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Messages - SDEDEN

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1
Help / Re: Refueling Mechanics
« on: January 23, 2020, 04:27:55 am »
You have a point. I didn't realize it was possible to add fuel to a weapon pod.

2
Help / Refueling Mechanics
« on: January 22, 2020, 03:14:27 am »
In the game engine, how does Craft refueling work? I'm watching a Curios Droid video right now on Air-to-Air refueling and it occurred to me that such capability would be worthwhile in X-COM. Would something like that be possible? To say, generate a "dogfight" between certain crafts that causes fuel to replenish?

3
Help / Re: How to modify salaries?
« on: January 17, 2020, 08:16:45 pm »
Thank you! I guess I didn't conduct a thorough enough search

4
Help / How to modify salaries?
« on: January 17, 2020, 12:28:21 am »
Is it possible to modify the monthly salary of scientists and engineers? If so, how? I don't see the parameters in any of the rule files I have. Thanks

5
If you add this to the armors.rul to the corresponding armor (for mods with a standard set of soldiers):

     spriteFaceGroup: 6
     spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] # M0 F0 M1 F1 M2 F2 M3 F3
     spriteHairGroup: 9
     spriteHairColor: [144, 144, 164, 164, 245, 245, 164, 164] # M0 F0 M1 F1 M2 F2 M3 F3

then ethnicity will be visible on the battlescape.

Thanks, I will do that next time I play

6
Does the armored vest preserve the ethnicity of soldiers when worn?

7
I haven't tried this yet, but I do wonder; is it really necessary/logical to have to raid an alien base for Alien containment? I like the idea of needing to research alien food, a dead and/or live alien, and such, but forcing a base raid and base construction mission in the first month kind of railroads the game's "plot". Wouldn't it be enough to leave it up to a bit of chance how soon you can get your hands on "Alien food"? Maybe you have to wait and find a base or maybe you get lucky and find a big lab ship that has it. IIRC: there is one other mod-added UFO that has alien food, isn't there?

I'm just saying that part of the strength of XCOM is the variability. Other than the monthly terror mission you never know quite what to expect.

8
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 03, 2015, 05:11:18 am »
I can't wait to try the Extended edition! Gonna finish my current play through first. Really just making the final preps for Cydonia.

9
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 04:32:10 am »
I think this mod looks really interesting, but is there any way it would ever be compatible OpenXCom Extended?

10
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.

Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.


11
Are you using nightly or 1.0? Because there were changes to the code, and the mod can't be compatible with both. (It is now compatible with 1.0.)

I should perhaps make two different versions.

Ah, that would explain it then as I'm using the latest nightly (5/21).

I hope you make a different version because those UFO designs are pretty neat

12
So, when I use the UFO's rule they show up, but they can't seem to start terror missions. I've seen them land on cities, but no terror mission starts. If I attack the UFO I just go to a normal battlescape map (you know forest or something).

I thought at first it was a conflict with the Terrain Pack or Luke's Extra UFO's, but turning those off doesn't fix it. As soon as I remove the UFO's rule form Alien Armoury Expanded terror missions/Port Attacks happen like normal

13
Work In Progress / Re: [WIP] Alternative human tech armory
« on: May 21, 2015, 04:39:50 am »
Looks interesting. I'm using a bunch of different mods to add weapons to the human arsenal, but something more compact wouldn't be bad.

14
Work In Progress / Re: Can Aliens Intercept XCOM craft?
« on: May 21, 2015, 04:37:42 am »
I was thinking myself recently that such a mod would be a very cool thing... if someone were to make. Beyond me, I'm afraid.

Another type of "retaliation" mission. Not as much a threat to your base, but imagine having the aliens hunt your sky rangers? It'd be neat if you could set Interceptors to match speed with troop transports, to escort them.

15
OpenXcom Extended / Re: [EXE] OpenXcom Extended 2.0
« on: May 21, 2015, 04:36:22 am »
Only file structure. Overall I have plans to add more control over stats of training facilities.

Well I look forward to it! I used UFO Extender back in the day and was very happy with it. I started using it with Open XCOM mainly because of the AWACS mod and I loved how it combined with the Hyper-Wave Decoder not being 100% reliable.

Having to take a proactive approach to find and attack UFO's makes the game play a lot better than just sitting back passively and waiting for them to fly over you.

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