingame for this weapon it always chrashs. Is there a hard-coded 3-ammotypes limit in openXcom?


3. Usually I first load the standard ruleset and then a smaller ruleset, which modifies or adds content. I expected that all variables, which are not changed by the 2nd ruleset are taken from the standard one, but this is not always the case. For example when I add a ruleset with the following code
Code: [Select]
items:
  - type: STR_PISTOL
    weight: 4
    accuracySnap: 30
    accuracyAimed: 60
    tuSnap: 15
    tuAimed: 30
I can no longer see the shooting-sprites ingame. I also have to add the line "bulletSprite: 1" to get a visible sprite again in the battlescape. Why has the "bulletSprite" variable to be necessarily defined again in the second ruleset, but the other variables not?


4. I also want to remove some stuff of the standard ruleset, but without modifying it directly. Is it possible to remove, for example, a requirement for an ufopaedia entry with an additional ruleset?   

Code: [Select]
  - id: STR_MOTION_SCANNER
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - STR_MOTION_SCANNER
    text: STR_MOTION_SCANNER_UFOPEDIA

So for the above code (which is in the Xcom1ruleset) can I type anything in a second ruleset that removes the required research topic for the ufopaedia entry, maybe something like: "requires: - NOTHING"?

55
Suggestions / Alien containment
« on: September 26, 2013, 06:50:44 am »
When playing with the option for a limited alien containment (10 aliens), sometimes it happens that the containment is full and all further aliens captured are automatically killed.

In case of a full alien containment, it would be really nice, if one can choose which alien gets killed.

In my opinion, UFO apocalypse featured the best alien containment, where you had an own screen, with a nice overview on all aliens (also corpses) and the remaining containment space. This information is also available in openXcom, but scattered over several screens.

56
Troubleshooting / Crash to Desktop after Chryssalid attack
« on: September 22, 2013, 06:37:46 pm »
Not sure where to post this:

The following happened during a snakeman alien base mission (latest nightly built):

Alien Turn:
a) Chryssalid approaches and hits "soldier 1" wearing a power armor two times. "Soldier 1" is still standing.
b) "Soldier 2" starts reaction fire (heavy laser)  and hits accidently "soldier 1"
c) Due to the laser hit "Soldier 1" is dropping to the floor (killed or unconscious)
d) Crash to desktop

Maybe openXcom trys to make "soldier 1" a zombie but is irritated that he was killed by a non-Chryssalid weapon? Anyway, I am also curious what is supposed to happen (Zombie or not Zombie).  ??? 

57
Work In Progress / Question on image format for modding
« on: September 13, 2013, 01:41:44 pm »
I tried to add an image for laser tech to the Ufopaedia. However, it seems that openXcom makes some kind of color transformation on the images.
I saved the image as 24 bit .png and 8 bit .gif, but both show different colors in the game compared to an image viewer (the 8 bit .gif is really ugly  :-\). For saving the images I used gimp and paint.net.

Is there somewhere a guide on how to prepare images for openXcom, so that the correct colors are shown ingame?

Ruleset and images I used are attached.

58
Suggestions / weapon modes
« on: September 09, 2013, 03:18:29 pm »
It would be nice to have an alternative firing mode for the plasma weapons, which uses up maybe half the clip but then fires a plasma bolt which generates an explosion/fire. This would give the aliens more versatility and allowing them to have a "fire" weapon in their repertoire.


For the Trekkies, also lasers could have a second mode, which generates a small amount of stun damage:
"Set lasers to stun! We need this one alive!" ;D

59
Suggestions / Item weights in ufopaedia
« on: September 07, 2013, 02:30:18 pm »
It would be great, if the item weights were visible in the ufopaedia.
From time to time I check there the weapon stats and try to figure out, how I should equip my rookies and that one important information is sadly missing  :'(.

60
Work In Progress / Balanced Ruleset
« on: September 07, 2013, 01:29:45 pm »
Hello,

in the forum there are  many suggestions on how to balance the original xcom ruleset. For example  nerfing the the plasma cannon and the blaster launcher, but improving the normal cannon and stingray rockets. Maybe also the lightning craft seems to be too underpowered.

So, my question is:
Are there any balanced (downloadable) rulesets around, which incorporate some of this balancing stuff?



 


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