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Messages - XOps

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106
First Contact

We're in uncharted territory now.


New UFO secured


Yes I redid the UFO tiles from scratch. At least of a third of the tiles are animated. I am still working on actually mapping most of the UFOs at the moment. The rest of the mod finally has a working marathon tech tree, but the UFOpaedia needs a lot of work. I am still trying to get all of the UFOs mapped and integrated before I finish trying to fix the rest of the mod since the new tiles changed how UFO looting works. I have no idea when the release will be.

107
Programming / Re: Upgrading to the nightly
« on: May 07, 2015, 09:23:46 pm »
Awesome. This will help greatly with keeping all of that terrain stuff in order. Question. Is there a way to enable or disable individual rulesets within a mod like say if a mod had an alternate ruleset? It appears as though that selecting a mod by default enables all rulesets at once within the mod folder.

108
Work In Progress / Re: [ALPHA][WIP] Rise of the New Order
« on: March 13, 2015, 10:16:27 pm »
Here is the new geoscape redone again. Hopefully, third time's the charm.

Here are some useful resources
https://wiki.alternatehistory.com/doku.php/alternate_history/alternate_history_cliches
https://wiki.alternatehistory.com/doku.php/alternate_history/fh_cliches

That said, I wouldn't stress it too much. I never let annoying things like facts get in the way of creativity :) Also, I wouldn't try to make a timeline/setting based on what would make everyone happy. Mostly because that in itself is impossible. In short, do what you wish.

109
Work In Progress / Re: Upcoming mission changes
« on: March 12, 2015, 05:15:49 am »
This should be already implemented since on the original UFO you could win an Alien Base Assault mission by destroying the consoles on the base command center.

In TFTD, it would give you a message once you destroyed the device and tell the player to make their way towards the exit. I think it also changed the text in the mission complete screen. I may be wrong though. It's been a while since I've played TFTD.

I ASSUME if you make a tile flagged with destroy objective and place them in the game on a map in a mission  when you destroy all those tiles you win the mission. It has to be implemented for final mission alien brain.

That ends the game though, not just the mission. I think it's a different value in the mcd files as well. If I recall correctly, the Synomium device shares an mcd value with the alien command center console.

Edit: Looks like I was wrong about the mcd value. I guess the alien command center is something hardcoded to the game rather than the mcd.

110
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: March 12, 2015, 04:57:34 am »
You need to stop tempting me Yankes.  :) So if a facility that grants research or manufacturing items is removed, does the project still stay in the list?

111
Work In Progress / Re: Upcoming mission changes
« on: March 12, 2015, 04:50:41 am »
I am assuming some of that will be for implementing stuff like destroying the Synomium device?

112
Resources / Re: [GRAPHICS] [RESOURCES] Dioxine's Airtight Hangar
« on: March 12, 2015, 04:43:33 am »
That is a pretty sweet grenade launcher. And yeah. UFO Defense really needed a better yellow. The battlescape colors have like two oranges for some reason and the only yellow is kind of orange too.

113
1. Anyone getting crashes on enemy base assault?
Something is f****d up, the mission works fine on QB but doesn't during my test campaign.

As for the base crash, I'm investigating... seems that this is somewhat related to what equipment you take on the mission. I've sent a single unarmored soldier with no equipment and it worked, the enemy base loaded. Now, finding out what item(s) are causing trouble is going to take some time... but at least we have a lead, and if you want to destroy an enemy base very badly, you're welcome to experiment with various reduced loadouts :)

EDIT: I've found the culprit. I think the new enemy base maps are in part responsible - especially the part where they drop your stuff on the elevator tile (instead on the green tiles) and it gets lost if you abort. Long story short, the map loaded when I kept the unassigned equipment to just a few items. The stuff carried by the soldiers is irrelevant, it's the excess stuff that ends on the ground what causing crashes.

People have been reporting this crash in Xeno Ops too. I haven't been able to replicate it yet, but I am playtesting with the most recent nightly so I hope to run across it soon. Also the vanilla alien base maps sometimes dump gear on the elevator as well. I think it dumps the equipment at the feet of the last solider in the deployment list. This is just a guess though.

114
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: March 07, 2015, 05:55:27 pm »
Crashes to desktop while trying to start alien base missions, I have latest nightly.

Trying to replicate. Can't seem to manage it even with legacy versions of Xeno Ops. Do you have a save?


115
Work In Progress / Re: custom missions ideas
« on: March 03, 2015, 05:45:47 pm »
So can we add a special race which is only called into those missions? Armed Military man with standard weapons (only rifles grenades maybe rocket launchers) and maybe in Armored Vests.

You could (basically the MIB mod), but they would be hostile to XCom and the game would count them as aliens. I have already trying giving civilians weapons using built in weapons, but the game automatically removes any weapons given to a civilian unit type. I don't think they have the AI to shoot regardless.

116
Work In Progress / Re: Upcoming mission changes
« on: March 03, 2015, 05:41:35 pm »
Awesome! At long last! Thanks for the hard work.  :)

So yes, they're still the same missions as before, this is still X-Com. :P But now you don't need to worry about hardcoded string IDs. Plus now you can have multiple missions of the same type! So when the game needs for example an "infiltration", it'll pick one randomly from the available ones. Why would you wanna do that? I dunno, maybe you want the late-game to be nothing but battleships. You can also add missionWeights in a similar format to raceWeights:
Code: [Select]
missionWeights:
  0: 50
  2: 43
  3: 89
They only apply when deciding from multiple missions of the same type.

I can find missionWeights, but I can't find section that sets the weights by month. Is this in the region's section? It has missionWeights listed, but no month designations.


I've got one question: where/how can you define the text of a new briefing for a mission?
It's STR_WHATEVER_BRIEFING
For example, I have a mission deployment in alienDeployments called STR_CODEX_JUNGLE. The briefing is called STR_CODEX_JUNGLE_BRIEFING. The game automatically finds it so you don't have to tell it what the string is. This has actually been around for a while.

117
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: February 27, 2015, 03:45:03 am »
I just tried 0.90 on New Battle mode and I get no crashes when the UAV got destroyed but it crashes if the mission ends with 1 left alive.

This is what seems to be causing the crash, on the UAV entry on items:
Code: [Select]
    battleType: 10
This defines the UAV as an Electro-Flare. Don't know if it is intentional but changing the value to 1 (standard HWP value) will stop the end of mission crashes.

I'll give that a try. Thanks Hobbes! I think I originally set that to 10 because I was trying to give the UAV a flare to throw, but had to scrap the concept since HWPs aren't allow to throw things.

Edit
Since the mod site is down
https://www.dropbox.com/s/vl120t51n9zekr4/XenoOperationsBetaV0.90.zip?dl=0

118
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: February 26, 2015, 05:23:21 am »
Yes! That is what I was waiting for - more fancy looking weapons to go with this custom-xcom-ballistic-weapon style.
I have completed your mod on veteran and started a superhuman run a couple days ago, and just want to say that this thing is awesome, and so are you.

Are you planning to have custom Heavy Cannon and Autocannon equivalent to replace default Xcom weaponry by 1.0 release? And having a custom tier1 rocket launcher would be cool too.
If you do not mind borrowing someone else`s work, there is a few weapons with kinda familiar style, whose graphics you can use as a placeholder at least (all are from Dioxine`s Piratez mod, or at least that`s where I encountered them for the first time).

Also things I would love to see included in the future are grenade launchers (basic buyable one, and probably an advanced one, developed from alien small launcher) and single shot rocket launchers.

Thanks Ridan. I do plan to one day make tiered versions of the heavy and auto cannon. Hope to do a teir 1 rocket launcher too. I actually have like a bunch of different versions of those, I'm just not satisfied with any of them yet. I have seen the redone weapons you posted. In fact, I used that rocket launcher as my inspiration. I do also one day plan to implement a grenade launcher. Still on the fence about single shot rocket launchers. I personally never found them very useful, but I know other players like them who don't rely on dedicated tank killer teams like I do. I will add it in if I manage a good sprite for it. Most of that though is on the back burner as my focus is still trying to get the tech tree fully implemented.

119
Also I'm starting to experiment with custom Pedia backgrounds - here's a generic 'papyrus' one for Text/HWP entries (I'm thinking either that or some rusty metal):

Nice. Like the new look for the UFOpaedia. Now if one could only retexture the buttons. Also, love the M-16. Glad to finally see an update.

120
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: February 25, 2015, 06:44:41 pm »
I get a crash to desktop every time UAV is destroyed, or when mission, which I take UAVs on, is completed.
I used two unarmed UAVs.
2015_01_23nightly, only mod I run at the same time as Xops is "Extra Pockets" mod. Version of Xops is 0.90.

Have the same problem. Dark side that I met this at the end of a terror mission what I do not really want to replay :(

Found a couple of messed up pictures in Ufopedia.

 :o >:( Stupid HWPs. They ruin everything. Seriously, I don't know why those give me so much trouble. I'll try to get these ironed out for V0.95. Got the tech tree fleshed out and I am working on ufopaedia entries now. Also added a teir 2 rocket launcher. Also redone a bunch of the muton sprites to have armor. Because that is exactly what mutons needed. More armor.  :P

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