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Topics - SIMON BAILIE

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31
Work In Progress / [WIP][BETA] A better Skyranger
« on: August 14, 2015, 12:54:26 am »
I decided to start a thread on this myself and hopefully nobody will look upon this as repeating what I said in Hellrazor's thread earlier. I would move those discussions in here if I knew how. But anyway here's my final version with the minor glitch of no ufopedia entry despite my best attempts. I'm no expert but maybe you can't have the skyranger and skymarshall in the ufopedia at the same time, any advise would be welcome. From initial testing in battlemode it seems to work fine but for the forementioned glitch. Many thanks to Solarius Scorch whose work from the FMP I've used extensively in this. Also thanks & credits goes to Arthanor, Hellrazor and anyone else whose work has contributed to this or has given me pointers. The Skymarshall image is actually from XAE's Skyguardian which I converted to a .gif file from the original .png file. See post of 2015-30-08, mod slightly updated with 1 weapon port.

32
Fan-Stuff / Base defence with tanks only
« on: August 08, 2015, 05:55:49 am »
Came upon a weird occurance in my current run through of hardmode v0.91, base 3 in the USA was attacked and it had 0 troops but 2 UGV's and 1 Hover Crocodile tank but no ammo. Openxcom let the base defence mission start which I thought was impossible for a base with 0 uninjured troops. I'm not complaining but have I discovered a new exploit with the either or both of the UGV's and Crocodile Tank mods? Needless to say the only way of saving the base was via debug.

33
Work In Progress / Hallucinoid ranged weapon
« on: August 06, 2015, 05:49:04 pm »
After a few hours of trying with a mod, an easier if dirtier solution is to add the following lines to the Hallucinoid in units.rul of XCOM2.

builtInWeapons:
      - STR_HALLUCINOID_WEAPON
      - STR_TRIBIO_SONIC_WEAPON
      - STR_TRIBIO_SONIC_WEAPON_AMMO

Spoiler:
Also reduced the firing accuracy down to 60 from 80 otherwise the stated aimed shot accuracy is 99%. This reduces aimed to 74% and snap to 63% which is still very nasty but could be tweaked more as I want the aquanauts to have a chance after all.


Do not look at the pictures in the attached if you want a nasty surprise as 1 of them gives the information in the spoiler. Thes are based on superhuman difficulty level.

34
Work In Progress / Stunblaster
« on: July 31, 2015, 02:11:56 pm »
Version 1.1 attached, updated for post 2015-05-07

35
Tools / Aid for players
« on: July 30, 2015, 01:24:36 pm »
I have done a spreadsheet which can be used as an aid to know whether or not you're going to clip one of your other troops when shooting and several regarding psionics. Be aware though the psionic spreadsheets are for Hardmode v0.90. DO NOT USE if you think this takes the surprise out of playing. In the case of the psionic ones these will indirectly give away the psi strength and psi skill of all the aliens.

36
Open Feedback / Fatal wounds
« on: July 17, 2015, 01:28:06 pm »
Just out of curiousity I'm wondering is there an upper limit to the number of fatal wounds any unit can have at one time. I personally have seen my troops and aliens having 6 or even 8 wounds on them. The original game limited it to 3. https://www.ufopaedia.org/index.php?title=Fatal_Wounds

37
Fan-Stuff / Recording your game
« on: July 16, 2015, 10:42:28 pm »
I just downloaded a trial version of ZD soft screen recorder to have a playback of my current game but I'm not sure what's going on as every time try to record OPXC I get the audio but no picture. Do you have to have certain options enabled on OPXC options menu. Can anyone advise?

38
Playthroughs / A nice little mission
« on: July 16, 2015, 06:02:44 pm »
If you're very brave and/or suicidal try out the pyramid of pain in Piratez, version 0.9j superhuman has 83 enemy combatants including deep ones, lobstermen and celatids. This should be a fun mission.

39
Playthroughs / Mutons that are a serious challenge
« on: July 11, 2015, 06:00:21 pm »
Just did a landed heavy gunship with mercenaries and without being able to abuse psionics they are a bit of a knightmare, piratez v0.9j. In fact I almost ran out of explosives, first time I had to go back to my craft for more H/E to take out a tank.

40
Open Feedback / OLD MODS ON POST 7TH MAY SET UP
« on: July 07, 2015, 12:39:21 am »
Was just wondering, if and when I ever finish my run through of Piratez, do I need to add a metadata.yml file to any older mod that was created long before the installation changes. For example if using the latest nightly and the mod attached would I need a metadata.yml file as follows:

name: WeaponBreachingCharge
version: 1.2
author: Civilian
description: "This mod adds a small piece of equipment to OpenXcom that can break through UFO hulls: The Breaching Charge."
master: ""

Also and I can't mind where but recently I read on article on the forum saying that "" will suffice for the master instead of xcom1 etc. Thanks in advance.

41
Suggestions / CROCODILE TANK
« on: June 15, 2015, 12:42:01 am »
Has anyone considered doing a tank mod like the flamthrower tanks of WW2? With the way OPXC is now, a heavy machine gun as its auxulliary weapon. I wud have a loose idea of how to do the ruleset file but not the graphics for the resources. Just thought I would fire this one into the mix.

42
Open Feedback / SHOOTING ANGLES
« on: June 07, 2015, 01:00:29 pm »
Something I've been looking at recently is the following. When I'm deciding on whether or not to take a shot I look at the worst shot possible especially if any of my other troops are nearby or there is a wall etc. https://www.ufopaedia.org/index.php?title=Accuracy_formula

Based on the above link and attached picture I can see that the worst shot is roughly 18 degrees off target but something I'm not sure on is how does the ai decide when you miss whether you miss to the left or right of the intended target or is it just 50% either way.

43
Playthroughs / Post Mission Reports & Scores
« on: April 10, 2015, 12:20:22 am »
Just out of curiosity and not blowing my own trumpet but what sort of scores have other players got post mission. I'm currently playing Research Alive Aliens and just cleaned out an Ethereal base with the attached score. Surely this must be high but I suppose it depends on difficulty, mission etc. This was on superhuman with between 38 and 45 aliens incl tu's in the base.

44
Work In Progress / Crash in Cydonia
« on: March 31, 2015, 12:26:42 am »
I was wanting to check out if u brought extra grenades etc and left them aboard the Avenger wud they be available @ the start of the 2nd stage but on using debug mode to speed thru stage 1 the game crashes to the desktop with this error message: "Map failed to fully generate." Below is the log file and attached is the .sav file with options.cfg file. I'm just not quite ready for the final mission yet but this error is somewhat unsettling for a campaign I've been playing since 19th Feb. Can anyone advise?

[30-03-2015 22:17:32]   [INFO]   Data folder is:
[30-03-2015 22:17:32]   [INFO]   Data search is:
[30-03-2015 22:17:32]   [INFO]   - C:\Users\user\Documents\OpenXcom\data\
[30-03-2015 22:17:32]   [INFO]   - C:\Users\user\Desktop\OPEN XCOM 100%\CG - Commendations\data\
[30-03-2015 22:17:32]   [INFO]   - C:\Users\user\Desktop\OPEN XCOM 100%\CG - Commendations\data\
[30-03-2015 22:17:32]   [INFO]   User folder is: C:\Users\user\Documents\OpenXcom\
[30-03-2015 22:17:32]   [INFO]   Config folder is: C:\Users\user\Documents\OpenXcom\
[30-03-2015 22:17:32]   [INFO]   Options loaded successfully.
[30-03-2015 22:17:32]   [INFO]   SDL initialized successfully.
[30-03-2015 22:17:33]   [INFO]   SDL_mixer initialized successfully.
[30-03-2015 22:17:33]   [INFO]   Attempting to set display to 1920x1080x8...
[30-03-2015 22:17:34]   [INFO]   Display set to 1920x1080x8.
[30-03-2015 22:17:34]   [INFO]   Loading ruleset...
[30-03-2015 22:17:36]   [INFO]   Ruleset loaded successfully.
[30-03-2015 22:17:36]   [INFO]   Loading resources...
[30-03-2015 22:17:37]   [INFO]   Loading extra resources from ruleset...
[30-03-2015 22:17:38]   [INFO]   Resources loaded successfully.
[30-03-2015 22:17:38]   [INFO]   Loading language...
[30-03-2015 22:17:38]   [INFO]   Language loaded successfully.
[30-03-2015 22:17:38]   [INFO]   OpenXcom started successfully!
[30-03-2015 22:17:38]   [INFO]   Playing flx, 320x200, 890 frames
[30-03-2015 22:17:38]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[30-03-2015 22:17:40]   [INFO]   SDL_mixer initialized successfully.
[30-03-2015 22:18:28]   [FATAL]   Map failed to fully generate.

45
Work In Progress / Weird Sounds
« on: March 29, 2015, 07:49:39 pm »
Not a big deal but I just noticed this in my current game and last mission. When civvies or any of my troops walk over certain partially destroyed tiles they get the following out of place sounds. 1. Gunshot fire and 2. the sound of a sectopod HWP moving. Weird or what? Take off the "psi capture" option to see this.

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