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Messages - shinr

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Work In Progress / [SOLVED] explosionSpeed doesn't work
« on: August 05, 2015, 03:24:44 pm »
Context: Unlike in the vanilla games where the animation speed of projectile hit splashes and explosions was tied to the Fire Speed buttons, in OpenXcom the splash/explosion animations stay the same regardless of fire speed slider's position, which annoyed me since I found the default animation speed too slow. When I asked about it, Warboy provided a solution: add explosionSpeed: X (where x is -5 to 5) to every weapon clip (or weapon itself in case Lasers) in the items.rul, and it worked.

Now, coming back from hiatus (last time I played was before the new mod system) for my favorite TFTD, I tried to do the same but it doesn't work, the game gives an error at launch: (yaml-cpp: error at line x, column y: illegal tab when looking for indentation)

Am I doing something wrong or was the explosionSpeed function removed?

Suggestions / Time Units refunding perks
« on: August 03, 2015, 10:50:02 pm »
When the sequel to NuXcom was announced, it reignited the usual the Old vs New debates in the places I frequent, and one of the points the Pro-New crowd had is that the Time units system could not do the "Do an Action in a specific way = That Action is now free" thing, exemplified by the Sniper's original "In The Zone" perk, which allows to chain kill aliens with one sniper until he fails to kill an alien.

The idea of perks is not a new one here, but how about if the soldiers had perks that make it that when they kill aliens with specific weapons (lets say a Heavy Thermic Lance) in the specific places (for example Rear Armor), they get back a part or all of the Time Units they used to kill the aliens.

Suggestions / TFTD Terror Site: Capsizing ship
« on: May 09, 2015, 03:43:44 pm »
Just like in the intro, the ship already has a hole on its side and is gonna sink, except you arrived just in time to rescue the survivors.

Aside from the time and effort redrawing the TFTD ship maps for them to look slanted, is it possible to basically make a map consisting of nothing but stairs/ramps redrawn as a floor/slanted walls?

Suggestions / Re: Flanking gameplay mechanic
« on: April 02, 2015, 11:39:58 am »
Actually, the Troops do panic in NuXcom, to such an extent that getting even one soldier killed can set off a panic/berserk chain reaction that will kill the rest of the squad on the very same turn (or at least in the early versions) as spoofed in the Nerf Now! strip below.

Suggestions / Re: Flanking gameplay mechanic
« on: March 04, 2015, 10:47:46 pm »
Too gamey for my taste;

For what it is worth, the "bonus damage from flanking" already kinda exists with the weaker non-frontal armor.

Suggestions / Re: Faster "movement speed"and "Fire speed"
« on: January 24, 2015, 08:47:55 pm »
On the related note:

Unlike in vanilla, the projectile hitting/explosion animation speed is not tied to Fire Speed slider. To make them faster/slower, you have to add explosionSpeed: x (where x is -5 to 5) to each individual ammo entry (or weapons themselves in case of lasers) in the items.rul. And as far as I can see, this has no effect on the actual skull-shaped Explosions.

Is it possible to have a global explosionSpeed modifier, and make it work on Explosions?

Programming / Re: OpenTFTD Question
« on: December 10, 2014, 11:07:43 pm »
(ok, leave the civs alone, just shoot the extra-terrestrials (extra-aquestrials??))

I believe that the proper term for the aliens that originated on Earth itself is Ultra-Terrestrials.

Open Feedback / Re: Will TFTD allow UFO Defense weaponry?
« on: November 19, 2014, 08:52:03 pm »
The Elerium supply was not completely used up by the 40', it is just so scarce that the governments hoard it and more or less use it exclusively in R&D and refining of non-elerium tech.

Still, my own view on UFO stuff in TFTD as surface only weapons:
-Lasers weapons: Infinite ammo, strong enough to kill Aquatoids, but the Gillmen and Tasoth are resistant to it, and don't even bother using it on the Lobstermen.
-Plasma weapons: Slightly weaker than the Sonic weapons, but either 1) the cost of their ammo is so high that even with exploits you might go bankrupt if you rely on them or 2) you are given a limited amount of plasma ammunition at the beginning of the game, and you cannot buy more.
-Rocket Launcher: Because the surface missions need more BOOM and both the Torpedo launcher and the Disprutor are underwater only.

Open Feedback / Re: Odd Gender Ratios
« on: October 07, 2014, 09:25:27 am »
RNG decided to give more women than men several times in the row?

Suggestions / Re: [Suggestion] Airstikeing downed ufo's Xenonughts style
« on: August 22, 2014, 06:24:58 pm »
The biggest problem is that X-Com is doing everything in secrecy (whether it works or not), and bombing runs are sort of noticeable.

Fortunately in TFTD, submarines from local navies launching torpedoes and releasing depth charges at the downed USO deep underwater is a lot less noticeable.

Suggestions / Re: Armoured cilivans?
« on: August 08, 2014, 08:20:13 pm »
Guys, you're forgetting something that is quite set in the canon: this is a secret war. Not only the government won't issue anything, civilans themselves know nothing of the impending danger, expect some alien looneys of course (who are probably on the roll because of all these strange accidents around the world).

Expect that the Apoc manual says that the First Alien War became less and less secret as it progressed, and that when X-COM was officially revealed to the public after the war ended, the public's response was "we know already".

With new text and new pictures showing the aftermath of T'leth destruction, the loss of life around the Gulf of Mexico, the poisoning of Earth's ecosystem, further political and economical crisis leading to the beginnings of a consolidation into one global nation, and the last but not least, the reorganization of X-COM from a multi-government funded task-force into a Private Organization specializing in security.

Suggestions / Re: [SUGGESTION] Battlescape Environments
« on: June 30, 2014, 08:48:20 pm »
Yes, TFTD was kind of lazy in that regard.

But I'm asking for the means for modders to do something more with it, from making TFTD underwater missions actually feel like it is underwater (no throwing very far, for example), to making new environments for battlescape, like Space (where everybody can fly regardless of armor, if you ignore realism for the sake of gameplay), High-Gravity (something like -10 to -20 penalty to Stamina and Strength), Low Gravity (+10 to +20 bonus to Stamina and Strength), Extreme High Altitude (Constant Stun damage if you aren't wearing sealed armor), Corrosive Air (Constant to Damage to Armor) and so on.

Suggestions / [SUGGESTION] Battlescape Environments
« on: June 30, 2014, 08:18:04 pm »
OpenTFTD will have underwater battles, so how about expanding this feature for modders to add their own plan-changing environments for Battlescape.

For example, the very common thing in soft military sci-fi: A battle in the cold vacuum of space. 

Suggestions / Re: [SUGGESTION] Geoscape News Ticker
« on: June 30, 2014, 03:55:30 pm »
IMO, the "end of the world", "mass hysteria and paranoia", and other such news should not show up until May/June, which is when I personally think X-COM and the Alien War become an open secret.

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