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Messages - Quinch

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31
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 26, 2015, 04:50:24 am »
Yes, via {NEWLINE}.

Cool, thanks.

One more, is it possible to set the date when the game begins?

32
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 24, 2015, 08:53:00 pm »
One more question, is it possible to add a newline to ufopedia entries?

33
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 23, 2015, 04:44:11 am »
Yay! That works!

34
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 22, 2015, 06:21:01 pm »
Like this?

Code: [Select]
ufopaedia:
#cleanup
  - delete: STR_CRAFT_GAS_CANNON_UC
  - delete: STR_DUP_HEAD
en-US:
  STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"

Doesn't seem to work, I'm afraid.
{I have it as en-US because my localization is set to that}

35
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 22, 2015, 08:26:38 am »
Can I just throw that in the ruleset? Or do I need to create a separate yml file in the mod folder? If it's the latter, I tried creating a en.yml file in the mod folder that says

Code: [Select]
en:
  STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"

But that does not seem to have any effect.

36
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 22, 2015, 03:53:29 am »
That..... might work. Any guides to messing with translation strings for mods? I see there's a whole lot of yaml files for the vanilla game, but how to you define and reference overriding ones?

37
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 21, 2015, 08:59:04 pm »
Yep, that helped!

Another question - is there a way to edit the UFOpaedia categories? Not the articles themselves, that's pretty well documented, but adding, removing or editing the "Aquatic Artifacts" button, for example?

38
Oh, it goes into user folder now? Thanks!

39
Bit of a daft question, but which folder {relative to the openXcom installation} do I extract these into?

40
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 21, 2015, 08:45:10 am »
Those are useful - a lot of it I already know from picking over Solarius' FMP mod - but it doesn't really answer my questions about the fundamentals.

41
Work In Progress / Dumb questions from a would-be modder
« on: August 21, 2015, 07:23:38 am »
Question the first - is there a FAQ for creating and changing rulesets, especially following the mod reorganization following TFTD going live?

What folder do I put the files in?
What's required for a workable mod?
Is there a way to selectively delete/override vanilla rules, such as research or ufopaedia entries?

More newbie questions to come.

42
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 15, 2015, 08:54:36 pm »
Where the hell did you find a Sectoid Guardian? O_o They're not supposed to appear in this game at all! (Not assigned to any mission yet, though the unit is there in the data.) But I'll fix it.

That's.... actually a good question. There's nothing triggering them in the actual ruleset, but they showed up anyway, in a fighter craft. I'll keep an eye out, but I suspect it might be a game bug.

43
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 15, 2015, 11:24:23 am »
Quick note, capturing a Sectoid guardian crashes the game. Ending the mission with everything dead is fine.

44
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 12, 2015, 03:44:51 am »
Dammit, SS, every time I start a game, you implement new stuff!

Curse youuuuu!!

{starts new game}

45
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 09, 2015, 11:40:49 pm »
I actually like Shotgun`s Alloy ammunition, it is still a smoothbore weapon after all, and I do not think that making pellets out of very light and hard to deform alien alloys is a good idea.

Well, if we're trying to go for realism { :P}, alloy weapons would likely be a better avenue of development. Unless I'm mistaken, the main limitation of the power of a bullet that can be loaded in a weapon is the strength of the barrel - too much pressure, and it would simply fall apart under the pressure of the detonation. Thus, having sturdier rifle materials would allow for more powerful bullets {let's go for alloy as well, no point mixing custom and non-custom armaments}. Automatic weapons would also benefit, as alloys would presumably have a better heat tolerance and allow for longer bursts.

Just throwing that out, anyway. It would probably be too much work to implement.

As a side note, what's the whole deal with the whole recolor stuff in the save files? Does it allow for recoloring units on the fly or something?

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