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Messages - bulletdesigner

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571
40k / Re: 40k
« on: June 23, 2017, 02:30:10 am »

1) That definitely sounds good.  None of my guys are strong enough to use the HB yet.  Low quality gene-seed I suspect.  Does the master-crafted ammo improve damage or accuracy?

master-crafted ammo does more damage
master-crated weapons have more accuracy
 

572
40k / Re: 40k
« on: June 20, 2017, 05:34:07 pm »
Just downloaded this mod and gave it a spin.  Absolutely love it, great work!  Only two problems thus far, though one is a game breaker:
1) Heavy bolter does same damage as regular bolter?  Heresy! Not chapter approved.

2) I keep running into crashes on the geoscape.  These occur at certain times and persist even if I reload an earlier save.  In my first game it happened 5 days in.  In my second game it happens early in the second month.  I've attached my savegame.  I


1) heavy bolter has 10 shot´s  and when you get master crafted ammo it get´s even more OP

2) crahes in geoscape usualy are my fault in alien mission scripting, i´m in the middle of doing a lot of side mission witch works in that part, and i´m  taking to long and i haven´t updated  yet  so it all works fluid , still i will see if your save game works with my version and try to help out

--- posts merged ---

mastermindkar
it´s works fine with me your save, as i load  it spawns space hulk mission , so was i said was old mission script


Just updated the 40k file, update it also and it should work fine , also remember you need open xcom extender
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

also you will need flamers , help´s  a lot ,more effective weapon vs 2x2 units gives damage x4 against large units


573
Work In Progress / Re: 50 x 30 ufo map size
« on: June 19, 2017, 05:36:32 pm »
By the way, if you're using OXCE/OXCE+, you don't need to turn the map into a UFO in order to place it on different terrains, this was one of the features of the vertical/alternate terrain code.  If you have the cathedral in it's own terrain, you can add it by the addBlock mapscript:

Code: [Select]
mapscripts:
  - type: [Some terrain name]
    commands:
    - type: addBlock
      verticalLevels:
      - type: ground
        groups: 0
        size: [1, 1, 0]
      - type: middle
        terrain: [Name of Cathedral's terrain]
        maxRepeats: 1

you made me interested in this vertical map option, i´m planning to add tank´s (1x1 map using terrorists units ) and crafts (1 x 1 map using civilian), and that´s seems the way to go add a map with a craft and a separated with a tank on several map´s


also thank for help all people on thread

574
40k / Re: 40k
« on: June 13, 2017, 03:00:02 am »

We definitely need new code to allow its movement.

got to give 200 on under armor for no granade exploit, since it don´t move,
but what will be awesome if we can equip all our craft with small turrets to give advantage to certain crafts
is there any code for civilian deployment? like in the alien for exemple:

    civilianTypes:
      - STR_CRAFT_WEAPON
    civilians: 4
    data:
        lowQty: 4
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 100
and spawn zone
    deployment:
      - [3, 3, 1, 2]
      - [2, 3, 1, 6]
      - [2, 4, 1, 4]
      - [3, 4, 1, 4]

the predator guns can be done because we can control those 3 variables:
 the location
 the type
 the quantity
if the same can be done for civilians it is gold

575
i have´d the same problem some time ago doing the flying daemon https://openxcom.org/forum/index.php/topic,4322.msg75625.html#msg75625
this will help

576
40k / Re: 40k
« on: June 12, 2017, 12:51:04 am »
it´s it a ghost in the shell mod? its the spider tank from the anime, dunno about the movie!

577
40k / Re: 40k
« on: June 09, 2017, 09:21:12 pm »

Be Advised Chaos predator on scene
https://youtu.be/w-dB6OkioFQ

was f*cking dificult to do, dunno if someone already made bosses something like this
btw rank 6 :misc 1 is terror unit 7
and rank 8 :misc2 is terror unit 6
mapview got that inverted

578
40k / Re: 40k
« on: June 06, 2017, 11:41:58 am »
bulletdesigner the genestealer sprite is awesome, alongside the rise of the mod.

Please could I use this for an idea I have? I'll ensure I credit you :)

Updated: I prototyped an idea for a ranged mutated chryssalid called the chryssamorph in my other post, needless to say a ranged chryssalid is the stuff of nightmares!

sure no prob

579
40k / Re: 40k
« on: May 26, 2017, 09:33:39 pm »
i´m busy doing lot of stuff, the space hulk is part of the plan, still the genesteller part is out of the way


made a Cathedral and a lot of maps for i am mounting a side campaign with characters and support vehicules (vindicator will appear on nearby future)
https://www.youtube.com/watch?v=oFluYwfczvw&feature=youtu.be

Still i´m always discovering bug´s as i play along no route on xbase28 map, bigunits that jam elevator on space hulk mission also route correct , i must be the only guy playing this(no one complains)!

580
40k / Re: 40k
« on: May 24, 2017, 01:57:55 am »
there´s a problem on a mission enemy base assault script , just fixed it uploading soon

581
Work In Progress / Re: 50 x 30 ufo map size
« on: May 16, 2017, 08:12:44 pm »
Meridian sorry about the mess , just made it work , was a line not introduced, works fine now , noticed when i was copy pasting rullset´s to send

582
Work In Progress / Re: 50 x 30 ufo map size
« on: May 16, 2017, 05:32:54 pm »
to be honest i made no map script, since it worked on the other ufo i created using the 30x30, they deploy vanilla script , so that´s the problem i think  if i make the new script, i need to script all terrain types with a diferent name and define other data like zone and world dat that i´m not into yet. But That way i have no problem since i have made other maps with 30 x 70 work fine, but i have to make a diferent map for all terrain types ( for what i see made in other mods, and maybe that´s the reason behind)

583
Work In Progress / 50 x 30 ufo map size
« on: May 16, 2017, 04:36:35 pm »
i hate to be the one putting out these simple questions that maybe someone as answered before. so bear with me
its simple i made a 50 x 30 cathedral , i want to use it was an UFO so the environment may vary

but i guess UFO only works as 30x30 map, in mapdeploy data i made 60x60 ( a lot of space still to insert 30x50) map still no cathedral appear, also the height is capped to 4 so it do no conflict with other terrain blocks 
Why it won´t work? can it work?

584
Work In Progress / Re: Recover a living unit(NPC) is it possible?
« on: May 12, 2017, 10:25:52 pm »
just tried the exploding on death (spacab 1) to see if items go away, but even then they remain ... i will try to spawn a zombie maybe that way items will be gone

585
Work In Progress / Re: Recover a living unit(NPC) is it possible?
« on: May 11, 2017, 02:47:59 am »
Ah, then I guess the only option is to give it a special armour which spawns with an item that is recoverable after mission.

well, if they killed the unit it can still have that item on ground, unless it´s fixed, (but if its fixed is it recoverable?) i will test to see...

NOP , even with
    fixedWeapon: true
    recover: true
if its fixed its not recoverable on NPC

so the loop continues

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