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Messages - SIMON BAILIE

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616
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 28, 2015, 09:01:38 pm »
Yep that had done the trick, many thanks for all your assistance. Perhaps XOPs will design a map and route particulary for these 3 fighters.

617
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 28, 2015, 08:33:54 pm »
crafts:
  - type: STR_INTERCEPTOR
    soldiers: 6
    vehicles: 1
    battlescapeTerrainData:
      name: INTERC
      mapDataSets:
        - BLANKS
        - PLANE
      mapBlocks:
        - name: INTERC
          width: 10
          length: 10

So just let me check on this: The above should become this

  - type: STR_XCF1
    soldiers: 6
    vehicles: 1
    battlescapeTerrainData:
      name: STR_XCF1
      mapDataSets:
        - BLANKS
        - PLANE
      mapBlocks:
        - name: STR_XCF1
          width: 10
          length: 10

Well I tried the above and it was saying that it couldn't find "MAPS/STR_XCF1.MAP" and then couldn't find "ROUTES/STR_XCF1.RMP" so my only thought was to copy the original "PLANE.MAP" and "PLANE.RMP" from the maps and routes folders renaming the copies "STR_XCF1.MAP" and "STR_XCF1.RMP"
This did let me start the mission ok but it doesn't look right, see screen shots. I've returned everything to the way it was until I'm clearer on what's happening. Basically my reason for doing all this was to have fast craft that get troops/hwp's there in time as it might be a while until I'm able to build a lightning or Avenger. The skywarden is much faster than a skyranger but to actually catch landed ufo's in time u need a ship that's faster than the ufo's sometimes. At least landed ufo's give u a much better chance of getting some elerium rather than the 1 in 4 chance per power source from crashes.

618
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 28, 2015, 05:40:46 pm »
Was wondering if it's possible to have the Rook, Guardian and Aegis crafts carry troops and maybe 1 hwp like Xcom Util's fighter transports. Wud attempt this myself but unsure exactly what this involves. Surely it's more complicated than simply editing the XO crafts.rul file or the Xcom Util .rul file. Don't want to balls up my current game so please advise.

619
Work In Progress / Re: minimod: Elerium and Alloys Listed on Top
« on: January 28, 2015, 01:19:03 am »
Here's what I've got so far and a brief test on my current game seems to have it working ok. However the way I wud imagine it in completion wud be the equivalent of 14 sections worth of items in one long list as I'm not sure how u wud implement having it in sections like manufacturing. Atm my knowledge of editing .rul files is very limited and on a trial by error basis. But thanks 4 putting me onto this idea and feel free to tweak with this urself. I'm trying to put everything in alphabetical order so that's why "Aegis Fuel" from XOP'S great mod is last @ the minute as it's called XCF_FUEL, go figure but I'm not going to change every mention of Aegis Fuel in Xeno Ops to XCF_FUEL just to fit one line in a highly experimental mod.

620
Work In Progress / Re: minimod: Elerium and Alloys Listed on Top
« on: January 27, 2015, 02:43:11 pm »
Further point I forgot to add is wud it not be possible to do what I'm suggesting but split the stores up into different sections like manufacturing?

621
Work In Progress / Re: minimod: Elerium and Alloys Listed on Top
« on: January 27, 2015, 02:30:31 pm »
Thanks for the .rul file, that seems to work ok, was also able to add on ufo ps and ufo nav as 3 & 4 in the list order. If I've time and can be bothered I might redo the whole list order as some of the items are a bit out of place in stores. Also with the 170 limit not applying to OPXC u might as well do something completely right instead of piece meal. This will take quite a bit of time as atm I've got 56 different items in my stores @ base 1 but I'll need to plan out the order carefully as it'll be a case of how many items could I have @ any base.

622
Work In Progress / Re: minimod: Elerium and Alloys Listed on Top
« on: January 27, 2015, 12:05:07 am »
Just tried your idea as I agree with your point about hunting to find the elerium and alien alloys in your stores but the following happened. After a mission ends the game crashes to the desktop. I used oxc ruleset editor to implement "list order" 1 & 2 respectively, I also made UFO power sources as 3 and 4 for UFO navigation. Have I done something silly? See the attachments. The only way it seems to stop the crashing is to reinstall an unedited Xcom 1 ruleset. It doesn't seem to help if u just delete the above changes.

623
Suggestions / MULTI ROCKET LAUNCHER
« on: January 23, 2015, 10:18:38 pm »
I've tried my hand @ designing a mod myself. I'm missing a few entries in the file and I'm unsure how to proceed any further. My idea is a multi rocket launcher for Xcom's craft that work like the multi rocket pods on modern attack gunships or fighters. Many thanks to XOps as I've used his cluster missile very heavily as a template for this idea. If anyone has any ideas on how I can get this completed and useable in OPXC, they wud be most appreciated.

624
Open Feedback / Re: LATEST NIGHTLY BUILDS
« on: January 23, 2015, 03:00:40 am »
Thanks a lot, it was like looking for a needle in a hay stack. I was used to finding the ufopaedia texts towards the end of .rul files in mods so I didn't realise that the ufopaedia texts for the nightly builds were in a different location. Btw great work to all on the current nightly builds as with Xcom1 being split up its much easier to search through.

625
Open Feedback / LATEST NIGHTLY BUILDS
« on: January 23, 2015, 02:17:06 am »
I've only started using the latest nightly builds as the long game I was playing was using a nightly of 27/10/14. I've noticed now that the main Xcom1 .rul file is split up. My question is this, where exactly do I find the texts that describe the different base facilities as I can increase the size of the psi lab to 12 but the text still says up to 10 troops or can this not be edited?

626
Suggestions / Re: TANK REPAIRS
« on: January 21, 2015, 03:08:08 pm »
"Anyway, I think OP actually just meant the regular non-fatal damage that requires healing in the sickbay for soldiers, whereas tanks are instantly good to go as long as they had >0 hp."
 Yep that is exactly what I meant as Align said, not exactly sure how u wud go about it. As a player I tend to use HWP's, especially Xcom's own Sectopods to soak up reaction fire and wildly blunder into unexplored sections of the map. In this particular case there aren't that many weapons that'll get by the armour but surely HWP'S are meant to be fire support for your troops rather than a target with a bullseye painted on them for the aliens.

627
Suggestions / TANK REPAIRS
« on: January 20, 2015, 05:48:57 pm »
If this has already been covered, apologies but I was thinking about the following. Since injured troops and damaged crafts have healing/repair times, could this not also be applied to all HWP's as it seems a bit unrealistic that HWP's are repaired instantly upon return from the battlescape despite them being practically destroyed! I'm thinking of some sort of mod that can be updated as and when new HWP's are created. In particular Xcom's own Sectopods or the UAV's from Xeno Ops.

628
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: January 15, 2015, 11:07:22 pm »
Really lovely mod, I just updated my current game fr Xeno Ops v0.80 to v0.90 and was wondering about the uav's. Is it possible for them to have a 2nd weapon like a smoke launcher as I feel they're a bit vulnerable scouting about on their own. Like u can have them scouting along with a troop who'll drop a smoke grenade for cover but does this not defeat the whole purpose of them scouting?

629
Open Feedback / Re: MINOR GLITCHES
« on: January 12, 2015, 09:43:49 pm »
Yep, sorry about that but there doesn't seem to be an option to add attachments in the mod threads.

630
Open Feedback / MINOR GLITCHES
« on: January 12, 2015, 09:55:46 am »
First of all the following few glitches aren't fatal and can be worked around but since I'm picky and want everything to be perfect I thought I would ask the community on how to solve these glitches.
   Firstly in current game which I've been playing from the start of November I added the mod "New Races Mod" to add some more aliens for variety and a challenge but anytime I try to assault a crashed/landed terror ship, battle ship, terror mission, alien base or if an attacking battleship gets through the base defences the game crashes to my desktop. Seemingly atm this seems to be only involving Calcinites/Deep Ones on the previously mentioned missions. Is this just too many mods conflicting with each other as I've 50 active atm.
  Secondly and this is very minor, the ufopaedia entry for the first clip of the Mechtoid Scorcher weapon doesn't show the text explaination. I've tried editing the ruleset with notepad+ changing the extra string entry from en-US to en-GB and I tried using OX ruleset editor without any success. Thanks for any advice.

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