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Topics - The Reaver of Darkness

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31
Work In Progress / Modular Skyranger
« on: January 09, 2018, 06:15:06 am »
It has been bothering me for quite some time now that the Skyranger is built to fit together in only one way. It's difficult to use its terrain pieces to make anything significantly different from the original ship.

So I got to work making a modular Skyranger, adding several pieces that are needed to make more complex craft shapes. I don't have much in it yet, but it's a start. I'll update this post as I get more pieces into the set and update images to look better. Let me know what pieces you guys want in it, and feel free to share your own images for Skyranger pieces if you have any, I can incorporate them into the MCD.

Tileset made with Volutar's MCDEdit.
Map made with DaiShiva's MapView.


PLANEMOD 0.2

I added a few pieces, especially the top rounded portion. I also improved the graphics on several pieces. On the map, I put the engines on the craft--oops, had forgot that earlier!


PLANEMOD 0.1

32
Help / [RETRACTED] How do I add more soldier images?
« on: January 05, 2018, 01:58:15 pm »
edit: Nevermind. I see my mistake. I had added the soldiers as MAN_1 instead of MAN_0.



I stumbled upon Neoworm's 8 alternate soldiers and I want to include them, in order to have 8 total males and 8 total females. I've already created the images and added them to extraSprites.rul as soldiers 4-7. But in-game it is still only the first 4 of either sex that are being used. How do I make the game use these added soldier graphics?


Samples of code I have used:
Code: [Select]
armors:
  - type: STR_NONE_UC
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163, 96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3 M4 F4 M5 F5 M6 F6 M7 F7
    spriteHairGroup: 9
    spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166, 144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3 M4 F4 M5 F5 M6 F6 M7 F7

extraSprites:
  - type: MAN_1F4.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1f4.gif
  - type: MAN_1F5.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1f5.gif
  - type: MAN_1F6.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1f6.gif
  - type: MAN_1F7.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1f7.gif
  - type: MAN_1M4.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1m4.gif
  - type: MAN_1M5.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1m5.gif
  - type: MAN_1M6.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1m6.gif
  - type: MAN_1M7.SPK
    singleImage: true
    files:
      0: Resources/armored_vest/inventory/man_1m7.gif

33
Help / [SOLVED] How do I show alternate images for armor in UFOPedia?
« on: January 04, 2018, 10:57:25 am »
I've got several "armors" in the UFOPedia which represent my various soldier classes. It was easy to get them to look like an unarmored soldier, but how do I make each class look like a different soldier? They all look like Guile.


Here's some of the code I am using:
Code: [Select]
armors:
  - type: STR_BREACHER_UP
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    stats:
      stamina: 10
      health: 8
      reactions: 20
      melee: 20
  - type: STR_RANGER_UP
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    stats:
      tu: 5
      stamina: 15
      firing: 10
      throwing: 10
      strength: 5
  - type: STR_SNIPER_UP
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    stats:
      reactions: 10
      firing: 20

34
OXCE Support / [Answered] More than one ammo type for a craft weapon?
« on: January 04, 2018, 03:44:25 am »
Is there a way for me to assign two or more ammo types to a craft weapon? If so, how does the game decide ammo preference?

35
Help / basebits and inticon troubles
« on: December 28, 2017, 12:06:16 pm »
I'm trying to get my weapon icons to work in-game but I keep getting a segmentation fault and I don't know what I'm doing wrong.

Code: [Select]
  - type: INTICON.PCK
    files:
      16: Resources/ReaversArmada/Pulse_Cannon_inticon.gif
      17: Resources/ReaversArmada/Plasma_Autocannon_inticon.gif
      18: Resources/ReaversArmada/Light_Fusion_Ball_inticon.gif
      19: Resources/ReaversArmada/Heavy_Fusion_Ball_inticon.gif
  - type: BASEBITS.PCK
    files:
      59: Resources/ReaversArmada/Pulse_Cannon_basebit.gif
      60: Resources/ReaversArmada/Plasma_Autocannon_basebit.gif
      61: Resources/ReaversArmada/Light_Fusion_Ball_basebit.gif
      62: Resources/ReaversArmada/Heavy_Fusion_Ball_basebit.gif

I copied the number sets 16/59 and 17/60 from another mod (AwesomeGuns) which also adds craft weapon icons. I tried it with only 16/59 or 17/60 and neither one works. What am I doing wrong?

36
OXCE Support / [Solved] Give me tips to keep my mod OXC compatible
« on: December 27, 2017, 10:12:48 pm »
I've been working on my mod in OXC for a long time now and I finally decided to dive into OXCE+, but I want to at first make sure any changes I make are compatible with OXC, so that the mod not only loads, but remains well balanced, if played in OXC. I'm also new to OXCE+ and I don't know any coding, so every step I'm just copying other people's code. Please show me how to make things happen, and don't spare the gritty details.


I've been told I can avoid compatibility problems by not changing values to things that only work in OXCE+, and instead circumvent it by using a line that only OXCE+ will parse. Example: using damageAlter instead of giving damageType an above 9 value.

I found and bookmarked the ruleset reference.



I'll start with a few of the things I want to add to my mod using OXCE+ features:
1.) Giving some craft 3 or 4 weapons. I've seen that this was done before, however the ruleset reference (RR) says that the UI can only display 2. There's room for 4 without major changes, just by sliding stuff around a bit. How do I make this work at all? And can I do it such that a craft can have different weapon settings for OXC and OXCE+? Can I also give it other differences such as damageMax or refuelRate? Some of my OXC craft have tentatively boosted attributes to make up for the weapons they don't have.

2.) Making medi-kit heal more than 1 fatal wound. I want to make this happen without it causing the soldier to get into negative fatal wounds and heal every turn past their max health. Can I do this in OXCE+? I can't seem to do it in OXC.

As I'm looking at the OXCE+ ruleset reference, I can't help but think it looks exactly like the OXC ruleset reference. Where are all the new commands I can put in?

- - - - - - - - - - - - - - - - - - - -
Here I plan to update the post with solutions, tips, and ideas.

Craft Weapons: OXCE+ makes increasing craft weapons easy. Just give the craft a higher weapon count. If you load it in OXC, it will only fit up to 2 weapons.

Medikit bug tested: not present in OXCE+.

37
OXCE Support / [Solved] Language file override issue
« on: December 27, 2017, 12:02:22 am »
I'm getting a bug in which my mod's language file is being overridden by the original language file. I'm not using any other mods, and it doesn't happen in OXC. My mod's language file works fine for all new entries, but all entries that are present in the original game have their original names.

38
OXCE Suggestions OK / [Suggestion] Make more than one hangar size possible
« on: December 23, 2017, 07:21:53 pm »
It is currently possible to make a small hangar work, but you have to make a choice whether you'll use only large or only small. At current, there is no way for the game to distinguish between sizes and let the modder choose which craft can go in which hangar. There are also some graphical problems with small hangars since the craft sprite is able to be too large, but that can be remedied by not using a sprite so large.

My request is for a ruleset item which tells the game to only allow a craft to fit in a large (2x2) hangar, so all craft that are not marked (i.e.: craftIsLarge: true) would fit in either size. The value should possibly default a craft to large unless otherwise stated.

39
The X-Com Files / Small hangars for small craft (like cars/vans)
« on: December 22, 2017, 12:08:37 am »
https://openxcom.org/forum/index.php/topic,5890.msg90688.html#msg90688

It's possible to make 1x1 hangars, but the main problem is that the game is only designed to handle one type of hangar at once. I want to submit a proposal to add additional hangar functionalities to OXCE or OXCE+ so that it would be possible, nay, easy to make a mod that gives the player a choice between 1x1 hangars for small craft, or 2x2 hangars for any craft. But I thought if I can convince Solarius Scorch that it's a good idea, maybe my proposal would hold more weight.

It seems like a perfectly good thing to add to The X-Com Files. For much of the game, the player is using very small vehicles that shouldn't require so much space in your base, and it would be immensely liberating if you could have a larger number of these tiny and vulnerable vehicles all while using up fewer tiles in the base.

40
Help / Can I make a retaliation lander slow down first?
« on: December 15, 2017, 12:01:22 am »
Is there a way to add speed changes to the final retaliation ship during its flight? Can I set other waypoints for it before it reaches the base? Or is all of this hard-coded?

41
Work In Progress / Ideas for my TFTD megamod
« on: December 13, 2017, 08:54:59 am »
I recently had some ideas for TFTD that inspired me to get creative. After working on it a bit, I came up with some stuff. I'd like to hear what you guys think, and if you have any ideas for changing it or not. I'm in the very early planning stages so pretty much anything goes.

The basic idea is to go sort of in the style of my first megamod, patching holes in the original game but leaving it intact as much as possible. This time, however, I'm going for a drastic change: instead of making TFTD a copy of the first game, it's going to be its own thing which fits better into the lore and makes some sense. Old tech didn't magically disappear, so you're going to see some things based on technology developed in the first war.


The idea that I had was to make the land combat easy: you've got a bunch of tech from the first war and it's been developed a bit since the war. The aliens, on the other hand, do best in water. They're out of their element and so it's very difficult for them to combat you on land. Where they excel is underwater. You have no elerium--use of elerium is internationally banned, very few governments have access to it and X-Com can't touch the stuff. Alien alloys have problems when they contact water, so they're available but not always the perfect structural material for every use.

The water problem is not an issue for your flying subs, those rely on the alloys for their high performance on both elements. They simply have layered plating to protect the alloys from the water.

Your coelacanths do alright; the extra plating bulks them up a bit but the alloys lighten them and improve engine performance, ultimately enabling your underwater tanks to perform similarly to the land tanks at the start of the first game.

You can use power armor made from alien alloys on land, or thick alloy diving suits underwater. The diving suits, however, are bulked up a lot by all the extra plating required to protect such a small object from all that water, thus while it's available at the start, it's bulky, unwieldy, and expensive. Once you get underwater, you'll have to make a critical decision whether you'd rather have big armor or better movement.

If possible, I'd like to decrease soldier's time units while in water. The aliens, of course, will move the same on land as in water. Lore-wise, they'd be more comfortable in water but air is just thinner and they're pretty much all benthic so ultimately they won't be slowed by being in air. The exceptions are only in those that can't be on land anyway.

I'm thinking your starter equipment for land combat will include:
Powerful and fast interceptor, slower than old firestorm because it does not use elerium
Fast transport which can carry a sizable crew, good for getting to terror sites
A full range of laser weapons, significantly improved over designs from the first war
Power armor, exceptional defensive capability, no flying (no elerium) (it's a lot like Megapol Armor)
Heavily-armored tanks with potent weaponry such as explosives or lasers

Underwater your best equipment will not be as strong:
Barracuda - capable of both air and water pursuit but not the best speed or range
Triton - can touchdown on land or sea, carries a moderate troop complement and is slow
Harpoon guns are slow and weak but can fire underwater
Dye grenades provide cover
Chem flares are essential for night missions as well as deep missions, dark underwater combat will be very common
Light diving suit has no significant armor but grants best mobility possible
Heavy diving suit has good armor but is pretty sluggish and fairly expensive

If necessary, I'll make land items simply not work underwater. However, there's more nuanced approaches I'd prefer to take:
Gas/Hydro-Jet Cannon and Torpedo Launcher fire straight underwater but have arcing shot on land
Lasers do reduced damage in water
Guns don't work in water at all
Explosives have a smaller explosion radius in water
Some armor types can't be taken into water--aquanauts will simply wear light diving suit if you forget to give them water armor
Land tanks work in water but have greatly reduced time units
Certain alien units are designed for land and are exceptionally strong on land, but are not seen underwater usually (like deep ones, bio-drones, triscenes) - these will actually provide some threat in terror sites - lobstermen are powerful on both land and in water


Floating bases will have a higher cost than underground bases, so your base construction and maintenance costs will be more significant. Your sonars will be plenty effective, however, and you'll have patrol craft available right from the start. Finding the aliens might be a bit easier than before, while getting to them may be a bit harder. I'm interested in a couple things:
1.) More of the ocean is deep. Many times you shoot something down, you can't reach it in the Triton and have to research better diving ships.
2.) Deep alien subs should be harder to detect.

If any of you know how to accomplish some of these more difficult things, let me know. There is a very good chance I'll have to make this in OXCE+.

42
Help / [SOLUTIONS IN THREAD] Why is the background green?
« on: December 12, 2017, 07:47:23 am »
Sometimes I get a green background on images and sometimes it looks like a grey checkerboard pattern. Why is it different in different images with the same palette, and how do I change it from one to the other?

I've attached example images.

43
Help / Can I make HWPs able to accept more than one ammo type?
« on: December 08, 2017, 03:39:49 pm »
I want to have Alien Grenade-tech rockets that can be installed in the basic rocket tanks. Can this be done? I tried just putting them in as I would have expected, I added the items and included them in the compatible ammo list, but I can't load them onto the craft with the new ammo. The game seems to think they must be loaded with the first ammo type on the list.

44
In the original game, the power source explosions at crash sites seemed to have a variable damage value. I've seen many asymmetrical terror ship interiors, with the interior section being divided into quadrants on whether or not the walls are blown out. Sometimes one quadrant has all the walls standing while the other three are blown flat. Sometimes three quadrants are standing while one is blown flat. Or other variances. On battleships, sometimes a power pod has a bit of smoke peeking out, other times it's blown clean open. Large scouts sometimes have the interior room blown apart, other times the destruction takes out the central walls, dividing the ship into four limbs minus the central section. But perhaps the most drastic of these is the medium scout. Usually in a crash it has a neat little hole in the top, and all the chairs are blown out. But sometimes it is so flattened you have to wonder how it all arrived on the ground in the same place.

I didn't bother to find an actual example, but instead I simulated one with a 255 power blaster bomb:


Surely if you've played the original game, you've seen this before, right?

As the explosions seem to have exactly two power values rather than varying across any spectrum, I suspect that they are either 200 (neat little hole in the top) or 255 (blows out any nearby walls), with 200 being the more common of the two. Why 200? That's the exact amount needed to blow out exactly one wall section. That's definitely a value that is used, and I'm quite certain openxcom preserves this as I have seen it plenty of times. Why 255? It's the largest value you can fit in an unsigned 2-byte integer, it's a reasonable guess, and as you can see from the image above, it produces an effect similar to what we see occasionally in vanilla X-Com: UFO Defense on crash sites.

45
Troubleshooting / Bug? Tanks can't run a mission
« on: December 07, 2017, 06:51:33 am »
I was unable to land a Lightning loaded with 4 tanks at a terror site. The craft would fly out to the site, then simply return home as soon as it arrived, as if it had no ground crew. I can get tank-only missions easily in the custom battle generator as well as in base defense missions, but I can't get my craft to make one.

This is in Nightly 2017-11-09.

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