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Messages - Solarius Scorch

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9181
Programming / Re: AI and explosives
« on: March 20, 2015, 09:30:45 pm »
Done. Unhardcoded first turn when AI can use grenades.
PR: https://github.com/SupSuper/OpenXcom/pull/993

Warboy, pretty please. :)

9182
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 20, 2015, 09:24:58 pm »
Not a stupid question, but the deployments are identical to those from the normal Terror - apparently no problem here.

EDIT: 1.0.2 is online.
I followed Dioxine's way and got rid of the Port Attack mission, because it was acting up. Now the new terrain (by Hobbes) appears in the normal Terror missions.
(WARNING: If you have a Port Attack mission active, this update will probably crash your game. Remove that mission from your save.)

EDIT:
I'm an idiot. Download 1.0.3.

9183
If the only issue is comparing text files, I'm using Winmerge to a great success - it's simple and does its job.

Actually, I'd be glad to help.

9184
Programming / Re: AI and explosives
« on: March 20, 2015, 09:54:24 am »
I also support de-hardcoding this value. The reason is, it's a source of discontent and confusion for so many people that just giving them the tool to change it would probably save everyone a lot of trouble. :)

Besides, some mods are much more influenced by this than others. For example, Piratez is a fast, close-quarters game, where in many instances most enemies are dead by 3rd turn, or you're doing something wrong. This makes grenades much less viable for the AI, and especially when explosives are the only weapons this particular unit has.

And if we do have this configurable via ruleset, can we please have the number adjustable too? (Something like explosivesDelay: X, where X is the number of turns, and 0 means they can be used straight away.)

9185
Work In Progress / Re: New terror mission bug - vector::_range_check
« on: March 20, 2015, 09:30:03 am »
I just downloaded the FMP.... OMG what a mess....

No iam not going do further endure looking at this. (deletes FMP)

Your mom's a I would appreciate further comments and suggestions. :) (Preferably in the FMP thread though.)

9186
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 19, 2015, 07:48:27 pm »
I may be hitting a bug - when responding to a port attack {first one of the game, I didn't even know they got implemented!}, I get a "vector::_M_range_check" error. I'm including the save.

...yes, I get it too. But I have no idea why.

9187
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 19, 2015, 08:36:57 am »
Ey Solarius, did you really needed to put all the files of the terrainpack into FMP?
How about you make an extraruleset file call it FMP_Terrain_Pack_Nightly.rul, adjust the terrainpack ruleset file you need and you won't need to integrate all the other files of it. Just mention that people can use it, or should use it.

EDIT: OMG he did this with a couple of other mods too, which i would have used as optional (extraufo's etc..)
I don't wanna know how you keep things clean and updated.

The purpose of a mod pack is to provide a no-headache solution for the player, that's why it's an "all-in-one" product.

Besides, keeping separate rulesets in such a complex project is very challenging, and often impossible in many non-obvious ways - everything is connected.

As for how I keep things updated... Well, by regular updates. :)

9188
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 18, 2015, 10:58:01 pm »
Yeah, thanks guys, but my concern is that it is no longer compatible with the nightly...

9189
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 18, 2015, 01:15:23 pm »
Nice!  Thanks for the quick update!

No problem. I've actually thought that these missing lines in mission definitions would be taken from the basic ruleset, but apparently they weren't, so I added them.

The blaster bomb capitalization is still a problem (line 28010), though:
Handob_BlasterBomb.png -> HandOb_BlasterBomb.png

OK, I missed this one. Will fix in the next release.
I miss Falko's old tool, it was great for catching such things... :)

9190
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 18, 2015, 01:37:02 am »
Version 1.0.1 is up! But it's just a fix. Credits go to all the bug crunchers.

9192
Resources / Re: New Terrains Contest - See inside for details
« on: March 17, 2015, 06:30:05 pm »
I'd like to give it a try, but I doubt I would make it in the designated time. Three months would be more realistic (which doesn't mean it's a promise if you extend the deadline :))).

9193
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 17, 2015, 03:54:54 pm »
Edit: Not sure if it's appropriate, but changing "_MIB" to "STR_MANSION_MIB" in FinalModPack.rul does fix the issue.

Yeah, it's a typical (but deadly) problem. Thanks for tracking it down.

9194
The Terrainpack is up do date towards the newest mapscript and missionchanges. I am using it on my current testplay on the newest github code avaible.

The FMP is up to date too. Though I cannot guarantee anything if your campaign was played on different nightlies with significant changes.

9195
I refer you to my previous idea in letting Alien food be a throwable item that has an alien attraction set to 9.  ;D

https://allthetropes.wikia.com/wiki/Artifact_of_Attraction

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