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Topics - new_civilian

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16
Troubleshooting / How do I open/use the DMP files?
« on: August 31, 2016, 12:09:48 pm »
What do I need the DMP files for that appear after a crash?
Could we make their appearance an option?

17
Suggestions / [Suggestion] AI cheating toggle-able
« on: August 31, 2016, 11:38:25 am »
After playing a game with cheatTurn set to 200 I realized how much less artificial and more realistic the game has become. I really liked it much more than the default setting. However, enabling this for EVERY AlienDeployment entry is a real burden, especially if you use a lot of new terrains/missions/uf/usos. So here my suggestion:

Could we make the cheating AI an option?

18
Resources / Unfinished/Abandonded terrain.....
« on: August 29, 2016, 11:39:44 am »
Some days ago I tried to make a quick-and-dirty moon terrain, but somehow it didn't work out to my satisfaction.

Anyway, here the file, it includes a terrain, maps and an example ruleset and screenies, maybe someone wants it.....

The initial plan was to make alien bases (along with base controls) that you would destroy just like regular alien bases.

bla.bla.bla.  :P

19
Released Mods / Recolored Snakeman sprite
« on: August 26, 2016, 03:57:59 pm »
Tried to make the snakeman a bit more interesting, it's just a recoloring, but i think it looks nice enough to post...  :)

20
Released Mods / [Map] Just another City mapblock
« on: August 18, 2016, 11:45:06 am »
As I hadn't made any new mapblocks recently, I thought I restart with something easy.
It's just one 10x10 mapblock. But I took great care to place the nodes correctly and use correct node settings. And I kinda like the house...  :)

It's convieniently called Urban14f so it should be super-easy to add to existing city terrains.

hf.

21
Released Mods / (Shader) dot_n_bloom sharpened
« on: August 13, 2016, 01:52:07 pm »
Just a brighter and less blurry version of the default dot_n_bloom shader

22
Released Mods / (UI) Swap hands in tac UI (TFTD+XCOM)
« on: August 13, 2016, 01:47:08 pm »
Just a minimod/option. The original idea is from falco.

It makes weapons appear in the same slot in both the inventory and the TAC UI. The true unit graphics remain unchanged.

23
Offtopic / Good site for those interested in sci-fi
« on: May 06, 2016, 02:53:20 pm »
Found this site some years ago and recently revisited it, it's a good place for correct and realistic (hard-science) information about anything space/sci-fi/story-related:

https://www.projectrho.com/public_html/rocket/

Most of you will probably know it already.

There's also a special page about Space Piracy, could be useful for Dioxine...

24
Troubleshooting / Sneaky AI - a cheat?
« on: May 04, 2016, 10:47:00 am »
The Sneaky AI setting.... Is it a cheat, is it broken, is it important or what is it? Or does it work at all? I am totally clueless about this feature.

It is ok that SOME vulnerable AI units try to hide, but doesn't that option break all melee units? Their sole purpose is to go TO the player units and attack them.
Not to hide.
When I started with OXC i always enabled it, as I thought it would improve the AI behaviour, but now I generally turn it off.

and now the next problem:

I wish I could say that it makes a big difference, but I have to admit it doesn't.  I actually wonder if it works at all.

Tried it in several mods and if there is a difference, then it is marginal.

So what is going on with this option, do you guys use it? Any experiences, tips, suggestions, observations?

25
XPiratez / [Map Change] Smaller Mansion
« on: May 03, 2016, 03:32:36 am »
Here something quick and dirty I made as my low-end computer is not really able to digest the huge Mansion Missions.
I will leave it here in case somebody else wants it, too.  :)

This is a mod for people like me who don't have powerful-enough computers and/or not enough time and patience to go through the enormous Mansion Missions.
It simply reduces the size of the terrain from 60x60 to 40x40 and halves the number of enemies. Of course you will get less loot as well, but that's just fair enough.

Important: Make sure that you enable this mod in the list AFTER all other XPiratez mods and the main game.


I quicktested the mod in the Battle Generator and it worked fine.
Make sure you load it after the main XPiratez entry.

hf!

26
XPiratez / Star-Gods in tactical...
« on: May 01, 2016, 01:38:14 pm »
Well, do I need to say more than the topic title already does?

I managed to shoot down a small Star-God ship that was on a sway government mission with my new Kraken (equipped with 3 naval guns, harhar). So far so good.
Then I made the mistake of actually sending troops there....

HOLY CRAP!  :o

Opened the door, saw one facing away, threw some smokes first. then mowed him down with my Vulcan RFG gunner standing just in the right position (Deliverator craft btw) and I swear I saw nothing else. Closed the door. SAVED. Ended the turn.

...

Can you imagine an PSI-attack-blizzard? Well that's exactly what happened. I don't know precisely how many gals panicked, went berzerk and were under an evil spell, but it was enough to make me reload the save from above and take off. And those were my strongest VooDoo gals!

For a test I did something else, reloaded the tac mission from the beginning and left the craft.... Or should I say TRIED to leave the craft....?

Well. I have only ONE tip when facing Star Gods: DON'T.

Sadly they established a base close-by some days ago.... I can not even imagine what kind of an hell a mission there would be.....

So. Any tips?

(fwiw I think the difficulty is ABSOLUTELY right, this really is how a fight against a superior alien enemy should be, good work Dioxine)

27
Suggestions / Mod idea/Unit - Thing from another world
« on: April 30, 2016, 12:22:11 pm »
Just something that crossed my mind: Why not use a slightly modified Silacoid graphic (make it flesh-colored and stick some eyes and arms/limbs in it) and give the new unit invulnerability to AP/melee weapons and make it highly vulnerable to incendiary....

The alien also should convert XCom-units to a clone of themselves when they touch it.....  :)

Just like in the 1982 Thing movie with Russell.....

28
Work In Progress / [Observation] loftemp 1 , 78 and 85
« on: April 29, 2016, 02:36:30 pm »
I just discovered that units with the loftemp 1 can not be hit with melee weapons from diagonally behind. They can be hit from all other sides, even from diagonally frontal (with decreased chances? have to test more). Not sure if this is of use for someone, but it is a curious thing.

It reminded me of the loftemp 85 thing (used for some stealth armor mods) that can't be hit/seen at certain angles.

Also: Loftemp 78 is in that way the opposite of loftemp 85, you can't be hit from the other angles

29
Work In Progress / [Unit] Xcomorph. Now with Tail and Ufopedia
« on: April 29, 2016, 02:24:12 pm »
Just something small I am working on It changes the Chryssalid into something slightly more Xenomorph looking. The magic word being slightly.
Here the first version. I will keep on updating this as I make progress.

30
I made this difficulty-rule-file for my own personal use:

Code: [Select]
difficultyCoefficient: [0, 1, 2, 4, 6]
aimAndArmorMultipliers: [0.5, 0.8, 1.0, 1.1, 1.2]
statGrowthMultipliers:
  tu: 8
  stamina: 8
  health: 0
  bravery: 0
  reactions: 6
  firing: 6
  throwing: 0
  strength: 4
  psiStrength: 3
  psiSkill: 3
  melee: 8
turnAIUseGrenade: 0
turnAIUseBlaster: 0
constants:
  - damageRange: 100
  - explosiveDamageRange: 50
  - fireDamageRange: [10, 20]

As you can see I did nothing dramatic, I increased the flame damage, made the AI more aggressive etc, that all works fine. No problem. I checked and double checked.

HOWEVER:

Every time the AI now tries to use grenades the game CTD's. I also changed some unit-rul-file stats (increased them basically) so I guess the strength somehow goes bananas and causes a CTD because of strange flightpathes due to super-powered aliens.

Right?  :-\

As soon as I remove the stats changes the game works fine. (Have to restart tac missions of course).

So, what EXACTLY causes the CTD? Is it the strength?

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