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Messages - bulletdesigner

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481
Help / Re: a question about retaliation races
« on: November 24, 2017, 03:23:14 am »
thks for the answer i will see to it

482
Resources / Re: Neoworm Sprites dump
« on: November 23, 2017, 03:19:54 pm »
WOW, both are amazing, also nice drawing that makes it a lot easier to make it in tileset

483
Help / a question about retaliation races
« on: November 23, 2017, 12:42:00 pm »
This is my retaliation script
  - type: STR_ALIEN_RETALIATION
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20

the problem is i created a race which i don´t want then to retaliate
so i did in races:
  - id: STR_ASSAULTCHAOS
    retaliation: false 

Still when i take down their craft and they still retaliate with that race, i guess because of the ""# In the case of a shootdown, race comes from the UFO that triggered the mission."" part still is there a way to ignore it?

i´m i missing something?

484
Help / Re: Trying to create 2x2 Unit with a custom corpse sprite.
« on: November 22, 2017, 12:22:57 pm »
i will try to help you make a 2x2 unit

what you need in resources (images):
- 1 spritesheet
- 4 floor objs

what you need in ruleset :

units:
  - type: STR_A
    race: STR_A
    stats: ...
 armor: A_ARMOR
    ..... etc ...etc

armors:
  - type: A_ARMOR
    spriteSheet: A.PCK
    allowInv: false
    corpseGeo: STR_A_CORPSE
    corpseBattle:
      - A_CORPSE1
      - A_CORPSE2
      - A_CORPSE3
      - a_CORPSE4
    frontArmor: ....

items:
  - type: STR_A
    size: 6
    costSell: ....
 - type: A_CORPSE1
    floorSprite: ......
 - type: A_CORPSE2
    floorSprite: ......
 - type: A_CORPSE3
    floorSprite: ......
 - type: A_CORPSE4
    floorSprite: ......

extraSprites:
  - type: FLOOROB.PCK
    files:
      82: Resources/A/A_CORPSE1.gif
      83: Resources/A/A_CORPSE2.gif   
      84: Resources/A/A_CORPSE3.gif         
      85: Resources/A/A_CORPSE4.gif
  - type: A.PCK
    subX:...
    subY:..
    width: ...
    height: ...
    files:
      0: Resources/A/A.png

so if you have this all well made there is no issue

485
40k / Re: 40k
« on: November 22, 2017, 03:10:01 am »
Maybe  change the face skins to armour skins, so all marines will have the (almost) same helmets in inventory, but with purity seals, chains, augmentations and other stuff (even battledamage) on armour. Much more detalization, isn't it?

the less detail i make the more easy is to change chapter. also i´m color correcting so that would became easier , maybe in far future i will pay more atention for sm details
now i´m working on a lot of INV´s and making guard a bit more ussefull

486
Playthroughs / 40k mod sideoperations mission 3
« on: November 21, 2017, 12:41:38 pm »
So as was i playthrough the campaign i managing to correct the bug´s that apear and put the sideoperations missions to works as i play it.
so here´s mission 3  (spoiler if you planning on playing it)
https://www.youtube.com/watch?v=se7N9mzu7NI&t=76s


487
40k / Re: 40k
« on: November 20, 2017, 07:03:13 pm »
thks Saratovetz just corrected everything you said

Also i copy uk strings from the us one, dunno know if it worth having both, since there equal

meanwhile i´m making bunch of INV for chaos , i guess they turn out kooler than the good guys due to more details per model


New Fix UP

488
40k / Re: 40k
« on: November 17, 2017, 10:21:54 pm »
Now that's good, glad this mod is now deforming from "ultra smurfs of Maccarge", and then reforming into " X-Com: Deathwatch

y true , kind of a bug , i deleted clip from rulset to create another but aparently deleted both .. anyway problem solved with no del
i do no not notice foes don´t using heavy plasma

Anyway new version up with that issue and many more solved

489
40k / Re: 40k
« on: November 17, 2017, 02:28:45 am »
well, since i´m not EA i decided to ear your appeals and introduce guard soldiers as backup units , buff up starting marines health and cost , guard are regular xcom soldier stats, still i only made one set of armor for then, also i´m correcting some appeals


the comparison

490
40k / Re: 40k
« on: November 15, 2017, 07:20:03 pm »
Being superhuman is the point of Space Marines. The Guard are the regular soldiers, and there are about a million times as many of them. Which is why I think Marines don't fit X-Com so well.

No game fit´s that superhuman description except console "space marine" no even the tabletop game, even in the beginning "original space crusader they are just marines killed by lousy orks and goblins
Space wolves game  it´s even worse (i´m currently playing and some cultist are stronger than terminator)
In All DOW they are regular soldiers...
But  i will go a step forward and  to take some camera shot from my wk40k game to prove the point
Now don´t make me go see the codex to see point´s of each unit in each army


491
Help / Re: Location of Xcom1Ruleset.rul?
« on: November 15, 2017, 12:12:42 pm »
The rulesets are located in openxcom/standard/xcom1 for uFo or openxcom/standard/xcom2 for tftd , i dunno why you don´t have the standard folder (maybe  it came when i install original xcom dunno or if openxcom brings it or the other way around)

492
40k / Re: 40k
« on: November 14, 2017, 08:59:01 pm »
Regarding the idea of recovering dead marines and manufacturing dreadnoughts, I would suggest that in order to build dreadnoughts, we must first have the building that allows to build termie suits to be built first, then that building will allow the construction of dreadnoughts to balance that. Or have a facility that can store them, and by that, I mean the cryo stasis thingy

I will do some love for dreadnoughts in the near future, but i go to confirm the implementation of the 2x2 armor spawn for regular soldiers is possible, so i can count dread as soldier´s, also that will force me to release the centurion armor

what i´m implementing now
Stormhawnk upgrade by manufacture and map tiles

493
40k / Re: 40k
« on: November 13, 2017, 01:02:40 am »
Heavy plasma does not have cartridges in the transport equipment screen. Soo, i can produce it, can not be used.  Or do I need a special ship?

like original x com you have to do the research to the ammo on all plasma weapons, i can turn it off but  i didn´t lose time with it yet and makes no confusion to
me

Just came to report the same thing. The entry is missing the line "battleType: 2" in 40k.rul around line 5300.

Done ( battleType: 3 - Melee )

Scouts are much closer to marines than they are to fresh recruits though, and I think the process normally takes about a decade. And they don't get power armour and equipment ad-hoc when stuff is available. Besides, I don't know how I'm supposed to get my guys to live that long, especially with the horribly open drop pods.


about that depends the logic/game you play ( dawn of war -> space marine just a normal soldier  or spacemarine -> your the superman) but i see no problem when my 20 space marine squad takes out 60 chaos marines (even in cannon their equally match) because strategy plays a big part a bit tatic part
Even in cenematics of DOW a squad of eldar takes out a squad of space marines or a squad of orcs takes a squad of marines and a dreadnought . Again depends in our mindset like i said previously
Btw i despise power fantasy's like superman ,avangers and spacemarine game psp but again i understand the concept that sometimes they bring to 40000 universe  to pump up the sales

What about allow corpses to be recovered(Marines)? Then they can be used to manufacture dreadnoughts, then the new dreadnoughts won't act as hwps, but as soldiers? What you think bullet?

Edit: I just played Chaos gate, and was totally surprised hearing all of the tracks you used for this.mod. Is this mod a port of chaos gate to OXC?

y i planned it but never did it because it bring a lot of questions.. space in base?, what to do with dead bodys? scout dead bodys can produce dread? only terminator armors?

494
40k / Re: 40k
« on: November 10, 2017, 06:17:36 pm »
When there were discussion about additional chapters, I suddenly remembered that did this. Tried to do, to be right.
Wow you did impressive amount of work, to be honest i also thought of adding other chapters, but in order do to so, the theme was to change to deathwatch ( you also thought about it in your files)
But in my opinion, we can add another soldier type ( like dog´s in x-files) with their armor set etc.. also thought about that to bring the
Adepta Sororitas , witch can combine with the mod, a bit like the movie ultramarine where they find imperial fists. But like always the issue is time and work.
one other issue was the blue bolter now has to be black witch you resolved it already



495
40k / Re: 40k
« on: November 09, 2017, 12:10:57 pm »
You created a new game on the old engine, no worse than the original, almost perfectly balanced ... in the universe - Warhammer 40k ... I'm glad to test a little
this crash is in 23:59:59, 31 oct
can i simply rename  all STR_OBLITERATORS to STR_OBLITERATOR in alienMissions_40k (only in this file) or in ExtraStrings_40k ( 2 files) too??
i renamed in alienMissions_40k (ONLY HERE), crash disappeared. but the mission did not started

i know its frustrating dealing with bug´s mid campaign  :P
the mission usually it starts later , meaning the aliens process the mission at start of month, then appears on the 30 next days so the crashes for alien missions are at start or end of month usually. Or mission happens in a place you have no radar detection since mission 2 is a UFO and not a Site


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