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 - alinare

Pages: 1 ... 7 8 [9]
121
Suggestions / Re: CROCODILE TANK
« on: June 15, 2015, 10:33:44 pm »
Yes indeed, I added the Arachnotron face, the legs sectopod. I'm not very good, making sprites. I do not know if anyone else may have noticed, but I'm taking elements from many of the X-COM, and I'm doing a kind of reinterpretation of the saga. This mod is really the sum of many other, related, in separate folders. I've been working on this, to spare time for eight months, and I have five hundred mods so. The story is the same as that of the base game. It's not like the mod Piratez great, although I inspired him. :D. The armor is Ufo Extraterrestrials. The robot Cyclops, also inspired by the UFO Extraterrestrials is taken from one of the Front Missions. I think it is a defense tower, or something. The screen of the air guns, I love it, but not mine. I have borrowed from Xeno Ops. At the moment it is not finished. As for the statistics of weapons, as some are not very successful, but I try to be, as balanced as possible. Of course, the tech tree, going to be really extensive.

122
Suggestions / Re: CROCODILE TANK
« on: June 15, 2015, 06:45:10 pm »
Hi:

I'll try to put some screenshots of some vehicles that use in my mods. Incidentally, I show some other images, the project, in which I am working.

123
OpenXcom Extended / Doubts resolved openxcom extended
« on: June 13, 2015, 12:39:19 pm »
Thank you so much. All works perfectly. Great job. :)

124
OpenXcom Extended / Openxcom extended doubt.
« on: June 12, 2015, 08:07:30 pm »
Hi:

Thank you for answering me so soon. I copied some of my mods listed. I do not get to apply these instructions, either, am I, who do not understand how they work. Here I refer you some examples. Sorry for the extension.

facilities:
  - Type: STR_NUCLEAR_DEFENSES
    provideBaseFunc:
      - STR_LIVING_ROOMS
    spriteShape: 3
    spriteFacility: 300
    buildCost: 500000
    Buildtime: 30
    monthlyCost: 50000
    personnel: 50
    workshops: 100
    defense: 800
    HitRatio: 60
    fireSound 5
    hitSound 10
    mapName: XBASS_21
ufopaedia:
  - Id: STR_NUCLEAR_DEFENSES
    type_id: 6
    section: STR_BASE_FACILITIES
    text: STR_NUCLEAR_DEFENSES_UFOPEDIA
    listOrder: 6990
extraStrings:
  - Type: en-US
    strings:
      STR_NUCLEAR_DEFENSES: "Nuclear Missile Defenses"
      STR_NUCLEAR_DEFENSES_UFOPEDIA: "Nuclear missiles, have maintained a tense peace During the recent and long Decades of the Cold War Between the two superpowers Nuclear deterrence prevented us the world again embroiled in another devastating world war, This Time, It Would Have Been With the nuclear.. exception of World War II, nuclear weapons Have never been tested in battle, and less against goals came from outer space, so do not know how They will behave. Each silo has a provision of ten missiles Renewed That will be as soon as will be fired. "
extraSprites:
  - Type: BASEBITS.PCK
    files:
      300: Resources / Mod / Facilities / Basebits / Nuclear_Defenses.png

Hello. This example, a nuclear installation defenses. So I thought understand the ProvideBaseFunc: it is a prerequisite for building the facility, but I can not apply.

Another example of a component:
items:
  - Type: Retropropulsor
    size: 0.1
    costSell: 10000
research:
  - Name: Retropropulsor
   requiresBaseFunc:
       - STR_QUANTUM_LABORATORY
    cost: 5000
    points: 50
    dependencies:
      - STR_ELERIUM_115
      - STR_PARTICLE_MICROACCELERATION
      - STR_ANTIMATTER_CONTAINMENT
      - STR_ALIEN_POWER_SYSTEMS
      - STR_ALIEN_GRAVITY_GENERATOR
      - STR_SECTOID_NAVIGATOR
      - STR_SECTOID_ENGINEER
      - STR_EXALT_MEDIC
      - STR_ALIEN_ALLOYS
      - Data Disc
      - Ragnite
      - Miniaturization
manufacture:
  - Name: Retropropulsor
     requiresBaseFunc:
      - STR_NUCLEAR_DEFENSES
    category: STR_EQUIPMENT
    requires:
      - Retropropulsor
    space: 20
    time: 150
    cost: 8000
    requiredItems:
      STR_ELERIUM_115 5
      Ragnite 12
      STR_ALIEN_ALLOYS 10
ufopaedia:
  - Id: Retropropulsor
    type_id 7
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - Retropropulsor
    image_id: UP220.SPK
    text: The retropulsor That is a drive unit runs on a mixture of ragnite and elerium-115, developing a huge new lift, capable of lifting the heaviest loads force.
    text_width: 143

If I have not misunderstood - in manufacturing-that line, what it does is, you have to build a deteminada easily, or produce something concrete, so that the object is made.
As for the weapons of the ships, another example:
craftWeapons:
  - Type: EXOCET
     stats:
        damageMax: 0
    sprite: 1
    sound: 5
    damage: 200
    range: 70
    accuracy: 95
    reloadCautious: 4
    reloadStandard 10
    reloadAggressive: 16
    ammoMax: 1
    rearmRate: 1
    launcher: EXOCET LAUNCHER
    clip: EXOCET MISSILES
    projectileType: 1
    projectileSpeed ​​5
items:
  - Type: EXOCET LAUNCHER
    size: 1
    costBuy: 70000
    costSell: 30000
    transferTime: 200
    weight: 3
    bigSprite: 2
  - Type: EXOCET MISSILES
    size: 0.1
    costBuy: 80000
    costSell: 40000
    transferTime: 74
    clipSize: 1
ufopaedia:
  - Id: EXOCET
    type_id: 2
    section: STR_XCOM_CRAFT_ARMAMENT
    image_id: UP087.SPK
    text: This is a weapon of the type "fire and forget" that Makes its way to the target near the crest of the waves, About 10 m. When approaching the target, it May drop to 3 m, in contrast, rise Rapidly to avoid the missile systems and precipitate on the target.
target.

In this case, the maximum damage of the missile, not add me to the other weapons of the ship. The same happens with the speed, and other statistics.
And, and I abused your patience, I ask another question, if possible:
armors:
  - Type: HEROIC KNIGHT ARMOR
    spritesheet: XCOM_B.PCK
    spriteInv: MAN_B
    corpseItem: STR_CORPSE_HEROIC KNIGHT ARMOR
    storeItem: HEROIC KNIGHT ARMOR
    weight: 25
    stats:
      stamina: 30
      reactions 10
      firing: 15
      bravery 10
      health: 10
      strength: 5
      firing accuracy: 6
    recovery:
      health: 12
    frontArmor: 120
    sideArmor: 90
    rearArmor: 90
    underarmor: 70
    damageModifier:
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.6
      - 0.0
   
    loftempsSet: [3]
    recovery:
       health: 30

When I write, the option to recover 30 health every turn, openxcom disables the mod, and if I try to change, no effect.

I fail to understand that meaning, or function, have the letters in the brackets, or are lists of requirements:
requiresBaseFunc: [W, K]
provideBaseFunc [A, C]
I hope I explained well. I am Spanish, and my English, still leaves much to be desired. :)
Congratulations on this wonderful project. The other functions do not know as you call, they go perfectly. I understand for example, as will the tuaimed: cost and can lead, in time, health and other issues.

Greetings, and thanks again.

125
OpenXcom Extended / Extended Openxcom doubts.
« on: June 12, 2015, 04:09:39 pm »

Good morning:
I hope not mistaken, and post in the right place:
I have some doubt about the use of some of the instructions OpenXcom Extended. Can not get to work, or have the effect, I think they have to produce, in my mods.
For example:
craftWeapons:
  - Type: STR_CRAFTWEAPON_TYPE #default config ...
    weaponType: 1 #default value 0.
    stats: #added to craft's stats.
      FuelMax: 0 #additive bonus stats to craft.
      damageMax: 0 #additive bonus stats to craft.
      Speedmax: 0 #additive bonus stats to craft.
      accel: 0 #additive bonus stats to craft.
      Radarrange: 0 #additive bonus stats to craft.
      radarChance: 0 #additive bonus stats to craft.
      sightRange: 0 #additive bonus stats to craft.
      hitBonus: 0 #bonus percentage chance to hit all weapons. Range [0, 100].
      avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
      powerBonus: 0 percentage #bonus damage to all weapons. Range [0, 100].
      armor: 0 #amount of blocked damage per hit
I managed to run, the armor, but the rest of statistics, I can not make you join the ship, where the weapons are.

Nor have I accomplished, I go this:
facilities:
   - Type: STR_SOME_FACILITY
     provideBaseFunc: [A] #List of custom IDs That Provide for bulding esta base.
     requiresBaseFunc: [] That #List of custom IDs are require to build esta building in base.
manufacture:
   - Type: STR_SOME_MANUFACTURE
     requiresBaseFunc: [A, C]
Finally, is there any way that taking over an object, you add health, energy, etc., and then to leave, statistics soldier, returning to its previous state?
If anyone can make, a simple list, especially of the first issues to understand how they work, very grateful in advance. Sorry for the length of my question.

126
Worth. My apologies for wrong section. Thank you anyway.

127
Hi:
I have some doubt about the use of some of the instructions OpenXcom Extended. Can not get to work, or have the effect, I think they have to produce, in my mods.
For example:
craftWeapons:
  - Type: STR_CRAFTWEAPON_TYPE #default config ...
    weaponType: 1 #default value 0.
    stats: #added to craft's stats.
      FuelMax: 0 #additive bonus stats to craft.
      damageMax: 0 #additive bonus stats to craft.
      Speedmax: 0 #additive bonus stats to craft.
      accel: 0 #additive bonus stats to craft.
      Radarrange: 0 #additive bonus stats to craft.
      radarChance: 0 #additive bonus stats to craft.
      sightRange: 0 #additive bonus stats to craft.
      hitBonus: 0 #bonus percentage chance to hit all weapons. Range [0, 100].
      avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
      powerBonus: 0 percentage #bonus damage to all weapons. Range [0, 100].
      armor: 0 #amount of blocked damage per hit
I managed to run, the armor, but the rest of statistics, I can not make you join the ship, where the weapons are.

Nor have I accomplished, I go this:
facilities:
   - Type: STR_SOME_FACILITY
     provideBaseFunc: [A] #List of custom IDs That Provide for bulding esta base.
     requiresBaseFunc: [] That #List of custom IDs are require to build esta building in base.
manufacture:
   - Type: STR_SOME_MANUFACTURE
     requiresBaseFunc: [A, C]
Finally, is there any way that taking over an object, you add health, energy, etc., and then to leave, statistics soldier, returning to its previous state?
If anyone can make, a simple list, especially of the first issues to understand how they work, very grateful in advance. Sorry for the length of my question.

128
Hello. I apologize, because my English is not very good, but I've checked, because I am a follower of this wonderful game, and this wonderful page.
I have some suggestions, I do not know if they could be applied in some way.
How do the weapon of your soldier encasquille, or damaged, in combat, randomly, for example, a manufacturing defect, or something.
Could they be sublevar, aliens, alien imprisoned in the container for studies or interviews, leading to a fight, leveraging his brothers attack the base, or to rebel, a kind of mutiny? I know that the container disables them to fight, but would there be any possibility, they tried to escape?
Can simulate, theft of money, sabotage your premises by a foreign power, as Exalt Ufo Enemy Within?
A very cordial greeting to all.

Pages: 1 ... 7 8 [9]