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Messages - ibanix

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16
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 08, 2014, 12:29:16 am »
No way, these need to be a mod. The base OpenXCOM should be a vanilla to the original XCOM (minus bugs) as possible.

17
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 07, 2014, 05:10:04 am »
'Improvisation' ? How do you get THAT kill type?

18
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 07, 2014, 03:52:59 am »
Well, for me, the bronze pins are working correctly; but the <area> Campaign medals have only triggered for North America, yet I've done missions just about everywhere.

19
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 07, 2014, 02:44:17 am »
I just took out an alien base and was surprised not to get medals for it. That's a pretty huge accomplishment, I think a medal is in order.

20
Work In Progress / Re: [Weapon] Medical Gas Grenade
« on: July 07, 2014, 01:58:36 am »
Doesn't smoke do the same thing? Is this 35 damage one time, or leaving a cloud over a few rounds, or what?

/confused

21
Released Mods / Re: Air Combat Rebalanced
« on: July 07, 2014, 01:56:16 am »
Takes a different approach than the changes I made in Modest Rebalance.

I think my only concern is the huge increase in damage (280) to the Avalanche. I suspect this makes medium sized UFOs a whole lot easier.

22
Work In Progress / Re: alienItemLevels help
« on: July 07, 2014, 01:54:51 am »
You can define more than three weapon sets? The game doesn't crash/fail out?

23
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 07, 2014, 01:05:26 am »
Some of my soldiers aren't getting any Campaign Ribbons (STR_MEDAL_CAMPAIGN_RIBBON_NAME) on regions after reaching the 1st level (5 missions on a region) but other soldiers on the same game are getting them without any problems.

Could this be a bug?

I have something similar, where my guys will ONLY get North American Campaign ribbons. They never seem to get them for anywhere else.

24
Released Mods / Re: [ARMOR] Damaged X-Com Armors are recoverable
« on: July 07, 2014, 12:59:59 am »
Yeah, size fixed it.

Add 'size: 0.8' to each of the ARMOR_CORPSE entries.

Updated file attached.

25
Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: July 07, 2014, 12:36:20 am »
Niiiice.

26
Work In Progress / Re: alienItemLevels help
« on: July 07, 2014, 12:35:07 am »
Why, exactly, is the frequency of use in month defined in such a strange way?

Wouldn't the following be easier to read and use?

- [x, y, z]   where x=first set, y=second set, z=third set (by percentages)

eg.

- [10, 40, 50]

(with a ruleset rejection of the numbers do not sum to 100%)


27
Work In Progress / Re: Rocket Launcher aliens a no-go
« on: July 07, 2014, 12:01:20 am »
additionally, there would be no compatible spawn nodes for them. maps support 7 ranks, no more.
yes i know we have 8 races listed, but the 7th and 8th races are both terrorists, and both use spawn node type 7s.

Ah, that would do it. Thanks.

I guess I could create additional alien deployments and set of some of the ranks in those to use Rocket Launchers....

28
Work In Progress / Rocket Launcher aliens a no-go
« on: July 06, 2014, 12:08:33 pm »
During a recent terror mission I had the terrifying thought of a rank of alien that used a rocket launcher. I mean, hey, they want to kill EVERYTHING, right? Accept no substitute (before the Blaster Bomb)!

So I wrote the following to make a test "Heavy Gunner" sectoid rank, along with a change to force sectoids on most missions for debug reasons - so I could get one of these guys sooner. The ruleset "works" in that it does not drop any errors when enabling it in OpenXCOM. However, OpenXCOM crashes as soon as I land at a UFO which has my new aliens.

Any ideas? Thanks.

------------------------

# Alien Heavy Gunner aka RocketMan test
alienRaces:
  - id: STR_SECTOID
    members:
      - STR_SECTOID_COMMANDER
      - STR_SECTOID_LEADER
      - STR_SECTOID_ENGINEER
      - STR_SECTOID_MEDIC
      - STR_SECTOID_NAVIGATOR
      - STR_SECTOID_SOLDIER
      - STR_CYBERDISC_TERRORIST
      - STR_CYBERDISC_TERRORIST
      - STR_SECTOID_HEAVY_GUNNER
extraStrings:
  - type: en-US
    strings:
      STR_LIVE_HEAVY_GUNNER: "Heavy Gunner"
      STR_SECTOID_HEAVY_GUNNER: "Sectoid Heavy Gunner"
alienDeployments:
  - type: STR_LARGE_SCOUT
    data:
      - alienRank: 8   # rank starts from 0? using either value 8 or 9 causes crash
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_ROCKET_LAUNCHER
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
            - STR_SMALL_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_INCENDIARY_ROCKET
            - STR_SMALL_ROCKET
            - STR_INCENDIARY_ROCKET
          -
            - STR_ROCKET_LAUNCHER
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
            - STR_LARGE_ROCKET
units:
  - type: STR_SECTOID_HEAVY_GUNNER
    race: STR_SECTOID
    rank: STR_LIVE_HEAVY_GUNNER
    stats:
      tu: 60
      stamina: 90
      health: 30
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 50
      psiStrength: 40
      psiSkill: 0
      melee: 76
    armor: SECTOID_ARMOR0
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 10
    intelligence: 4
    aggression: 2
# debugging only
alienMissions:
  - type: STR_ALIEN_RESEARCH
    points: 0
    raceWeights:
      0:
          STR_SECTOID: 100
      1:
          STR_SECTOID: 100
      3:
          STR_SECTOID: 100
      5:
          STR_SECTOID: 100
      7:
          STR_SECTOID: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4
        timer: 9000
  - type: STR_ALIEN_HARVEST
    points: 30
    raceWeights:
      0:
          STR_SECTOID: 100       
      1:
          STR_SECTOID: 100
      3:
          STR_SECTOID: 100
      5:
          STR_SECTOID: 100   
      7:
          STR_SECTOID: 100 
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 6000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_ALIEN_ABDUCTION
    points: 50
    raceWeights:
      0:
          STR_SECTOID: 100
      1:
          STR_SECTOID: 100
      3:
          STR_SECTOID: 100
      5:
          STR_SECTOID: 100
      7:
          STR_SECTOID: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 15000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 18000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_ABDUCTOR
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_ABDUCTOR
        count: 2
        trajectory: P4
        timer: 60
  - type: STR_ALIEN_INFILTRATION
    points: 0
    raceWeights:
      0:
          STR_SECTOID: 100
      1:
          STR_SECTOID: 100
      3:
          STR_SECTOID: 100
      5:
          STR_SECTOID: 100
      7:
          STR_SECTOID: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 16500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P6
        timer: 13800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 9000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P7
        timer: 60
# end
   

29
Work In Progress / Re: alienItemLevels help
« on: July 06, 2014, 11:56:41 am »
Thank you!

30
Work In Progress / alienItemLevels help
« on: July 06, 2014, 09:53:38 am »
Can someone explain how the alienItemLevels work? I can't quite figure it out.

For example, how does:

 - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]

Map to this:

itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE

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