Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NoelBuddy

Pages: 1 2 3 [4] 5 6 ... 10
46
Resources / Re: Altoid aliens
« on: October 27, 2014, 06:54:33 pm »
...since both of you written - I thought the game automatically use vanilla aliens and alien ranks as a default. If not I shall remove them from the research prerequisits. I just thought it may have sense to only special rank aliens may tell different things.

Your logic is sound, the problem is that Etherals don't have navigators or medics... and you should have STR_ARIEL_SOLDIER; STR_ARIEL_LEADER; STR_ARIEL_COMMANDER in place of STR_ARIEL_MARINE; STR_ARIEL_CAPTAIN; STR_ARIEL_ADMIRAL respectively.  You probably put those in thinking of what their string names would be but didn't catch them when adjusting the entries to be more like the standard versions.

It is explicitly stated that the order doesn't matter, but I find having the last sections be the extraSprites: extraStrings: as good practice.

47
Released Mods / Re: [ARMOR] Combat Armor
« on: October 27, 2014, 06:19:32 pm »
Alternate graphics:

No helmet, slightly more form fitting vest.

48
 :o Pretty!

49
Open Feedback / Re: Armors and damages ???
« on: October 27, 2014, 05:47:16 pm »
I prefer the EU formula, it's nice when the occasional rookie gets saved unscathed from the heavy plasma blast by that bible his mother gave him when he shipped out to join XCom that he keeps in his left breast pocket.

50
Resources / Re: Altoid aliens
« on: October 27, 2014, 05:37:18 pm »
First off: Disregard my previous comment, I must be blind you did indeed have those defined. For some reason, even tho they order of the sections doesn't matter,  I assumed it wasn't there when it wasn't where I expected it.

I frankly do not understand this thing at all. Maybe it would be better not even start this thing. I am not a coder or programmer and I have hard times with coding or even learn program languages...

I don't think you are giving yourself enough credit on this, this is a really ambitious mod.

Here:
  Shuffled the sections to match the basic ruleset order (So other people don't repeat my stupid mistake while looking at it.)
  Fixed case mismatch Falco mentioned
  The research issues won't crash the game, but they will make the subjects they are listed with unobtainable... I didn't want to mess with it tho because there be some mad genius stuff going on in that thar tech tree.

51
Resources / Re: Altoid aliens
« on: October 26, 2014, 06:52:57 pm »
You need to define the clone ships for your race specific missions.

Something like:
Code: [Select]
ufos:
  - type: STR_SMALL_SCOUT_ANAVY
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 100
    battlescapeTerrainData:
      name: UFO1A
      mapDataSets:
        - BLANKS
        - UFO1
      mapBlocks:
        - name: UFO1A
          width: 10
          length: 10
  - type: STR_MEDIUM_SCOUT_ANAVY
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_110
          width: 10
          length: 10
  - type: STR_LARGE_SCOUT_ANAVY
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 24
    breakOffTime: 150
    battlescapeTerrainData:
      name: UFO_120
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_120
          width: 20
          length: 20
  - type: STR_ABDUCTOR_ANAVY
    size: STR_MEDIUM_UC
    sprite: 4
    damageMax: 500
    speedMax: 4300
    accel: 8
    power: 40
    range: 20
    score: 250
    reload: 16
    breakOffTime: 250
    battlescapeTerrainData:
      name: UFO_140
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_OPER2
        - U_BITS
      mapBlocks:
        - name: UFO_140
          width: 20
          length: 20
  - type: STR_HARVESTER_ANAVY
    size: STR_MEDIUM_UC
    sprite: 3
    damageMax: 500
    speedMax: 4000
    accel: 8
    power: 40
    range: 22
    score: 250
    reload: 24
    breakOffTime: 250
    battlescapeTerrainData:
      name: UFO_130
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_DISEC2
        - U_BITS
      mapBlocks:
        - name: UFO_130
          width: 20
          length: 20
  - type: STR_SUPPLY_SHIP_ANAVY
    size: STR_LARGE
    sprite: 7
    damageMax: 2200
    speedMax: 3200
    accel: 6
    power: 60
    range: 36
    score: 400
    reload: 12
    breakOffTime: 1500
    battlescapeTerrainData:
      name: UFO_170
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_DISEC2
        - U_BITS
      mapBlocks:
        - name: UFO_170
          width: 30
          length: 20
  - type: STR_TERROR_SHIP_ANAVY
    size: STR_LARGE
    sprite: 5
    damageMax: 1200
    speedMax: 4800
    accel: 6
    power: 120
    range: 42
    score: 500
    reload: 12
    breakOffTime: 1000
    battlescapeTerrainData:
      name: UFO_150
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
      mapBlocks:
        - name: UFO_150
          width: 30
          length: 20
  - type: STR_BATTLESHIP_ANAVY
    size: STR_VERY_LARGE
    sprite: 6
    damageMax: 3000
    speedMax: 5000
    accel: 6
    power: 140
    range: 65
    score: 700
    reload: 12
    breakOffTime: 2000
    battlescapeTerrainData:
      name: UFO_160
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_PODS
        - U_BITS
      mapBlocks:
        - name: UFO_160
          width: 30
          length: 30

52
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 01:19:38 am »
Here's a shotgun version I've been using for the alloy version.  It's based off a Doom shotgun that was posted a while back adjusted, recolored and with a reworked handOb.

53
Open Feedback / Re: UFO LANDS @ SEA?
« on: October 26, 2014, 12:04:39 am »
Just had the same thing.  ??? Admittedly I am directly working on modifying the trajectories :| , but I don't think I did anything that would cause this all my additions were based on other existing entries.  If I did, where did I go wrong, if not, here you go save with reproduced error and screen shot.

54
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 06:49:11 pm »
Another explanation for alien weapons being unusable, at least at first, is they may be triggered by mental command with no mechanical trigger.  Even the Psi-weak aliens can use something programed to respond directly to their neural impulses, but it would be difficult for humans to figure out the right "shoot" command to think.

55
Open Feedback / Re: UFO Battlescape Damage not working as remembered
« on: October 24, 2014, 08:49:57 pm »
OXC has a bug "by design", where even if a PS is not exploded, the PS may not have Elerium.

I thought this only happens when there are two or more Power Sources near each other and one blows up with enough power to destroy the E-115 of the other but not enough power to destroy the other Power Source.

56
Fan-Stuff / Re: Which mods/settings to make late game more difficult?
« on: October 24, 2014, 08:40:05 pm »
You touch on a lot of good ideas here.

About this one inparticular:

     I doubt if there is a mod to control the frequencies of UFOs, but if there is, you can use it to make it really hard to get a positive score in late months (so many UFOs so some of them will accomplish their missions, thus getting points). I also think Russia cannot be infiltrated, but if there is a mod that even Russia can be infiltrated by aliens and forcing you to lose when you lose every country by aliens, I think it would be also a great option  :)

Personally I find that by late game I am spending most of my time shooting down retaliation flights on every continent, and with the delay that gets added to the next wave when you shoot down a UFO can make it so you are seeing the ending waves of one mission at the same time that the beginning waves for a new one start... There already is a ramping up from one mission/month to two.  Beyond that maybe you could make a mission that features multi-craft waves and has all raceWeights at 0 for the first few months and then goes up to 100 later.

Quote
By the way, how can I disable the guided shooting of blaster launcher? I also think that's too much so want to know how to disable it  ;D

Code: [Select]
items:
  - type: STR_BLASTER_LAUNCHER
      waypoint: false

57
For anyone following the explosion discussion here the solution and next step in development on the issue is posted here: https://openxcom.org/forum/index.php?topic=3044.msg34716#msg34716

58
Open Feedback / Re: Enormous Heavy Plasma Clip?
« on: October 23, 2014, 06:34:15 pm »
Not an official answer, but I would guess it's one of those idiosyncrasies from the original game that just made it thru.  For another example I noticed that corpse weights are a little funky (https://openxcom.org/forum/index.php?topic=2884.msg31159#msg31159).  There are a bunch of things like that but they aren't enough of an issue to be deemed either a bug or a feature so they get put in in an effort to maintain the option to play the game in it's vanilla form.

You can write a short ruleset adjusting that too. https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29

59
Resources / Re: (Resources)
« on: October 23, 2014, 06:15:11 pm »
Dawww!  :D  It's got a cute little drooling smile when it's looking at you.

Also thanks for posting, still trying to figure out this map editing stuff myself, but this looks great!

60
Open Feedback / Re: Few UFOs showing up?
« on: October 22, 2014, 02:14:44 am »
What he said.

Pages: 1 2 3 [4] 5 6 ... 10