Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - smexyvami

Pages: 1 ... 4 5 [6]
76
Work In Progress / Re: [ARMOR] Personal Armor Variants
« on: August 21, 2014, 10:38:50 pm »
update: ok i worked thoue most of the bugs but i keep getting this one and i cant work it out. the rul is attacked since i hit a brick wall

the item in crafting wont display properly and i dont know if the recovery works


i need it to look like this


the menu is fixed


77
Work In Progress / Re: [ARMOR] Personal Armor Variants
« on: August 21, 2014, 08:22:10 pm »
hello i like this armor mod and im using it along side the "FMP". i am trying to add the repairing of broken armors to this mod and i would like it if any one to make shure i have implomented this properly?

Edit: i got it to show up in the build list but there all messed up what do :(

"code" Red is my additions
Quote
items:
manufacture:
  - name: STR_HEAVY_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_HEAVY_PERSONAL_ARMOR
    space: 12
    time: 1000
    cost: 30000
    requiredItems:
      STR_ALIEN_ALLOYS: 6
    listOrder: 2713
  - name: STR_REPAIR_HEAVY_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_HEAVY_PERSONAL_ARMOR
    space: 12
    time: 500
    cost: 15000
    requiredItems:
      CORPSE_HEAVY_PERSONAL_ARMOR: 1
      STR_ALIEN_ALLOYS: 2
    producedItems:
      STR_HEAVY_PERSONAL_ARMOR: 1
    listOrder: 2714

  - name: STR_POWERED_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_POWERED_PERSONAL_ARMOR
    space: 15
    time: 1000
    cost: 35000
    requiredItems:
      STR_ALIEN_ALLOYS: 10
    listOrder: 2715
  - name: STR_REPAIR_POWERED_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_POWERED_PERSONAL_ARMOR
    space: 15
    time: 500
    cost: 18000
    requiredItems:
      CORPSE_POWERED_PERSONAL_ARMOR: 1
      STR_ALIEN_ALLOYS: 2
    listOrder: 2716

  - name: STR_HEAVY_POWERED_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_HEAVY_POWERED_ARMOR
    space: 15
    time: 1100
    cost: 40000
    requiredItems:
      STR_ALIEN_ALLOYS: 12
    listOrder: 2717
  - name: STR_REPAIR_HEAVY_POWERED_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_HEAVY_POWERED_ARMOR
    space: 15
    time: 600
    cost: 20000
    requiredItems:
      CORPSE_HEAVY_POWERED_ARMOR: 1
      STR_ALIEN_ALLOYS: 2
    listOrder: 2718

  - name: STR_ABLATIVE_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ABLATIVE_PERSONAL_ARMOR
    space: 10
    time: 1000
    cost: 25000
    requiredItems:
      STR_ALIEN_ALLOYS: 4
    listOrder: 2719
  - name: STR_REPAIR_ABLATIVE_PERSONAL_ARMOR
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ABLATIVE_PERSONAL_ARMOR
    space: 10
    time: 500
    cost: 13500
    requiredItems:
      CORPSE_ABLATIVE_PERSONAL_ARMOR: 1
      STR_ALIEN_ALLOYS: 1
    listOrder: 2720


78
Work In Progress / Re: [CRAFT] 4 weapon aircraft
« on: August 21, 2014, 01:16:43 pm »
Considering rookies seemingly have no combat training AT ALL, I don't think they should have combat specializations... :P

 this is true but there life style befor becing xcom can be taken into condiseration ie hunter people hunt for sport of for the fun of the kill and meat of the animal some people are good shots so thay can be adept for sniper classes

79
Right, it is just here as an example
Stuff is available, then it's easy to mod it as expected (add weapons, rent cost, research, ...)

ya thats nice and all but guille1434 made your models usable in game for the nubs like me . allso there to slow :P i looked at another skyranger upgrade and edited the speeds for myself :3

Technically yes, but it'd require making a new tileset with a new type of door. (Which is not really that hard to do, but still, it's a new tileset, which means more weight on the entire game.)
i would like to see this . i had to ulock the 60 fps becuse of the fmp new maps thay get movement lag if thats what you mean by weight

80
thank you "Aldorn & guille1434" for this i have taken a likeing to the skyliner for the small doors on the sides.

i have a few small suggestions: ships have small doors that open and close on the side. the smaller ships are faster and have weapon hard points so thay can be used to take out small ufos and land a small force. remove the fact the a new game sets skytooper as your crew trasport and removes your interseptors i think that was in there for testing ?

81
Work In Progress / Re: [CRAFT] 4 weapon aircraft
« on: August 20, 2014, 01:20:21 pm »
I like option 2 (also, programming-wise, it's probably even easier to implement than 1), although a single "piloting" skill sounds kind of bland :) I was thinking about several aspects of piloting:
- craft weapon accuracy [firing accuracy]
- the speed of getting close/disengaging UFO [bravery]
- "dodge" (effectively decreases UFO accuracy) [reactions]

But a Piloting skill could be an overaching % modifier, affecting the effect of the aforementioned; with a normal soldier (scientist, engineer) having it at 0, his bravery etc. won't improve his performance in craft combat. A pilot who increases 4 skills, however... this sounds much more interesting than increasing a single skill (pilots much more varied, but only 1 new skill).

Engineers and Scientists however only need their respective Engineering and Science skills as vanilla doesn't give them any area of performance than "working faster"; but the ability to take them on missions sounds cool!
on that note you could have designated soldiers like heavy weapons,sniper,medic,ect maybe having there proficiency affected by there armors like medics work better in lighter armor 

82
Work In Progress / FMP & colored-armors Sprite bug
« on: August 18, 2014, 02:09:54 pm »
hay i keep getting this sprite bug when using. FMP and colored armors. the inventory and battle scrape sprites change all armors to the colored black power suit and i cant seem to fix it. i have try ed consenting the  colored-armors mod into 2 rul files "power armors & flying suits". i would like if some one could fix this or remake the color armor mod to work this would be most appreciated.

Colored armor link:
https://www.openxcom.com/mod/colored-armors

Pages: 1 ... 4 5 [6]