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Topics - Solarius Scorch

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31
OXCE Support / [Solved] Multiple craft maps
« on: December 07, 2022, 10:10:49 pm »
I am trying to make an X-Com craft with multiple maps (to be selected at random - same as with UFOs), but the game doesn't cooperate.

Code: [Select]
crafts:
  - type: STR_MY_STARTING_BUILDING
    (...)
    battlescapeTerrainData:
      name: ATRIUM_DEFENSE
      mapDataSets:
        - BLANKS
        - ROADS
        - URBITS
        - URBAN
        - FRNITURE
        - BATHBITZ_HT
        - TAVERN
        - CAFEENTRY
      mapBlocks:
        - name: D_ATRIUM_DEF
          width: 20
          length: 20
        - name: D_ATRIUM_3_DEF
          width: 20
          length: 20

When I do this, the game doesn't load. When I delete any of these two mapBlocks, it loads fine.

Is my syntax wrong, or is it simply impossible to do so with a craft?

32
[SUGGESTION] objectiveOnTheLandingSite on objective: 2
--------------

I would like to request for objectiveOnTheLandingSite to work with alien bases the same way as with mission sites.
In other words: an alien base is built in exactly the same place where the supply ship (or equivalent) landed.

While it's not a deal breaker, it is a bit off-putting when you follow a construction ship to learn where it builds the base and then the base is nowhere to be seen, because it actually spawned on the other side of the continent. Not a problem with vanilla, which is abstract enough (plus there's the air of mystery), but in more hands-on approach mods, like Piratez, it is simply annoying.

33
OXCE Suggestions OK / [SUGGESTION] Painkillers overhaul
« on: September 27, 2022, 04:11:45 pm »
Continued from: https://openxcom.org/forum/index.php/topic,10784.0.html

After the discussion linked above, as well as some off-line conversations I had with Dioxine, I would like to request a change to how painkillers impact the game in order to make them more useful. Right now their impact on the game is negligible and in my opinion stands out from the otherwise very well-designed combat system.

The idea is as follows:
1. Add a Pain stat to the mechanics. This would be a derivative of Morale, much like Stun is a derivative of Health. It works the same way, by blocking a part of the bar, except it is displayed on the far (right) end of the bar and grows towards the left as it increases. In other words, your current morale can never exceed 100 - your current Pain level.
2. Make Pain be gained normally instead of direct Morale damage when receiving damage. This value can be removed by some "painRecovery" function, which the painkiller uses by default.
3. Make possible to juggle this stat by adding it to formulas, like 'toPain' (defaulting to 1.0 being same as vanilla, afaik 1 HP damage = -1 Morale) or access to Pain stat in armour's recovery sections.

34
The X-Com Files / MOVED: FMP Extended errors please fix
« on: September 01, 2022, 06:32:53 pm »

35
I've been talking with Dioxine today and we concluded it would be nice to have a sound on placing a new facility in the basescape. Could be either global (some generic sample sound, could be drilling or some RTS-like crunch) or preferably customisable by building.

36
OXCE Suggestions DONE / [DONE][Suggestion] Hit side on weapon
« on: July 30, 2022, 01:17:19 pm »
When defining a environmental hazard in environmentalConditions, you can specify which side the effect hits (the "side" parameter). I would like to request a similar property directly on a weapon.

(It can probably be scripted, but there's like 10 people on Earth who can write scripts and they rarely overlap with modders.)

37
I added some extra countries, but I've run into an unexpected problem...



Can we please have a scroll bar on this screen? Thank you.

38
Offtopic / MOVED: Xcom Files: Why so many UFOs?
« on: April 14, 2022, 08:46:25 pm »

39
OXCE Suggestions DONE / [DONE][SUGGESTION] Alternate loadout system
« on: March 31, 2022, 03:16:54 pm »
EDIT: documentation here: https://openxcom.org/forum/index.php/topic,10452.msg149914.html#msg149914

I would like to suggest a new, alternative system for equipment handling (similar to how X-Com Apocalypse did it):
1. You equip soldiers from BASE storage, not SHIP's.
2. If you put a soldier on ship, all stuff this soldier has equipped is moved onto that ship.
3. If you take a soldier off a ship, everything they carry is removed from the ship as well.
4. (optional) An option to limit craft inventory by weight or/and number of items, NOT counting items equipped on soldiers.

The reason I'm requesting this is that mods like Piratez or (to a lesser degree) XCF are fundamentally different from the original game model. In vanilla, your soldiers are highly interchangeable: while they gain stats, they still have the same unit profile. These mods on the other hand - and probably others too - shift their focus more on individual units with specific roles, which begs for a different approach to equipping them.
Saving equipment templates is already very helpful, but the proposed model would further improve the UI.

40
The X-Com Files / The X-Com Files on Matrix
« on: March 15, 2022, 09:37:53 am »
If you play X-Com Files and want to chat about it, or just want to chat about it, here is a Matrix space:
https://matrix.to/#/!gSqGPfyZnIikUGddpR:matrix.org?via=matrix.org

See you there!

41
Help / converter.rul file and its role
« on: March 03, 2022, 02:15:51 am »
A simple question: what does the file converter.rul actually do? There is nothing about it in the ruleset reference.
I guess that it is somehow related to the process of converting original game saves into OXC saves, but it's merely a guess.

42
I'd like to request for the accuracy and damage formulas listed at the bottom of Pedia pages to use abbreviated stats instead: BRA instead of Bravery, STR instead of Strength, etc.
Using full names is neither handy nor necessary in this case.

43
IDT Modding Hub / MOVED: Community Map Pack
« on: January 17, 2022, 08:50:25 pm »
This topic has been moved to Released Mods, since now the mod is complete.

https://openxcom.org/forum/index.php?topic=7830.0

45
XPiratez / MOVED: Heal All
« on: November 29, 2021, 05:46:08 pm »

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