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Messages - jackstraw2323

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Suggestions / Re: displaying repair time / refuel time
« on: April 26, 2015, 09:58:22 pm »
Pretty sure repair times are now implemented, but is there a way to adjust these repair times at all or is it a constant value?

Suggestions / Re: ModPack Installer
« on: April 26, 2015, 03:46:38 am »
I assume loading mods via a folder would be a good first step for organization. One that I assume will happen with tftd if it's not already possible. After all the vanilla rules now load from a sub folder. There could be a mod.rul that declared a description of the folder contents and any other relevant info like version and compatibility numbers.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: April 20, 2015, 05:30:28 am »
Pre-Alpha 5 attached. I've done a bunch of polish play testing, but haven't gotten all the way to cydonia yet. Air combat feels unbalanced at the moment with xcom having too much of an upper hand, but the original game was like that to some degree so it might be kind of baked in.

Research tree tested up to tier 3 and some tier 4. Streamlined some research stuff, but probably needs more work. I still need to make some adjustments based on newer nightly code but this should run on 2015-02-22 era.

Started to fuss with mission maps, but probably won't make many changes until i see some more details about how to work with the script, or take the time to examine how others are using it.

Playthroughs / Re: Open Terror From the Deep Teaser
« on: April 16, 2015, 11:59:33 pm »
I always thought that my first draft of the heavy power armor for my mod looked more like tftd diving equipment. Glad someone is going to use it. The arms are probably screwed up since they don't match the drawing routines correctly.

Tools / Re: MAPVIEW upgrade
« on: April 09, 2015, 07:03:17 pm »
An optimizer would be great, but the report would probably be simpler to implement and let us optimize ourselves.

Along those lines if there were a way to select all mcds on the map and swap them with a different mcd it would help. When I change my mcd files my maps can get messed up if I'm removing a mcd I found I didn't need after all.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: April 07, 2015, 05:22:35 pm »
Thanks those are both helpful. Sounds like I need to tweak some of my settings as I think many of my aliens are too smart and aggressive at the moment.

Tools / Re: MAPVIEW upgrade
« on: April 07, 2015, 05:19:53 pm »
I don't think that's what I'm after. I want to know which mcd tiles aren't used at all on the map. That's tricky if you have two tiles that look very similar. Or for instance the wing tiles on the plane are so small sometimes it's tough to see them on the top view.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: April 07, 2015, 03:40:53 pm »
Is there some sort of breakdown or explanation of how the combat routine works? I've not found any kind of lay and explanation yet. I've got a flying melee unit that never engages but I'm assuming tftd patches will address that, but I've got other terror units that while not ignoring civilians don't seem especially interested in them either. This confirms that in one instance I need to revise my map, but I was already leaning that way now that I understand the map sizing script.

Tools / Re: MAPVIEW upgrade
« on: April 07, 2015, 03:36:29 pm »
Feature request: some kind of report or indicator for unused mcd entries. I've got some overly large terrain sets right now, and that would help me edit them down a bit without having to click on the tiles to try and figue it out by eyeballing it.

Work In Progress / Re: [Total Conversion][WIP] oXc - War of Shadows
« on: April 07, 2015, 05:30:16 am »
playtesting continues and is uncovering some bugs. Mostly typos or missing strings I thought I'd put in. Figured out that my craft manufacturing rules weren't completely written just now as the firestorm popped up. Working on difficulty balance as well and making some tweaks there. Still losing a unit or two on average per couple of missions so things are staying deadly. I think once I can confirm that Jaeger Manufacturing is in I can do my next pre alpha set, which should be substantially cleaned up from the last version. I've been doing some polish stuff as well, redoing some craft maps and graphics. Much happier with my ultimate craft now, even though it could use more love.

It's still tough to know whether this is exactly fun as I know all of the secrets and the AI is locked into RMPs, but maybe someone who knows more about that can give me some pointers. My current issue is that I've got aliens on top of a UFO and they jump off almost every time, even when there are flags with high numbers set and no connecting route to the ground. Maybe making them less aggressive would help too. I think right now I've got everyone dialed up to max.

Troubleshooting / Re: [OSX] Cannot Locate Save Game Files
« on: April 06, 2015, 12:04:31 am »
Off the top of my head it's under application_support/openxcom which I think is in the user/library folders.

Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: April 03, 2015, 06:32:42 am »
Using the correct basescape pallets with transparency on my test images consisting of the colors in order from left to right demonstrates that certain bands are shifting. Maybe this is by design. In this case index 1 is not converted unlike battlescape.

Image 1 is the greys and image 2 is the ufo light purples that are often used for alloy.

Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: April 02, 2015, 02:39:55 pm »
I'll give that a try. Using Adobe photoshop cc and the palettes from this thread.

Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: April 02, 2015, 05:24:45 am »
I've posted in another thread but this is probably more appropriate. Is there some kind of nuance to how pallets work for basebits? I used the colors for the basebits provided with the first color transparent. I save as a PNG file with this index. My colors are being shifted and blown out in some cases, or even appear to be changing rows. I.E. my light purples from the UFO exteriors are getting shifted to darker purples or blown out white. If I take the same file and replace the transparent index color at #1 with anything, all colors render correctly, but the transparency doesn't work, even though this method works for all the battlescape stuff.

I'm willing to work around it but I'm just not clear on what the actual rules of how this piece works, and I've not yet found any solid documentation.

In the attached image, both the top craft and the lower left craft share pretty much identical color values. The lower right uses similar color selections but again, is blowing out so it seems like the colors are shifting luminosity.

Suggestions / Re: Graphic Format Standardization
« on: April 01, 2015, 03:41:21 pm »
Thanks, that helps. Strange that sometimes transparent index 1 works and sometimes it doesn't on OS X.

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