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Messages - Svanh

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31
Released Mods / Re: Drones - Power suit HWPs
« on: October 31, 2013, 12:04:49 am »
OK, I'm using the recolored one

BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes

https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673

You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).

Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.

Good luck, and enjoy killing aliens with walking corpses! ;)

Main post updated with latest DRONE (PLAIN).rul.

32
Released Mods / Re: Drones - Power suit HWPs
« on: October 30, 2013, 11:19:25 pm »
Just found this, would that be the problem?

You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.

33
Released Mods / Re: Cultist Mod
« on: October 30, 2013, 10:46:31 am »
Please note:   the name of the RULESETS dir should be instead  RULESET.   Thank You for this MOD.

Thanks for pointing that out. I've added a few more mapblocks, fixed a bug and did a little bit of balancing (You could have all of your squad mind-controlled after the first turn).

Main post updated.  :)

34
Work In Progress / Re: HWPs with two different weapons
« on: October 30, 2013, 06:44:46 am »
Good ideas but the only way I've found to implement new HWPs is to have the fixed weapon have the same name as the HWP in units (i.e. STR_NEW_HWP).

The alien units use the slightly different ALIENNAME_WEAPON for their fixed weapon names but trying that on an HWP seems to produce a crash (No error).

Due to this limitation, HWPs are limited to one weapon at the moment.

35
Released Mods / Re: Drones - Power suit HWPs
« on: October 28, 2013, 12:50:00 pm »
Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.

Finally got around to that buff. Drones have more health, TUs and are generally better shots except for the Hammer (Artillery isn't on the front lines and it's already 100% accurate).

Still have no idea how to fix those issues though.

Main post updated!

36
Work In Progress / Re: items with 2 or more battleType's?
« on: October 28, 2013, 12:40:40 pm »
You can just make the weapon itself fairly light but have the clip be heavy and large. I mean the if the way you want it to work is possible then instead of loading up on clips you would just be loading up on weapons which has the same result.

That being said it should be possible to have a weapon with limited shots and recharge after battle, unless plasma hovertanks are different in OXC and aren't limited to 255 shots, haven't actually built them in my games in OXC but looking at ruleset it seems same as laser weapons so might be infinite shots.

The HWPs that require ammo have the ammo's bigSprite set to -1 so it can't be equipped to a craft and doesn't show up in the battlescape as an item. Due to the weapon being HWP-mounted, it is auto-loaded. Attempting to use this property for non-fixed weapons doesn't work. You just end up with a weapon you can't load due to not being able to equip the ammo to the craft.

Making the ammunition large enough that is can only be auto-loaded would be a way to force only one shot per weapon in the absence of a cleaner solution.

37
Released Mods / Re: Cultist Mod
« on: October 28, 2013, 12:29:27 pm »
Quick update fixing a graphical bug. Luke83's civilian sprites use the soldier drawing routine and I forgot to check before using the civilian one. If you use the previous version, human cultists appear as disembodied arms and weapons.

Updated main post with latest version.

38
Suggestions / Re: Soldier salaries?
« on: October 28, 2013, 12:02:11 pm »
I also had the idea of being able to hire more expensive soldiers. They would have better odds of having higher stats.  Maybe you can bring them in as higher ranked soldiers (i.e., anything but a rookie).  Another thought would be the ability to hire for a specific stat (again, better odds- not a guarantee- for marksmanship or strength or whatever).

Unfortunately you can only have one type of soldier, "XCOM", in rulesets at the moment.

39
Work In Progress / Re: items with 2 or more battleType's?
« on: October 27, 2013, 11:56:50 pm »
The splinter rifle is impossible at this time. Fatal wounds are only guaranteed when a soldier takes more than 11 damage so a weapon won't always cause fatal wounds unless it causes 11 damage through every armour. Bear in mind that aliens don't take fatal wounds unless they are shot when you have MCed them.

As far as I can tell, compatibleAmmo doesn't affect the weapon needing ammo, only clipSize does. You can have an infinite-ammo weapon or one that requires some sort of clip. The wiki is not to be trusted in several areas. It says that setting the percentage of TUs required for auto/snap/aimed shot to 0 means the weapon doesn't have one but the weapon ends up having a zero-cost shot (You can fire an infinite amount in a turn).

I'm fairly sure dual battleTypes aren't possible right now. Hope this helped, even if it does shoot down some of your ideas.

40
Released Mods / Re: Cultist Mod
« on: October 26, 2013, 10:06:47 am »
All my civilians sprites hold weapons, maybe you can mod something from them.

Thanks, I pinched your basic male/female civilians for now and updated the first post.

@Svanh  What type of death sound did you imagine or would like to have for the cultists?  Please describe and I will see what I can do. :D

GREAT MOD! I will definitely try this.

Thanks! Basic male/female human screams are fine but I don't mind something creative.   :)

41
Released Mods / [ENEMY][MISSION] Cultist Mod
« on: October 26, 2013, 05:02:53 am »
This mod adds human cultists to the game. You will only encounter them on one type of mission but it works a little like an Alien Base mission except that you must shoot down a cult UFO or attack one that has landed. The mission will always use the custom CULT mapblocks (Farmland with some alien things thrown in) and uses a custom UFO design.

You stand to receive a large quantity of Elerium from a cult mission but there are a lot of cultists and most units on the mission have decent to high psi strength and skill.

Included in the mod is a small change that allows the city terror site terrain to be used for UFO crashes. Half the Geoscape texture definitions for farmland have been changed to the city terrain. I have also included my MBASE terrain for New Battle scenarios. It won't appear when actually playing OXC but you can use it and city terrain in New Battle.

Cultists are armed with Pistols, Rifles and Heavy/Auto Cannons. A Cult site will probably have Sectoid/Ethereal Commanders as well as cultists.

Fun facts/Known issues:
- Cultists use the snakeman death sound as death sounds for human units are assigned on the name of the unit.


Thanks to Luke83 for the civilian sprites!

Please tell me if you have any problems!  :)

42
Suggestions / Re: 'special' terror missions - all terror units in mass
« on: October 26, 2013, 02:46:59 am »
Honestly i cant remember, i know i only tried setting up my Spitter Chrysalids and i couldn't get it working , here is the link :https://openxcom.org/forum/index.php?action=dlattach;topic=1465.0;attach=6233

I had a quick look and race definitions seem fine. Your STR_FLOATER_ELDER_COMMANDER has a unit name of STR_FLOATER_COMMANDER but that's all I've found so far.

43
Open Feedback / Re: Remove the limit of 80 items?
« on: October 25, 2013, 02:35:51 am »
So is that a yes or no? XD

I think Sharp is wondering why you would bother implementing such a silly system. The current system works fine and doesn't require much micromanagement. If you want more strategic choices for equipment, mod some of the weapons.

44
Suggestions / Re: 'special' terror missions - all terror units in mass
« on: October 25, 2013, 02:22:51 am »
Been wanting to try something similar for some time, i have 3 types of chrysalids  and was trying to set up a "SWARM" race ( as a additional Race set)but never worked out why it keeps failing on loading.

Did you set it to have 8 ranks (0,1,2,3,4,5,6,7)? If not, then that's your problem. You need to have as many ranks as are defined in the deployments for it to work. Just repeat one or two of your Chrysalid varieties for some of the ranks and it should work.

45
Suggestions / Re: 'special' terror missions - all terror units in mass
« on: October 24, 2013, 09:59:10 am »
you should be able to use the mixed race list in racial weights for terror missions and have them pop up from time to time

Mixed might not be the best idea as the terror mission deployment gives you everything but the highest-ranked aliens of a race. For mixed race these are Ethereal soldiers but the two aliens below (The two classes of aliens that will show up in the mission) are Ethereal Leaders and Ethereal Commanders respectively. You may not want these early in the game.

EDIT: I've made a ruleset which changes the mixed race definition to have all terror units and makes mixed crews perform terror missions. You should get all terror units or all terror units and 1 or 2 snakemen soldiers. It's attached at the bottom of this post.

To use it, add - TERROR CUSTOM below - Xcom1Ruleset in your config file and place the ruleset file in ...\openxcom\data\rulesets

Let me know if you have any trouble!  :D

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