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Messages - tnarg

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1
Work In Progress / Re: [Request] Extra facilities for human base
« on: July 22, 2014, 10:40:07 am »
It would be nice if we didnt have to split them in to 4.  I its sometime hard making the path file when the map is spilt right down a middle of a coridor.

2
Resources / Re: New UFOs
« on: July 20, 2014, 08:25:52 pm »
thanks.

I had what was a really good idea for this VLarge in my head but dose not look as good on screen.

I've got this one to finish off and a mid and large size one still to do,  for which I currently have no idea so suggestions welcome.

3
Resources / Re: New UFOs
« on: July 20, 2014, 06:35:09 pm »
Feed up of those pesky XCom interceptors shooting down your UFO?  well try out the all new dreadnought (wip)


4
Work In Progress / Re: RMP help
« on: July 18, 2014, 09:03:17 pm »
Are you changing the ruleset to be 14x14 or just the map.  if you just changed the map then it will be the same size proberly cropping the map?

I thoght the maps had to be multibles of 10 ie 10x20 or 20x20.

Also you seem to be using an UFO navergation you going to have to be carfull or you get that as loot at the end of the mission.

5
Resources / Re: New UFOs
« on: July 18, 2014, 07:00:40 pm »
75% chance of going boom.  And if they are in range they will take out others (which is why you never see see any PS on a crashed trerror ship as there are 4 and they all in range so they will be distroyed 255 out or 256 missions).  I have not tested but I think these should all be out of range of each other.

and Yes I am planing on doing the interceptor screens.... Im planning on doing a lot of things.....

6
Resources / Re: New UFOs
« on: July 18, 2014, 03:54:16 pm »
Gone for a more open plan on this one.

Has quite a few Power Sources but as its not going to be scripted to land I thanks that's a good thing.  I want to make weapon tiles to got on the bottom layer but till I do I'll use the red things as place holder.

Ps I've stared using luke83 TileSets I hope you don't mine.

7
Work In Progress / Re: RMP help
« on: July 18, 2014, 12:56:47 pm »
I love this.  I had thoght about making new Xcom craft maps.  But it never crossed my mind to so this to the lighting.  Its a realy good idea I hope you get it working.

8
Resources / Re: New UFOs
« on: July 17, 2014, 11:13:40 am »
Looks like a Yehat Terminator to me.

That just silly .... a Yehat Terminator has a short range attack this craft is going to have a long range attack that can take out a single twin plasma armed intercpter have 50% of the time. :P

9
Resources / Re: New UFOs
« on: July 16, 2014, 05:21:23 pm »
OK then, here is a very early vertion of a large craft.

10
Resources / Re: New UFOs
« on: July 15, 2014, 04:06:34 pm »
I'm back and working on my UFOs. ( down with earth  :P )

Not 100% happy with 1/2 of the middle layer it ment to be storage for terrar units but it just feels empty.  going to move on to the next one and come back to this if I think of something better.

11
Work In Progress / Re: Adding rewards to a mission?
« on: July 15, 2014, 01:46:43 pm »
It is done in the MCD file I'm guessing MCDEdit can set it.  Its something I want to look into but have not done yet.
https://www.ufopaedia.org/index.php?title=MCD#Structure
at offset 59

The gear carryed by the Aliens is done in the rule set.

12
Work In Progress / Re: Adding rewards to a mission?
« on: July 14, 2014, 05:51:28 pm »
The normal way to do this is:

Map tiles can be mark of a type,  there are 10 options:
UFO Power Source
UFO Navigation
UFO Construction
Alien Food
Alien Reproduction
Alien Entertainment
Alien Surgery
Examination Room
Alien Alloys
Alien Habitat

Most UFO walls tiles are marked as Alien Alloys and a UFO Power Source seems to have code attach to it to give 50 E115 also it seems to have code that meens it has a 75% to be distoryed when shot down instead of landed.

Also you could equpt Aliens to carry the gear you want to give to the player.  for example the Alien on a very small is coded to always carry a mind probe inorder to give the player more loot and make the mission more worth while.

13
Released Mods / Re: Expanded U_BASE
« on: July 14, 2014, 11:02:43 am »
Hello Luke83 I love this idea.  This must of took some time to do and get looking right. 
Thanks, cant wait to try this.

14
Resources / Re: New UFOs
« on: July 06, 2014, 12:38:37 pm »
the are going to be added as new UFOs so I don't need to worry about using someone else tile set orders.  For example my small with 2 power source will not land as 100 E115 from a small would be unbalanced but it will have long range guns with the idea of damaging interceptors so other ufos can carry out there missions.

But that dose not mean that I can't include them in Luke's mod I don't plan on getting ride of the old UFOs.

15
I have no idea if it would work but you could try blanking the old deployment be for setting the new one.  I think the command Somthing like this but I'm not sure.

Deployment[]

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