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Messages - skyhawk

Pages: 1 [2] 3 4 ... 8
16
Released Mods / Re: [UI] Amiga/PSX Fonts
« on: April 28, 2021, 10:42:37 pm »
Because necromancy is fun, and I just discovered this and am absolutely loving it, I'm going to throw a further improvement into the ring:

This file uses the new Amiga fonts for small characters, where they are a drastic improvement over stock, but keeps the stock large characters, as they do not have the cancer-inducing styling of the Amiga ones.

17
OXCE Support / [Answered] Presenting multiple UFOPaedia pages
« on: April 27, 2021, 05:33:21 am »
I have a feeling this has been discussed before, but I'm not having any luck finding it, so I present this question here:

Is there a way to present multiple new UFOPaedia pages to the player at a time? Take this configuration for example:

Code: [Select]
  - id: STR_BASIC_TOOLING
    type_id: 10
    section: STR_UFO_COMPONENTS
    listOrder: 6501
    requires:
      - STR_AQUA_PLASTICS
      - STR_ZRBITE
    image_id: UP066.BDY
    text: STR_BASIC_TOOLING_UFOPEDIA

Code: [Select]
  - id: STR_PLATED_DIVING_SUIT_UC
    type_id: 15
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - STR_AQUA_PLASTICS
      - STR_ZRBITE
    text: STR_PLATED_DIVING_SUIT_UFOPEDIA
    image_id: UP023.BDY
    listOrder: 1699

My expectation is that when I have researched both STR_AQUA_PLASTICS and STR_ZRBITE, I should be presented with 3 pages - Either STR_AQUA_PLASTICS or STR_ZRBITE, then when I click OK it should pop up with STR_BASIC_TOOLING, then when I click OK it should pop up with STR_PLATED_DIVING_SUIT_UC.

The current behavior is that it pops up with STR_AQUA_PLASTICS or STR_ZRBITE, then moves on to tell me I can now manufacture STR_PLATED_DIVING_SUIT_UC. If I manually open the pedia I can find these new pages, but that's not really an ideal way to present lore and information to the player.

I know that the research tree code is a long-standing point of irritation, and I apologize for poking it.

18
Unexpected Necromancy!

Thanks Meridian.

19
OXCE Suggestions Rejected / Re: [suggestion] compressed saves option
« on: February 21, 2020, 01:56:06 pm »
As a potential slight alternative, and I don't really recommend this, if you're on Windows you could enable NTFS compression on your saves folder.

It won't compress as well as something like 7zip, and it has it's own caveats, but it is an alternative.

20
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 03:47:10 pm »
This is kinda ugly, but you could make all 'vanilla' base structures only 2 floors high, and have a higher-tier or upgrade structure that is then 4 floors high, with double the labs, storage, whatever.

If the Defense Battlescape is not limited to 4 levels, you could go even higher!

21
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 02, 2020, 08:47:52 pm »
Hey guys,

As in topic - because the mod contains many new facilities it'd be useful to have at least 2nd floor at basescape to disposal. Would it be possible to add?

Are you referring to second floor as in a second mission, or [I think this is what you're referring to] having stories 3 and 4 in the Battlescape?

The base defense mission and base facilities in TFTD are 4-level. You might want to examine the rulesets for TFTD to see how that's done.

I expect you might need to create 4-level variants of all the vanilla EU bases though, which might be a non-trivial endeavor.

22
Keeping the Statstring is pretty important. If configured correctly, it lets you know what each soldier is and isn't good at at a glance, while in combat.

I'd suggest, if the GUI has room enough, to present both the proper name and callsign on the soldier stats screen, both in base and in battlescape.

There should be an option for Callsign + Statstring [As opposed to Name + Statstring] in the Battlescape overview screen [Where space is very limited]

23
OXCE Support / Re: Mod loading orders, Master Mods, and is-master
« on: January 25, 2020, 10:28:56 am »
Yes, mod on the top of the list loads first, mod on the bottom of the list loads last.

Oh!

I never noticed the sorting arrows before! Awesome. Thanks.

24
OXCE Support / [Solved] Mod loading orders, Master Mods, and is-master
« on: January 25, 2020, 09:16:30 am »
So maintaining a "cheater" version of a large mod is moderately sanity-challenging. I'd like to have it as a sub-mod of my Rework mod, so I only need to list the few things it changes, rather than keep a whole entire copy of the Rework.

xcom2
  Other mods that refer to master xcom2
  CheatSuite  <-- Slashes prices, build-times and buffs soldiers and armors for the vanilla game
  Rework   <-- Is a mod for xcom2, but makes massive changes and additions
    Rework-cheatsuite   <-- This just slashes prices, build-times and buffs soldiers and armors for the new stuff in Rework

I can make Rework is-master, but then it instantly becomes incompatible with all other xcom2 mods. It does still appear to work and have access to the vanilla resources.

Is there a way to have my cake and eat it too? Is the load order well defined in such a way that I can ensure that Rework-cheatsuite loads AFTER Rework?


25
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 22, 2020, 07:33:54 pm »
You are so awesome Meridian, thank you!

26
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 15, 2020, 07:47:35 am »
So I'm not completely crazy. That's good.

Any chance of adding an objectiveCapture option to alienDeployments: as above?

27
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 11, 2020, 02:13:03 am »
2. Win by destroying the tile then killing aliens : recover device

That's actually undesired. If the player blows it up, he shouldn't be able recover it.

I could give this item a low armorvalue, but then it's feasible that a weak explosion could fail to kill the tile, but destroy the item. [Or possibly vice/versa?]

28
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 11, 2020, 01:12:59 am »
@Meridian,

Can I ask for an extra flag in alienDeployments: ?

Keeping the existing/vanilla behavior for objectiveType, we could add objectiveCapture [default False], which allows Objective items to be recovered along with the site if the player wins by killing all hostiles.

29
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 10, 2020, 11:48:53 pm »
Doesn't work.

the vanilla Synomium Device is SpecialType 3, which is the 'Magnetic Navigation' item. Vanilla victory conditions work, and if you kill all the Aliens you don't get a recovered item in OXCE.

My mod has tweaked the two relevant MCD entries to be SpecialType 15 [Unused in vanilla afaik], and altered the victory condition in aliendeployments.rul. I've also created a STR_SYNOMIUM_DEVICE item with SpecialType 15.

The victory conditions in my mod work, but like vanilla, if you recover the site you don't get the item.

I absolutely could positively swear that OpenXCom duplicated the DOS behaviour in this instance - recovering the site would yield a Magnetic Navigation item. I should test that and confirm this isn't a difference between OXC and OXCE.

Edit: I'm talking shit. OpenXCom standard doesn't recover these items either.

30
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 10, 2020, 10:22:43 pm »
I just tested both Alien Colony and Artifact Site in vanilla oxce, and did not get a Magnetic Navigation in either.

Which is contrary to what I could swear I remember happening. Oh well, guess I'm just going crazy.

I think this UFOPaedia article is at least partially responsible for my confusion.

I was hoping to be lazy and implement the Synomium Device without resorting to actual map editing, but I guess that's not on the table. I guess I'll have to try it Nords way.

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