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Topics - Harald_Gray

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1
Troubleshooting / Savefile locations?
« on: May 29, 2016, 11:04:19 am »
I'm not sure what to make of this, as the behavior is so weird I'm not sure it is openxcom's fault, but I'm unable to find the latest savefiles, even though they are visible and playable in the game itself.

I can see all the older savefiles and even new ones I manually add to into the xcom1 directory. But anything I save ingame seems to have vanished when I try to locate the files, to the point that searching the whole computer for the savefile's name yields nothing.

Is this a new bug or feature I'm unaware of, or am I looking at a malware infection?

2
Work In Progress / [Question] Live alien can only be researched once.
« on: July 26, 2015, 08:04:14 pm »
I'm testing a new mod and I've run into a problem that's leaving me confused. I can only research captured aliens once and I don't see anything in the code that should be causing this. I have two individuals of the same type in a base and when I research one, the other remains and can even be sold but not re-researched. Let me post relevant parts of the code.
Code: [Select]
items:
  - type: STR_ARMOREDALIENS_SNAKEMAN_NAVIGATOR
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000

Code: [Select]
research:
  - name: STR_ARMOREDALIENS_SNAKEMAN_NAVIGATOR
    cost: 10
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_ORIGINS
      - STR_ARMOREDALIENS_SNAKEMAN
  - name: STR_ARMOREDALIENS_SNAKEMAN
    cost: 10
    points: 20
    dependencies:
      - STR_ARMOREDALIENS_SNAKEMAN_SOLDIER
      - STR_ARMOREDALIENS_SNAKEMAN_NAVIGATOR
      - STR_ARMOREDALIENS_SNAKEMAN_ENGINEER
      - STR_ARMOREDALIENS_SNAKEMAN_LEADER
      - STR_ARMOREDALIENS_SNAKEMAN_COMMANDER

I don't even remember how many variations I've tested and it never works. I've even tried to copy my own code from a working mod and while the original code works, the new one doesn't.  My code unlocks the new research, as it should, but no matter what I do, or what getOneFree items I add, the game never offers me the option of researching that armored navigator (or any other of the new aliens) again. Anyone has an idea what might be causing this?

3
Open Feedback / Effects of negative weapon power
« on: July 21, 2015, 10:48:23 pm »
Is there any chance somebody might wish to devote some time to rewrite the code that deals with effects of modding in negative weapon power?

I've created a stun weapon with negative power, my reasoning being that maybe this could create a long-range *unstunning* item. Honestly, I was expecting either no effect or a crash. Imagine my surprise when the shots became one-hit takedowns and the misses destroyed Skyranger walls.

I do realize this is a low-priority problem but the behavior is kind of weird.

4
Work In Progress / [UNITS] Unmanned Ground Vehicles, or UGVs
« on: July 20, 2015, 11:29:01 pm »
The purpose of this mod is to give the player the option of using miniature 1x1-sized armed Unmanned Ground Vehicles, or UGVs, somewhat similar to real-world TALON bots. I'm still not sure there's much need for that but I wouldn't be able to test the idea without actually creating the mod, so...

Any feedback, both positive and negative, is welcome. Try to be gentle regarding the graphics, though. My pixel-art skills suck so I've resorted to 3D modelling the thing; resizing the results and forcing them into the XCOM color palette leaves something to be desired. I'm numbering the first published version 0.5 even though it should work right out of the box. I've playtested it a little, yes, but not well enough to call it 0.8 or somesuch.

The mod should be found here:
https://www.openxcom.com/mod/ugvs

The UGVs are much lighter than X-COM HWPs but also noticeably cheaper, hopefully creating a viable scouting option that has some firepower too. A basic UGV is about as tough as a soldier wearing Personal Armor, making it (I guess) a reasonable early-game compromise between using HWPs and using rookies. The downside is that any hits scored by UGVs mean less experience for living soldiers and UGV stats never improve.

Weapon options are a machine gun, a grenade launcher (which has arcing shots) and later a laser rifle.

The mod also contains upgraded versions of those basic UGVs that use alien alloys to improve performance. Even those are less armored than basic HWPs, though.

The mod should be compatible with most other mods. However, UGVs count as HWPs for the purpose of determining aircraft capacity, meaning that a classic Skyranger can only carry three of them (or a two plus one HWP/UGV combo ) and HWP capacity 1 aircraft would have to sacrifice HWP capacity to carry UGVs.

Any comments?

5
Work In Progress / Stun weapon damaging terrain
« on: August 19, 2014, 04:41:57 pm »
I've noticed something weird going on when using one of my mods.

I've created a stun weapon that *doesn't* have an area effect. It works great. But I've noticed it destroys terrain. Which seems kind of strange. So what gives? And what now?

I know, vanilla game doesn't have single-target stun firearms. I guess the guy/gal wrote the relevant code probably didn't have to worry about such weapons. But what to do now? File a bug report, even though this happens in a modded game?

6
Work In Progress / [ALIENS] Mechtoids - armored and upgraded Sectoids
« on: August 04, 2014, 05:51:22 pm »
Mechtoids - OpenXcom MOD

This mod introduces a new alien race that tries to both make the game more challenging and find a new purpose for Sectoids. Most of us who've played the game for some time have asked ourselves questions like why don't the aliens wear body armor? Why are Sectoid soldiers so weak compared to my veterans? Why don't the aliens use more area-effect weapons? This mod tries to offer a glimpse at what such a situation is like. So what is inside?

Tougher, better armed, deadlier aliens. Some new weapons. Nasty - although I hope not too nasty - surprises. More details after the spoiler warning :-)

Be warned that this mod modifies alien item levels. I'm using three item levels and I've defined four, so it should be compatible with other alienitemlevel-modifying mods, but one never knows. And you'll have to decide which version of the alienitemlevels table you wish to use. Mechtoid terror mission use urban terrain and all Mechtoid missions assume 4 height levels in battlescape maps, so some terrain mods might cause problems and/or require a bit of tweaking.


*** SPOILER WARNING ***

If you want to let the content of this mod surprise you, at least during your first game using it, don't read on. You've been warned.

***

So, first the general overview. Mechtoids are Sectoid cyborgs who are toying with the idea that psionics are not always the answer. They have faced the humans, or they've read the reports and don't like the results. They see that at least some humans are surprisingly resistant to psionic powers. So they've managed to convince their superiors to allocate some resources towards improving technologies long considered unimportant. And many of them are a little bit crazy, even by alien standards, so not all their experiments are entirely sensible. What do they have now?

Mechtoid Soldiers
Taller, stronger, better than unaugmented Sectoids. They wear light powersuits, better armored than Personal Armor and somewhat more resistant to plasma - after all, plasma weapons have been the aliens' main weapons technology for who knows how long, so it is a damage type they fear most. They are not as dangerous as some of the vanilla aliens but definitely much tougher than Sectoids.

Mechtoid Marines
Even better and tougher than Soldiers, although the difference is not that great. You can expect to find them more often inside their ships and for this reason they don't use weapons that could penetrate their hulls. But even a guy in a flying suit can die to plasma rifle fire. Like with Soldiers, low hit points mean a good hit will often kill them but they are far tougher than naked Sectoids.

Mechtoid Burner
A failed experiment and a career for crazy Mechtoids. These guys live to set the world on fire (or burn it with acid). Fear them if you've got weak armor, enjoy the fireshow if you're fireproof.

Mechtoid Medic
These guys worship Mutons. Yes, they've helped create the Mechtoid implants and yes, they keep on being useful. But hey're wearing bioarmor that's half armor, half living tissue. Their stun weapons are stronger than the Small Launcher but definitely not as dangerous as say heavy plasma to the face.

Mechtoid Commando
Semi-invisible guys with light armor and distortion fields. Your best bet is explosives or good aim. And they are leaders, so they've got some psionic capabilities too.

Mechtoid Battlesuit
The toughest of the bunch, even tougher than a flying suit. Most likely armed with a Heavy Plasma or a launcher with plasma rockets. This is what SOTA alien military technology can look like.

Weapondrone
Remember Biodrones? These are their grandfathers, bulkier and based on Sectoid brains. They will not shoot you but they will try to implant Chrysalid eggs into your soldiers. Shoot on sight.

Psiodrone
Looks like a Weapondrone, built around a Sectoid psionic. So instead of zombifying you, they will try to make your soldiers shoot their comrades.

Now about Mechtoid weapons>

Electrolaser
Rapid-fire stun weapon. More dangerous than a small launcher but not *that* dangerous, considering stunned soldiers can be reawakened.

Mechtoid Launcher
Weaker than a blaster launcher but much cheaper and therefore more widely used. Blaster launchers in alien hands are nearly useless in the vanilla games and we tend to be happy about that because they are *really* powerful. Mechtoid launchers are intended to be weak enough for the game to remain playable but powerful enough to make you fear them.

Scorchers
Crazy weapons for crazy aliens. This weapon is designed to set the map on fire and create wild explosions that are not that dangerous. Acid clips make it more dangerous but only a fraction of Burners will use those.


#=================================================================#
INSTALLATION
1.
unzip inside:
OpenXcom\data\

2.
Activate the mod from the "Options" menu, inside the game.

The mod should be compatible with most other mods out there so far.


#=================================================================#
CHANGELOG


0.5
- first version, to test the mod and hear people's opinions.



CREDITS:

Chiko - sniper plasma rifle sprite, which I've used to create the electrolaser


----

https://www.openxcom.com/mod/mechtoids

7
I'm trying to create a new alien species mod and I've run into a problem. I saw an alien ship land on sea in a different mod so I've tried to look at the ruleset reference, specifically Regions. And I see no way of assigning specific missionZones to specific alienMissions.

Can I simply add one set of zones for every mission type I'm creating and hope the game will sort it all out? Say something like this?
Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_ALIEN_NEWMISSIONTYPE1: 10
      STR_ALIEN_NEWMISSIONTYPE2: 5
    missionZones:
      -
        - [200, 220, -65, -60]
        - [230, 260, -65, -55]
        - [280, 290, -50, -40]
        - [230, 250, -50, -40]
        - [260, 280, -50, -40]
        - [230, 250, -40, -30]
        - [250, 272, -40, -28]
        - [270, 290, -42, -25]
        - [275, 295, -35, -10]
        - [240, 280, -30, -10]
      -
        - [200, 220, -65, -60]
        - [230, 260, -65, -55]
        - [280, 290, -50, -40]
        - [230, 250, -50, -40]
        - [260, 280, -50, -40]
        - [230, 250, -40, -30]
        - [250, 272, -40, -28]
        - [270, 290, -42, -25]
        - [275, 295, -35, -10]
        - [240, 280, -30, -10]
alienMissions:
  - type: STR_ALIEN_NEWMISSIONTYPE1
  - type: STR_ALIEN_NEWMISSIONTYPE2

Or would a code like this break mission zones for the vanilla missions? And if this works, would it work even if some other mod creates a new mission type but doesn't define its mission zones?

Is there a way to link a set of mission zones in a region to a specific mission type?

8
I've spent some time trying to understand rather strange behavior in a mod I'm working on. I've defined two weapons and assigned their handSprites - 915 and 918. I've created their extraSprites entries. But no matter what sprites I use (I've even replaced my own sprites with some from other mods), some of the sprites for 915 copy wrong sprites for 918. The 04 sprite for 915 is replaced by 01 sprite for 918, the 05 sprite for 915 by 02 for 918 etc.
Yes, I'm using files 913, 914, 916 and 917 for other sprites and those work fine and image resolutions are what they should be. Files 919 to 922 work fine too. Changing filenames and/or paths has no effect. Both weapons work as intended. I'm using milestone 1.0.

Changing 918 to 944 (a pseudo-random number) resolved the issue but I'm hesitant to use this solution becuase something is broken and I don't know what.

Is this a bug? Have I made some mistake anybody recognizes? What the heck is going on?


9
Work In Progress / [ARMOR] Personal Armor Variants
« on: July 13, 2014, 03:32:23 am »
OK, I went ahead with the idea I've mentioned in the Scout Armor topic, namely a heavier variant of Personal Armor. And the whole thing sort of expanded. So I'm going to test four new types of armor, all in one mod:

Personal Armor Variants - OpenXcom MOD

The goal of this mod is to offer greater variability in early to mid game armors by introducing several modifications of personal armor. Why? Because I like more options and because I've always liked Personal Armor's looks more than the Power Suit. Heck, I've even stormed Cydonia using Personal Armors...

About the individual variants:

Heavy Personal Armor - slightly better armor, -12 TUs, weight 9; somewhat better armor but lower mobility and not very good for weaker soldiers.

Powered Personal Armor - a sort of precursor to Power Suit, front armor 75, strength bonus lower than its weight, -4 TUs; requires UFO Power Source so you'll be getting the Power Suit at about the same time, meaning this is a much weaker alternative that doesn't use Elerium.

Heavy Powered Armor - weaker than a Power Suit and slower to boot but doesn't require Elerium, which is good when you're worried about sustainability and plan to keep building these long after you've defeated the aliens and all the Elerium is gone.

Ablative Personal Armor - this variant is more resistant to laser and plasma, taking about half the damage from a plasma rifle compared to vanilla Personal Armor, but is more vulnerable to explosives, AP and some other things. More interesting in mods where the enemy uses other things besides plasma.


#=================================================================#
INSTALLATION
1.
unzip inside:
OpenXcom\data\

2.
Activate the mod from the "Options" menu, inside the game.

The mod should be compatible with most other mods out there so far.


#=================================================================#
CHANGELOG


0.5
- first version, to test the mod and hear people's opinions.



CREDITS:

Robin, for his Armored Vest helmets, which I've barely changed.

https://www.openxcom.com/mod/personal-armor-variants

10
Work In Progress / Scout Armor
« on: July 11, 2014, 04:06:54 pm »
Thought I should try my hand at modding, plus it is good to contribute too, not just download. And I've always liked Personal Armor and I've missed some sort of tier 1.5 armor, so the question of what to mod was easily answered.

I admit I was a bit hesitant to create stat-boosting armor but the suits needed *something* that would make them a viable alternative to Power Suits.

Guess my next mod will have to be stat-decreasing Heavy Personal Armor.

So...

#=================================================================#

Scout Power Armor - OpenXcom MOD

This my first attempt at creating an OpenXCOM mod, so the work is still a little rough.

The concept is armors that utilize Power Suit technology, are less tough than a Power Suit but offer some bonus instead. Basically upgraded Personal Armors that use alien technology to improve mobility too instead of just protection.

The sprites are based on recoloured personal armor, with a very makeshift helmet so I could get the first version finished and test it.

#=================================================================#
INSTALLATION
1.
unzip inside:
OpenXcom\data\

2.
Activate the mod from the "Options" menu, inside the game.

The mod should be compatible with most other mods out there so far.

NOTE: if you've installed the 0.5 version, remove it manually

#=================================================================#
CHANGELOG

0.51
- added the flying variant
- renamed the mod's folder

0.5
- first version, to test the mod and hear people's opinions.

https://www.openxcom.com/mod/scout-power-armor

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