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Messages - tnarg

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Work In Progress / Re: Map Modding Questions
« on: June 25, 2014, 03:54:01 pm »
I saw this ruleset when you posted it before but for some reson it crashes when I enter the base screen and I have not workout out how to fix it.

I'm happy you like my base rule set took me hours to work it out.  So I figgered I'll post it here and save some people time.  You should be able to work out how to add other room.  you can call them what you want just make sure they keep the same ending ie "_01" as that seem to be how they find the other maps for big rooms.

Work In Progress / Re: Map Modding Questions
« on: June 25, 2014, 03:19:43 pm »
Here is a test mod I made It has a 3x3 hanger and a 2x2 lab.  The map files work (they are not that good I only spent 15min making them.)

I can not work out how to get the sprits working in the base screen (geoscape) any help with that would be wellcome.

Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 25, 2014, 02:11:39 pm »
This would give modders options.  I like it.  Also it would be nice to give the player the abitity to turn off some wepons for example fusion ball luncher when fighting small UFOs.

Also if you could add a list of wepons that can't go in some slots would be usfull.  XCom and UFO craft weapons would need to be rebalanced but they need that anyway.
It would also be nice if UFO could have more then one weapon.  for example a week long range one and a more powerfull short range one.

Work In Progress / MapView help.
« on: June 24, 2014, 05:55:25 pm »
I have some questions about MapView. 

Given that I'm not trying to do anything to tricky: (add a new xcom craft, new base map and maybe add some new UFOs,  but I will not be making my own sprites and where possable I want to copy a map and tweek it.)

Is this the best program to make new maps for openXcom?
I get a crash when I try to open Plane (the skyranger map) Can I fix it?
If I want to make a craft that uses acenger, lighting and plane tile set can I do that?
How do I open the INTERC map? (the XcomUtil_Fighter_Transports mod) (I think I can do this once I get pass the plane crash)

Thanks for any help.

Work In Progress / Re: [Request] Extra facilities for human base
« on: June 24, 2014, 11:25:30 am »
The same goal basically can be achieved by modifying max. number of personel of Living Quarters, Workshops or Laboratory and by adding new buildings like for example Warboy1982 Training Centre. Seems to me it is better to put all effort and ingenuity in design of new buildings (function wise) than scaling up existing ones!

Just lowing the space in Workshops or Laboratory (as I did with Living Quarters) will not have the effect that I want.  I want people to have to think about the layout of there base for more then just defence.  Just because you have 4 spaces free dose not meen you can build a 2x2 building.  The building size where not pick a random they where balanced to give the player options.

I do like the idea of new buildings but the change to the base is only 1/4 of the mod and I'm not likey to finish it anyway so it dose not realy matter.

Work In Progress / Re: [Request] Extra facilities for human base
« on: June 23, 2014, 02:10:48 pm »
FYI I'm working on a mod that limits base space.  The idea is to stop people just have one big base with every thing in and just having the other bases as intercepter base.

Living quarters: personnel set to 20, cost/upkeep lowwed by 50%
Lab,workshop,large radar,hyper decoder: size change to 2x2
Hanger:  size change to 3x3
General stores: strage incressed by 50%

This meen the player has to compomise in there main base for example if they want 2 hangers, Lab, workshop and large radar and alien containment then they cany only have 60 personnel.
Also was going to add impoved terren crafts after alien alloys inculding a fighter-intercepter carft reserchable, one gun point, 6 soldiers, a little slower then an interceptor incase they wanted to go with a one hanger option.

I've done the rule set but it's using the wrong graphics as I've not made my own yet.

Work In Progress / Re: New weapon graphics
« on: June 19, 2014, 07:35:40 pm »
OK thanks that's good to know. does that meen I can't accss the default spites? (I was going to be lazy and use some of the default floor and hand Sprites)

Work In Progress / Re: New weapon graphics
« on: June 19, 2014, 07:11:28 pm »
Hi quick question from a newbe modder:

Is there any convetion in place for Sprite numbering (ie floorSprite and bigSprite numbers) so that my Mod will work with others?

I plan on making 1 with 5 ammo types an undesided number of tanks and 3 aircrafts.
What Sprite numbers should I use?

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