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Messages - Solarius Scorch

Pages: 1 ... 577 578 [579] 580 581 ... 764
8671
Suggestions / Re: New Psi abilities
« on: August 03, 2015, 11:51:32 pm »
This topic by Daiky:
https://openxcom.org/forum/index.php/topic,225.0.html

Another one:
https://openxcom.org/forum/index.php/topic,2071.0.html

New ideas are always nice, but perhaps this thread should be merged with one of these two?

8672
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 03, 2015, 01:32:08 am »
Thanks Kammerer, I'll update ASAP.

Hi!
I found several problems. The sale is not a machete , a knife only . After investigating toxic rifle ammunition , they do not appear to produce.
Medi-kit ... will appear later ?

Sorry I missed your post.
Machete is not available for sale, because it sucks and it wouldn't make sense for X-Com to buy it (knife is better and is the designated bladed weapon).
As for the toxic ammo, you need to research Alien Gardens in order to learn about biochemistry necessary to produce it.
As for the Medi-Kit... Yeah. You need to invest in the medical stuff to get them.

8673
Work In Progress / Re: Mission Scripting
« on: August 02, 2015, 09:47:18 pm »
Here's the code for artifacts mission that Warboy shared:

Code: [Select]
  - type: artifacts
    label: 1
    missionWeights:
      # 0 is just for safety
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 12
    maxRuns: 12
    varName: artifacts
    useTable: false
    firstMonth: 6
    executionOdds: 50
    startDelay: 0

I hope it's somewhat helpful for you.

(Warboy, I hope this wasn't secret or anything. ;) )

8674
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 02, 2015, 03:42:56 pm »
Well, it's a jungle. ;)

8675
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 01, 2015, 02:43:36 am »
Ey Solarius,

i just started redoing the routes on the resized Lukes Expanded Terror Maps (i stripped the cellars and replaced some tiles for better looks). Once i am finished are you interested in those? I need to do this anyway, since we wanna mix those up with Madurban Maps in the Terrain Pack.

Sure, I haven't touched these routes, so feel free to improve on them. (Which doesn't mean you can only improve things I haven't touched. Probably. Haha.)

8676
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 31, 2015, 05:03:50 pm »
I've reuploaded it a few times, but I can't upload anything downloadable. The site must be broken.

I'll just upload the new files for now, to be installed on 1.6.1.

EDIT: Apparently it works now. Please try again. (Note that it's still called 1.6.1, because magic.)

8677
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 31, 2015, 03:46:00 pm »
I never have the time to manufacture for profit. :P I keep repairing armours and making new clips. :P

EDIT: 1.6.1b is online.

Some fixes. Thanks, Meridian.

8678
Resources / Re: Altoid aliens
« on: July 31, 2015, 01:13:26 pm »
OK, I admit, these are fun. :)

I think they're too reminding on Robin's original Spitter graphics, but they could work in some total conversion mod. Maybe something like Half-Life?

8679
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 09:02:49 pm »
Thanks, I'll post it over to the Terrain Pack thread.

8680
As I already (sort of) reported on the IRC, I had to delete my own missionScripts version to make the second Terror go away. I deleted out vanilla missions before introducing them again in the ruleset, but apparently it was not working.

8681
Tools / Re: Aid for players
« on: July 30, 2015, 04:58:55 pm »
These are fine, thank you!

8682
Tools / Re: Aid for players
« on: July 30, 2015, 04:31:58 pm »
I have done a spreadsheet which can be used as an aid to know whether or not you're going to clip one of your other troops when shooting and several regarding psionics. Be aware though the psionic spreadsheets are for Hardmode v0.90. DO NOT USE if you think this takes the surprise out of playing. In the case of the psionic ones these will indirectly give away the psi strength and psi skill of all the aliens.


...odt? :'(

8683
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 30, 2015, 10:31:49 am »
Solarius,

If I update my  FMP install will that wreck my LP save?

1.6 should be fine (I say should be, since I don't know what version you're using etc., but I'm fairly sure it'll be OK).
1.6.1 which is in the making (and hopefully to be released, like, today or something) will require redoing research on nuclear lasers, or doctoring your save, because nuclear laser-related strings are different now (because there was a complication between weapon name and research name).

I'm using FMP 1.5-ish, is there much risk of detonation here?  :P

Very little. :P

EDIT:

1.6.1 is there.

  • Fixed wrong clip being displayed for the Rail Rifle.
  • Fixed a problem with incorrect laser names during research (WARNING: may require you to research them again).
  • Fixed some incorrect Ufopaedia settings (items being shown too early).
  • Split the ruleset by sections.

Note that your lasers research may disappear!

8684
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 29, 2015, 10:49:01 pm »
OK, I tried and found the following:
1. both tiers (mib & xcom) of laser weapons are called just "laser" for me... I don't see "nuclear laser" anywhere (using en-GB)... same for ufopedia, same for production, same for inventory

It looks fine to me... I checked. Are you sure you're checking the right type of laser?

2. as I was going through ufopedia, I found more items which are displayed sooner than they should be, this time Stormtrooper Armour... I guess you should check all items, which have been changed recently in the tech tree.... I think you've updated the research tree only and forgot about ufopedia entries (and maybe even production dependencies?).

Possibly, yeah. I'll have to have a good look soon.

Solarius,

one word of advise, split your ruleset up.
It is much easier to implement new stuff, even when working over multiple files.

Each section one file, like the xcom1 ruleset.

I don't really want to, but I guess I'll have to. Yeah.

8685
Is it possible to have the AI only throw them after say turn 2 or 3?

It is, but it would be cheating. :P

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