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Messages - clownagent

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346
Troubleshooting / Re: Acid and Melee damage not displayed
« on: March 11, 2014, 06:31:11 am »
Yes, I agree. Additional Information in the Ufopaedia would be useful.

347
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.

348
Troubleshooting / Re: Problem with modding the starting base inventory
« on: November 03, 2013, 11:40:11 am »

1) ...the Psi-Amp to use 60% TUs instead of 25 fixed TUs (changing flatRate to false in the process). The result was soldiers somehow never having enough TUs to use the item. SupSuper tested it recently and it seemed to work correctly, so it might've been fixed. I preferred to stick to a flatRate of 40 TUs.


I could reproduce this problem. When you set "flatRate: false" the following happens in the battlescape:
- When you click the Psiamp you get the typical menu with "Mindcontrol" or "Panic Unit". In this menu the TU-cost appears to be correctly calculated with the  "flatRate: false" flag.
- However, when you actually perform the action on an alien, your soldier loses TU as if it was set to "flatRate: true".
- So when you set TU-cost to 60 and flatRate:false, the actual TU-cost for your men was always 60 TU, which was probably too much for them.

This happens also if you change directly the original ruleset. So this is not a problem due to "second ruleset loading".

349
Work In Progress / Re: Manage Alien Containment UI
« on: November 02, 2013, 07:10:14 am »
I like the third option most. The button on the bottom should be changed to "kill selected".

By the way, it would be nice to show in another column, how many dead aliens of each species are already in stock.

350
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.

351
Released Mods / Re: Sectopod HWP OXCOM0.9
« on: October 17, 2013, 12:58:01 pm »
I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.

Following that concept, maybe you could also make other manufacture requirements like
- dead cyberdiscs for hovertanks
- dead floaters for flying armors
- dead chryssalids for power armors
- dead ethereals for psi-amps
- etc  ::)

352
Released Mods / Re: Guided Missile for rocket launcher
« on: October 17, 2013, 10:44:31 am »
The ufopaedia page of the rocket launcher shows just the original 3 ammunitions, because there is not enough space. I placed the new missile then one page after the rocket launcher page. This seems to work well.

Some time ago there was always a crash in the ufopaedia, if you defined 4 ammunitions for a weapon, but it seems that SupSuper or another develepoer fixed it lately.  :D
 

353
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  ;).

354
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)

355
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. 

356
Work In Progress / Re: Modding the Psi-Amp
« on: October 09, 2013, 04:38:55 am »
In my current ruleset, I just increase the TU use of the psi-Amp to 60%, which allows for only one Psi-Attack per turn. This seem to be a little more fair.

Code: [Select]
  - type: STR_PSI_AMP
    tuUse: 60
    flatRate: false

357
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  ???.   

358
Work In Progress / Re: Questions on ruleset modification
« on: October 03, 2013, 05:51:53 am »
Thanks for the answers, that make things clearer for me.  :D

359
Work In Progress / Re: Questions on ruleset modification
« on: October 02, 2013, 01:15:24 pm »
3) I believe that if you define a "STR" in an additional ruleset, it completely overwrites and overrules the previous "STR". so yes, if you re-define the "STR_PISTOL", the older "STR_PISTOL" information is gone. Everything inside needs to be defined again.

4) This is also answered by the above statement... if you want to redefine "STR_MOTION_SCANNER" to be something that does not need the research requirement, you simply add a new "STR_MOTION_SCANNER" into your additional ruleset file where the requirement is simply not defined.


In my experience, sadly, it does not work like this.
3) in the above code I do not redefine costSell, costBuy, compatibleAmmo etc. for the pistol in the second ruleset. Then this information is taken automatically from the standard ruleset (loaded first), except for the bulletSprite variable, which I MUST redefine in the second ruleset.

4) So when I define a new "STR_MOTION_SCANNER" in the second ruleset without the requirement, the program will still take the requirement from the first ruleset. At least, that is what happened when I tried it. 

360
Work In Progress / Re: Editting ufopaedia
« on: October 02, 2013, 09:29:34 am »
In the folder data/language you have text files for each language, if you want to change this text directly.

Alternativley you may change these strings in an additional ruleset, for example:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_PLASMA_BEAM_UFOPEDIA: Hey, with this gun you can shoot down everything!
;)

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