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Messages - Hollow_Fang

Pages: [1] 2 3
1
Offtopic / Re: Introduce yourself
« on: January 28, 2015, 05:07:43 am »

2
Resources / Re: Altoid aliens
« on: January 25, 2015, 04:25:49 am »
These all look fantastic

3
Offtopic / Re: Introduce yourself
« on: January 23, 2015, 08:26:20 pm »
Hi I'm Robert and I'm an alcoholic ,wait... i think I'm in the wrong meeting room :P

4
Troubleshooting / Re: Aliens pick up weapons?
« on: January 23, 2015, 08:22:33 pm »
Before your troops can even all disembark, you'll see civilians raid the skyranger's storage tile, pick the heaviest explosive, set it off and panick.
Can the skyranger tiles not be set as out of bounds for aliens?

5
Troubleshooting / Re: Aliens pick up weapons?
« on: January 23, 2015, 11:16:57 am »
i think if they panic they pick it back up i seem to recall a sectoid panicking and being last enemy walking buy it seeing the floor icon thing then getting shot buy it on next turn

6
Work In Progress / Quick super simple edit for hangers
« on: January 22, 2015, 09:11:42 am »
Makes the hangers act more like multi-craft hangers rather than launch pads.
As of 1/22/2015 all it does is up the capacity to 2 crafts per hanger nothing else.

Plans make a large hanger and figure out how to make a pre menu to right click on hanger brings up what craft in hanger to equip and possibly shrink the craft on base screen to show multiple per hanger and make hangers cost more .

7
Work In Progress / Re: Not sure what i'm doing wrong?
« on: January 22, 2015, 07:52:32 am »
Try this: https://falkooxc2.pythonanywhere.com/rulcheck

Click where it says Open rulfile, then copy/paste your ruleset there (delete first what's already in the validator). Save and close, then test your ruleset. It will tell you precisely where the syntax issues are located.
is the red in NP++ showing error in code or what idk coding very well at all .
right now my main goal is to figure out why the image in my resources is not show up
Code: [Select]
facilities:
  - type: STR_Micro_RADAR_SYSTEM
mapName: XBASE_04
  - type: STR_Micro_Radar_System
spriteShape: 201
buildCost: 20000
buildTime: 5
monthlyCost: 1000
radarRange: 500
radarChance: 5
mapName: XBASE_04
radarRange: 800
radarChance: 7
costBuy: 500
costRent: 200
- type: STR_Tiny_Radar_System
  mapName: XBASE_04
  - type: STR_Tiny_Radar_System_2
    spriteShape: 2
    spriteFacility: 21
    buildCost: 20000
    buildTime: 5
    monthlyCost: 1000
    radarRange: 500
    radarChance: 5
    mapName: XBASE_04
    radarRange: 800
    radarChance: 7
    costBuy: 500
    costRent: 200
  - type: STR_SMALL_RADAR_SYSTEM
    requires:
    - STR_ALIEN_ALLOYS
    - STR_ELERIUM_115
    spriteShape: 2
    spriteFacility: 21
    buildCost: 500000
    buildTime: 12
    monthlyCost: 10000
    radarRange: 1500
    radarChance: 10
    mapName: XBASE_04
  - type: STR_LARGE_RADAR_SYSTEM
    requires:
    - STR_UFO_NAVIGATION - STR_ALIEN_ALLOYS - STR_ELERIUM_115
    spriteShape: 1
    SpriteFacility: 22
    buildCost: 800000
    buildTime: 25
    monthlyCost: 15000
    radarRange: 2250
    radarChance: 20
    mapName: XBASE_05
    extraSprites:
    files:
  201: extraSprites:/Resources/FacilityVar/MicroRadar.gif
  202: extraSprites:/Resources/FacilityVar/TinyRadar.gif
extraStrings:
  - type: en-US
    strings:
      STR_Micro_RADAR_SYSTEM_2: "Micro Radar System"
      STR_Tiny_Radar_System_2: "Large Storage Facility"

Thanks for helping me out too hope i can get this working as i got plans to make other buildings in variations

8
Work In Progress / Re: Not sure what i'm doing wrong?
« on: January 22, 2015, 07:05:53 am »
your indentation is all wrong

make sure your text editor uses a fixed width font, i suggest notepad++ as it supports yaml format natively.

compare this version:
i am using NP++?
i set it to yaml

9
Offtopic / Re: The PSX version had cutscenes, apparently.....
« on: January 22, 2015, 06:45:33 am »
I'd love to see a way to replace the Open Xcom with the PSx videos  ;)
or even clips from modern x-com LOL

10
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: January 22, 2015, 06:38:52 am »
Or we could just not go hyper realistic and make a cool new feature.  :P

11
Suggestions / Re: radar range in base info screen
« on: January 22, 2015, 06:37:31 am »
instead of the two short/long rang radar lines there should be a line
radar range <- the biggest range of the built radar facilities is used
and
radar detection <- chance to detect ufo 100% (hyperwave detector) = full line the facilities are added up so with a lot of long range radar you can get 100% (without extra info)

idea for mod:
original:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 1500
  radarChance: 10
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2250
  radarChance: 20
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 2400
  radarChance: 100
change it to:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 2000
  radarChance: 55
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2400
  radarChance: 35
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 1500
  radarChance: 25

so you need a large radr to get the most coverage
the short radar gives the best detection probability
the hyperwave gives information but no 100% detection
one has to balance the numbers somewhat

now the change discussed above is more important
Trying to make a radar system mod with more facility's and types of radar every 5-15 intervals.
The idea is to make a series of radar's to open the feel of different configurations for large range but low success or cheap and small high success but high maintenance.

With the issue of hyper wave you set hyper=true well be 100 percent success always(unless bug fixed), but if set to hyper=false and radar chance can  1-100 depending on size or make a Hyper small,large and Hyper nexus and one that may even take up 12 squares or four hangers worth of size then it should be set to hyper=true.

12
Suggestions / Re: Shopping list in buy menu
« on: January 22, 2015, 06:28:24 am »
Or just allow buying them right from the report screen.
or a pre menu to buy/sell close before you leave the refill menu.

13
Work In Progress / Not sure what i'm doing wrong?
« on: January 22, 2015, 05:58:26 am »
When loaded up says
Mod failed to load Facilityvar
Yaml-cpp: error at line 3, column 2: end of map not found

not sure what i did wrong as there is not much info on more step by step creation :(
Any help would be great.

14
Offtopic / Re: Fanart
« on: January 19, 2015, 05:39:10 am »


Enviado desde mi LG-D802 mediante Tapatalk
Why the hell are we not useing these as in UFOPIDEA
i mean the dog should go in it for sure!

15
Offtopic / Re: Fanart
« on: January 19, 2015, 05:34:04 am »


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