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Messages - bulletdesigner

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526
40k / Re: 40k
« on: September 14, 2017, 07:44:41 pm »
Mark X, is it possible to have these in? (Don't mind this feature request if its not possible and hard to do

i don´t understand the request , explain better

527
Open Feedback / Re: Pathing down the Skyranger ramp
« on: September 13, 2017, 03:12:00 pm »
I never look into it as a bug, but than in real life it cost more to walk up and down a ramp , i even thougt it was pretty cleaver ! But i see all people complain and even release mod to nulify it

528
Open Feedback / Re: Impossible to Reach UFO - is this a bug?
« on: September 09, 2017, 05:44:28 pm »
Turn on debug mode (ctrl+D) and teleport a unit to cursor using ctrl+W.
Then save and reload.

Is there any way to a teleport be intruduced in game , like apocalypse , that would be kool , since i see there is a way to use it in debug mode

529
Work In Progress / Re: Bullet Designer's V-22 as a stand-alone mod.
« on: September 05, 2017, 06:32:59 pm »
There's a hole somewhere. Bulletdesigner fixed some of those but either he missed one or I forgot to add his changes to my version

yes i remember fixing it, still i can miss something, i will attach to this post my latest plane 3 file

530
40k / Re: 40k
« on: September 05, 2017, 12:45:12 pm »
the only changes i made was organize the whole research (rearrange with # tab´s) and put research rulleset on separate file.
Maybe is the fact is STR_THREAT_ONE was 4 dependencies? while other 4 corpses correspond with unlock ... isn´t the 4 corpses unlock´s not enough? (maybe oxce+ don´t need dependencies and unlock at the same time)

531
40k / Re: 40k
« on: September 05, 2017, 02:14:04 am »
Got a CTD (and had to reboot) after researching 2 live aliens, the log said something about a FATAL missing str_threat_one. I checked , it is there, but maybe sth is wrong in the unlock part of it?



to be honest, i haven´t changed that part since one of the early release, does the problem persists? because i check ruleset and all is in order and one problem can be a invisible space that cannot exist next to the STR_THREAT_ONE

- name: STR_FLOATER
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE(space)<<del it

try it and let me know

532
Suggestions / Re: Scout planes in Battlescape
« on: September 03, 2017, 04:23:09 am »
I had such ideas, but ultimately decided that it would be worthwhile only if we could spawn it from an item, so it would not take up a soldier's place.
Could be a personal preference though, I don't use parrots and such.

I guess everyone is hoping for the miracle spawn weapon, me included, lots of turrets and possiblities will  arrise !
 

533
40k / Re: 40k
« on: September 02, 2017, 06:06:02 pm »
new version UP


Nop the size is from video files

534
40k / Re: 40k
« on: September 01, 2017, 10:07:41 pm »
Bullet, any chance for us to test your new version build? Pretty excited to give it a spin!
the file it´s almost up to date

also i´m planning a release soon, but the more i do the more i get involved and do more stuff


--- posts merged ---

new version UP

535
The default mode for each alien unit is Patrol - each turn the alien will choose a node and move between them. Once the alien sees an enemy unit the AI will switch the unit's individual mode to either Combat/Sniper/Escape depending on its rank, aggression stat and RNG. It will then remain on this state until the enemy unit is killed or, in case it can't see the enemy unit anymore, it will remember its location for X turns with X being determined by its intelligence stat before reverting back to Patrol.

So you can't switch the AI mode since it is determined individually for each unit. As for the turn 20 timer, what it does is that after turn 20 all the alien units know the location of all your units. They will not Patrol anymore but they'll switch to either Combat/Sniper/Escape


Thks Hoobes , just made it work with our explanation!
how to solve?
put 3 nodes under the 4x4 civ unit and linked it , now everyone wants a piece of the action, since you said they need to go to node to end patrol, i put nodes under the vindicator now vindicator is in combat mode, alien get crazy even in first turn


536
Just found on forum and read the tatical ai ufopedia https://www.ufopaedia.org/index.php/Tactical_AI
so how can i switch the Ai modes to combat ? is that the solution?
i see in the bughunt turn 20 they all switch to combat, will that work?


537
Work In Progress / Civilians Vs Aliens (no hostile actions between then)
« on: August 21, 2017, 05:08:40 pm »
I Several questions that i don´t know the answer but some of you must now..
 So i just created a scenario where i put 1 civ(vindicator) and 1 alien(predator) unit at range of each other and
  Both are armed, and both only start fire at each other on provocation from the other!
When i get at range with x-com units , predator starts fire without provocation!
I wanna a star a war between then without being me manually to start the provocation!
so do they need to move to detect or to fire? why no hostile action between like in terror mission? is it a point issue? a movement issue?




538
40k / Re: 40k
« on: August 09, 2017, 01:38:14 pm »
well here´s my approach to the necron, a skin skeleton , with  should pad´s and a hunchback

539
40k / Re: 40k
« on: August 08, 2017, 10:52:56 pm »
Pretty nice torso, though still looks WIP.
Limbs are of course way too thick, but I'm sure you know it already.

heheh, true still i´m waiting for the rumored terminator mod to arrive so i can steal the steel skeleton frame

Meanwhile wheres a brand new map for the mod, i guess the terrain pack had the airport still i made a more complex one using the VOSS i created for the tutorial , and using some mcd from the industrial area converted to 40k


540
OXCE Suggestions DONE / Re: Mindless charging AI (Leeroy Jenkins mode)
« on: August 05, 2017, 06:41:37 pm »
Will defnitly use this for beserker units with bloddlust hehe

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