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Messages - SDEDEN

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16
OpenXcom Extended / Re: [EXE] OpenXcom Extended 2.0
« on: May 20, 2015, 05:04:03 am »
So I noticed the Training Facilities mod was updated in the OXCE mods pack. Uh, what was changed? Was it just the file structure?


Anyway, I'm no coder and I just play and mod XCOM for fun, but I've been using the Training Facilities with Extended 2.0 and it is quite potent. After about two months soldiers who have stayed in training that whole time are pushing high 50's to 60's strength. Another two months and they've got 60 health, 70 time units, 70/80 accuracy, and 70 strength. Melee and throwing accuracy are getting into 60/70's too. Pretty much everything but bravery and reactions is uber.

Now I've never played apocalypse, but I think some kind of cap on what the training facility does would be appropriate.

Like either providing a fixed, flat increase to each stat or raising all stats to a hard limit. Like you know, in the first option soldiers get 15 time units, 20 energy, 10 health, 10 reactions, 10 accuracy, ect...

Or cap health at 40, strength at 35, reactions at 50 (so that those really low types can be average), and such.

17
OpenXcom Extended / Re: [EXE] OpenXcom Extended 2.0
« on: May 19, 2015, 05:00:50 am »
You need make it yourself, example is available on mod portal: https://www.openxcom.com/mod/oxce-mods
Only problems is that mod is incompatible with current OXC and I need update them to new mod format.

Far as I can see the Training Facilities mod works just fine, though it is maybe a bit overpowered.

18
Work In Progress / Re: [ARMOR] Gas-mask equipment
« on: May 16, 2015, 06:44:48 am »
The sprite coloring has been softcoded since this mod came out. Find STR_NONE_UC in OXCom's items.rul, copy spritefacegroup, spritefacecolor, spritehairgroup & spritehaircolor lines to all new armors in this mod's .rul file.

Thanks, I'm trying that now! Though I found that all in the "armors.rul", not in items.


Edit: my first time editing any of these .rul files so it took a little bit of experimentation... but it works!

Thanks!

19
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: May 16, 2015, 05:00:12 am »
I think I recall in the old UFO: Extender that there was an option to get a pop-up on the Geoscape whenever a craft was ready to launch. I bring it up here because that would be very useful when you've got various AWACS you have to use for your radars.

By the way, I love this mod. I actually makes you use the Graphs to sniff out where to patrol. Makes you take a more pro-active approach.

20
Work In Progress / Re: [ARMOR] Gas-mask equipment
« on: May 16, 2015, 04:51:36 am »
So when I use this all my soldiers who equip the gasmask appear as blondes in the Battlescape, when the screen shot on the mod page shows them still have the "enhanced sprites" from Open-XCOM. I notice in the mod files that the gif containing the Battlescape sprites indeed only has the standard blonde model.

Is this normal?

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