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Messages - Orz

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61
Open Feedback / Alien's dual weapon wielding? (AI question)
« on: February 06, 2016, 04:30:06 pm »
I give Alien Commanders a Blaster Launcher and a Plasma Pistol. They hardly ever (don't think I've ever seen them yet, but I'm only now beginning to realize) use Blaster Launcher. They stick to Pistol, and I've tested several times on debug mode already. 

So what determines AI's choice of weapon? Do they just go for the "faster" one (lower TU cost) every time? I'd like some aliens to wield two weapons (Big Gun or Drill usually paired up with a Pistol so they are not limited to Blaster/DPL's "situational" application or Drill's close-range risk factor). I mean, they use grenades just fine.

I guess my question is this: am I hampering Ai's use of Blaster Launcher by pairing them up with Pistols (or any other secondary weapon)?

PS: Also, does AI ever draw/use weapons from "back pack" or is it limited to just right/left hand and belt?

62
Hardmode Expansion / Re: [UFO]Darkened UFO Vanilla Variants - 1.0
« on: February 04, 2016, 03:31:20 pm »
The blast reaches inside killing aliens there.

So I see! Well then, this little "fix" of yours is also a must. Glad you included it!

63
Released Mods / Re: [FULL MOD] Illamasqua's UFO & TFTD Rework
« on: February 04, 2016, 02:51:42 pm »
HF with the UFO collection.

Absolutely!


Ah, yeah, well, right. Though I find the "X-Com 1" style a good enough solution, and much easier to do. I like nice pictures like everyone else, but for viewing races I prefer uniformity.

Also adding my Sorcerer of Dagon sprites, as promised. (No autopsy picture.)

Thanks. Perhaps someone more skilled than I will do the finishing touches! I, for one, am reluctant to include a new unit/race without at the very least TFTD matching-style UFOpedia pics. Rummaging through Dioxine's X-Piratez resources yesterday I came across this smexy guy who could also work nicely as the potential candidate for TFTD's 5th race template:



Of course, it would need a couple touch-ups as well. Namely: a squid/tentacle face, a greenish or purplish skin-tone, and tentacle arms while we're at it!

Just throwing ideas.


FYI: I am regularly updating this mod. Downloads updated in the OP. Just don't wanna be constantly BUMPing this thread. So for those few who've been downloading it with the intention to actually play it, be sure to have the latest version up to date for all the m'Orz fun!

--- posts merged ---

FYI: I've been making consistent updates to both UFO/EU & TFTD mods since version 1.0. These various little changes are listed under the changelog here. Download links also updated on first post. I'll probably wanna clean things up a bit later so it's all easier to read (i.e. less of a massive wall of text), but for the time being: I feel pretty satisfied with how both games play out and shall therefore take a little rest now.

64
Hardmode Expansion / Re: [UFO]Darkened UFO Vanilla Variants - 1.0
« on: February 04, 2016, 02:46:13 pm »
I'm surprised nobody commented on this yet! Probably the single, most significant stand-alone mod for UFO/EU.
+10

Also, what do you mean by this:

Quote
There are also another Version of U_BITS.MCD and U_EXT02.MCD, which make those ships
complete sealed against blasts from rockets or explosives.

I haven't played with it enough, but as far as I've seen UFOs are still breachable by High Explosives (at 200 damage) and Blaster Launchers, which is how I intend to keep it. So what does this "complete sealed" referred to? Or does blast damage pass through walls in vanilla and I am not even aware of it? :O

65
Work In Progress / Re: Lost TFTD Weapon mod...
« on: February 03, 2016, 05:41:14 pm »
Since I already had this done for myself, attached below is my own little "fix" to the problem: HJC, Torpedo Launcher, DPL and both Coela/Jet & Displacer/PWT can now operate on land. UFOpedia entries also adjusted to reflect this.

66
Playthroughs / Re: epic victories
« on: February 03, 2016, 12:30:00 am »
Mission: Raid alien base, capture Commander (first one in this playhthrough!), get out. Success :P




67
Troubleshooting / Re: Game Crashing After Nightly 2016_01_27 (log inside)
« on: February 02, 2016, 06:16:06 pm »
Figured it out, so I'll leave here just in case someone else comes across the same issue? (Otherwise feel free to purge this topic.) The problem was inside soldiers.rul where type: XCOM had been changed to type: STR_SOLDIER in the latest nightlies.

68
Troubleshooting / Re: Trying to install nighty
« on: January 30, 2016, 10:16:05 pm »
Assuming you already installed the game, go to Program Files and search for the OpenXcom folder. Next, unzip the nightly and drag n' drop its contents onto the OpenXcom folder, overwriting the previous files, like so:


69
Troubleshooting / Game Crashing After Nightly 2016_01_27 (solved)
« on: January 30, 2016, 10:01:12 pm »
Should clarify: both my UFO & TFTD Rework mods are crashing, so something must be in conflict. Only happens after (starting a new game) I hit "Yes" in response to "Begin Mission?" on a UFO landing/crash site. So far it has not happened with already started/saved games, just new ones.

Have tested multiple times, it happens with the last three nightlies:
2016_01_28
2016_01_29
2016_01_30

If I knew what this "fatal error" was in reference to, I'd be able to fix whatever needs fixing in my mod. Thus, I invoke aid from the Codemasters :P

Code: [Select]
[30-01-2016 16:45:19] [INFO] Data folder is:
[30-01-2016 16:45:19] [INFO] Data search is:
[30-01-2016 16:45:19] [INFO] - C:\Users\R\Documents\OpenXcom\
[30-01-2016 16:45:19] [INFO] - C:\Program Files\OpenXcom
[30-01-2016 16:45:19] [INFO] - C:\Program Files\OpenXcom
[30-01-2016 16:45:19] [INFO] User folder is: C:\Users\R\Documents\OpenXcom\
[30-01-2016 16:45:19] [INFO] Config folder is: C:\Users\R\Documents\OpenXcom\
[30-01-2016 16:45:19] [INFO] Options loaded successfully.
[30-01-2016 16:45:19] [INFO] SDL initialized successfully.
[30-01-2016 16:45:19] [INFO] SDL_mixer initialized successfully.
[30-01-2016 16:45:19] [INFO] Attempting to set display to 1366x768x32...
[30-01-2016 16:45:19] [INFO] Display set to 1366x768x32.
[30-01-2016 16:45:20] [INFO] Loading data...
[30-01-2016 16:45:20] [INFO] Scanning standard mods in 'standard'...
[30-01-2016 16:45:20] [INFO] Scanning user mods in 'C:\Users\R\Documents\OpenXcom\mods'...
[30-01-2016 16:45:20] [INFO] Mapping resource files...
[30-01-2016 16:45:20] [INFO] Resources files mapped successfully.
[30-01-2016 16:45:25] [INFO] Loading font... Font.dat
[30-01-2016 16:45:25] [INFO] Loading extra resources from ruleset...
[30-01-2016 16:45:27] [INFO] Data loaded successfully.
[30-01-2016 16:45:27] [INFO] Loading language...
[30-01-2016 16:45:27] [INFO] Language loaded successfully.
[30-01-2016 16:45:27] [INFO] OpenXcom started successfully!
[30-01-2016 16:45:53] [FATAL] A fatal error has occurred: code 0xc0000005
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] 0x8fbb50 SDL_MixAudio (SymGetLineFromAddr64 failed: 487)
[30-01-2016 16:45:53] [FATAL] SymFromAddr failed: 487
[30-01-2016 16:45:53] [FATAL] 0x7702ace0 RtlInitializeExceptionChain (SymGetLineFromAddr64 failed: 487)
[30-01-2016 16:45:53] [FATAL] 0x7702ace0 RtlInitializeExceptionChain (SymGetLineFromAddr64 failed: 487)
[30-01-2016 16:45:53] [FATAL] Crash dump generated at C:\Users\R\Documents\OpenXcom\30-01-2016_16-45-53.dmp
[30-01-2016 16:45:54] [FATAL] OpenXcom has crashed: code 0xc0000005
Extra information has been saved to openxcom.log.
Please report this to the developers.

70
OXCE Suggestions DONE / Re: [SUGGESTION/REQUEST] UFO Tracker Window
« on: January 29, 2016, 10:48:24 pm »
Position, heading and size of the ufo. =) The latter to decide, whether to go or not (attacking battle ships with interceptor is quite useless) and the first two, to decide, from where to start.

And what would "position" stand for? (I'm asking since there's no "position" display on radars) Are you referring to geographical position (i.e. city over which they are flying over?)

I merely suggested UFO/SITE >> SIZE >> ALTITUDE >> HEADING >> SPEED for simplicity's sake and continuity (since this is the very same data that a regular radar will display). Either way, clicking on it should bring up the standard radar screen or Hyper-Wave decoding when/if applicable.

If anything, HEADING and SPEED would be the least important. ALTITUDE at least displays if the UFO has landed or is still in flight (i.e. might be important for priority reasons: crashed ones can wait, landed ones may demand more immediate attention due to looting potential, etc). Of course, the most important data would be SIZE for obvious reasons.

I also just want to make Meridian's job easier.

71
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 29, 2016, 10:22:27 pm »
(whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).

I meant: alien inventory sprites are taken from the UFOpedia entries. They are "easier" to make than TFTD in the sense that they are just the alien's full body frontal shot standing upright against the same clinical background. TFTD alien are more "artistic" (like the X-Com armors) and have custom backgrounds.

72
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 29, 2016, 04:52:10 pm »
For now, for O-TFTD there is only a new race:

Yes, I'm just waiting/looking for adequate UFOpedia images (both for live specimen and autopsy) to go along with it. It seems this is the problem with adding new TFTD aliens: they need good UFOpedia pics (whereas UFO/EU aliens just use their respective ragdolls, which are simpler/easier to make).

An example of what Carcharodon could look like (pic found online, slightly edited/pixelated by me to fit the game):



I already made a cthulhoid:



It's not perfect for the role, but I can share the resources if you like.

That actually looks pretty good! (I always imagined them with bigger/more bulbous heads, though.) If the robe could be edited a little to make them less reminscent of UFO's Ethereals that'd be great. Otherwise it could be used as is it is. I'm assuming you have the complete sprite set with bigobs, floorobs and all that to go along with it? What about UFOpedia pics?

73
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 29, 2016, 02:35:30 am »
I was also thinking about a late game alien missing in TFTD. Gameplay wise, it should resemble an Ethereal. Floating M.C. masters of the alien hordes.

Absolutely, it always struck me as odd that TFTD didn't have any aliens (terror units excluded) which could "float," especially underwater! So yes, TFTD should have at least 2 "floating" races just like UFO/EU. And I still hold that it must definitely be Cthulhu-flavoured! Like maybe some sort of squid/tentacle humanoid, sorta like the Squidlarkin/Mindlayers of Final Fantasy Tactics:



Just imagine those guys for the final crypt mission at T'leth!

Looks interesting. I will definitely try this out when I'm done with my current epic game :)

It would be nice to hear what you think of it later :)

74
Open Feedback / Re: Changing UFO intercept/pedia sprites doesn't work?
« on: January 29, 2016, 02:16:10 am »
If you just wanna swap the vanilla sprites around just use "sprite".

Exactly, the thing is simply putting a different sprite ID has no effect, that's the whole reason why I created this topic. I can swap the UFOpedia images just fine, I just did (in fact, I reverted them back since I realized vanilla got them correctly in the first place, silly me). My issue is "sprite: ID" not working. And yes, I tried it clean without any mods and even by overwriting the original ruleset.

As per UFOpaedia.org
Quote
Note: The Fleet Supply Cruiser's interception image is switched with that of the Battleship in-game. This is almost certainly a bug (the UFOpaedia images are not switched, and looks a lot more like the respective subs)

So this is all I need, but it doesn't change anything:
Code: [Select]
  - type: STR_BATTLESHIP
    sprite: 5 # previously 7
  - type: STR_FLEET_SUPPLY_CRUISER
    sprite: 7 # previously 5

75
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 29, 2016, 02:06:45 am »
The real problem, for me anyway (other than the typo) was that I was not informed first.  I had to learn about it from the posts.

Duly noted.

Quote
Other than that, in the cold light of day, and after a good nights sleep (and yesterday's coments were a combination of lack of sleep and a VERY bad day) I have decided that I'm ok with this.





SLEEP MY DEAR

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