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Messages - Kjotleik

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31
A nice touch to improve the details of the game.   8)

I appreciate your efforts!
Keep it up.


Sincerely
Kjotleik

32
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 16, 2016, 04:26:37 am »
Hi, I'd like to ask you for opinion. I would like to add a new starting craft, a smaller and cheaper version of Skyranger (as an addition, not replacement). I have two candidates:
So, which one do you like better?


From the pictures, I'd have to agree with those who say the "Skyraider." Purely because of the extra door close to the front of the craft. But aesthetically I like the "Dragonfly" better. Function over fashion, I guess is what I try to say here.

I assume it will have shorter range (half the globe, or maybe even shorter?) than the Skyranger/Skymarshall crafts. Maybe a little bit faster and cheaper, as well. Then it would be a nice additional craft to keep around for small and close by missions, instead of a second Sky-ranger or -marshall. Kind of like a B-team craft.

If you can find ways to differentiate between them (maybe ranges/speed/HWP's) they could both be viable choices to give different pros and cons.

Oh, and one more thing. I'd like them to be buy-able. In the beginning of the game, you don't really have Workshop-space for craft-construction anyway. If you have, you are sure to have more pressing matters to take care of before spending all those resources on a new craft. Like ammunition and armour.

I won't be disappointed by any choice you make, though. Both are looking good enough to me.


Sincerely
Kjotleik

33
Work In Progress / Re: Acid explosion
« on: December 15, 2016, 12:42:54 pm »
Open the readme file in anything else than Notepad, it will be nicely formatted.

Thanks a lot!   :)

I opened it in Notepad++.

It works GREAT!   8)

Spoilerrant:
Stupid f[censored] x£¤$%!'*¤ Microsh!# and their Notepads   >:(
...I should've known that the original Notepad was crap...  :-[

34
Work In Progress / Re: Acid explosion
« on: December 15, 2016, 12:31:24 pm »
You throw this grenade into wrong window :> OXCE and OXCE+ for long time support all damage type as explosive.

Thank you. I need to check that out then.

I presume it is as easy as taking the OXCE (or OXCE Plus) exe-file and put it in the same place as the OXC nightly exe-file in the installation, and starting the game from the OXCE exe instead of the regular nightly exe.

But one problem I have is that there is no documentation for what is possible to mod in those extended exe-files. And don't ask me to read the readme-file. That is just a mess. See picture below. Can you read that? I don't have time to clean up this mess. A humanly readable format for the rul-file-variables would be nice. Just like the Nightly Reference over at UFOPaedia.com has.

EDIT: Picture taken from the readme-file for XPiratez. I don't have a "clean" OXCE readme-file (yet).


35
Work In Progress / Re: Acid explosion
« on: December 14, 2016, 10:04:53 pm »
I'm sorry to inform that I can confirm the following (as said by others):

Started up OpenXCom latest nightly with FMP 1.9.4.

Test One:
Changed Small Rocket to damageType: 8

Test Two:
Changed Alien Grenade to damageType: 8

In the Battle Simulator I went up against hybrids.
Small Rockets did kill them on direct hits. But no explosion outside of tile of impact was visible.

Alien Grenades didn't even scratch them. But I think I missed them by one/two tiles all the throws (rookie-stats, ugh). No direct hits.
I did land (with instant grenades on, so that every one should count) at least four grenades one or two tiles away from a Hybrid.
A 90 power strong explosion should've taken out such an enemy. The explosion graphics was there, but not the damage.

Oh, well. There goes my dream of Acid Grenades out the window. Hrmph!   >:( ??? :'(

36
Work In Progress / Re: Acid explosion
« on: December 14, 2016, 05:21:04 pm »
I haven't tried it myself, but it should work as long as you also set battleType: 4 (grenades) or battleType: 5 (proxy grenades).

The easiest way to check would be to change damageType: 3 to damageType: 8 on a Grenade. Damage should be Acid when it explodes.

Hope that works out!    :)

37
...Need to change CheatTurn to more reasonable value, since 0 is basically total death...

With psionics involved cheatTurn: 0 may be a bit too early.

I don't know how much work (coding etc) that would be involved, but if the aliens had two different psi-weapons at their disposal we could perhaps have it so weapon one had LOS requirement and weapon two has not (but with a new useFromTurn setting).

Perhaps the above is not possible. But it would solve the psionic problem with cheatTurn zero at Cydonia. I suppose.

38
I would suggest that you edit your post ...

Thanks for the tip.
Post edited to remove info about mission-result.

39
No worries, thanks for the info. Just released the next episode, might be of interest :-)

Yes, that episode was interesting. A victory at an Alien Base is always welcome.

I look forward to your next adventure in Hardmode!
Go get those aliens! Save the Earth!


PS!
I did feel a bit embarrassed by my editing failure, though. So I spent the whole night up fixing the problem.
In the end I had to download another editor. This time I used the free version of DaVinci Resolve.

Since I have had no previous experience with this program, I had some difficulties in making the video the way I wanted it.
But I think I got it almost ok-ish in the end.

If anyone is interested in an hour long attempt, where I make a fool of myself by horrible tactics and bad command decisions... here is the video:

Because of the fact it is almost a year since I last tried to record anything, I had to re-familiarize myself with OBS Studio. I had a quarter of my brain occupied by technical issues, a half with trying to do commentary, and just a quarter left for gameplay decision-making. As we all know, men are not too capable of multi-tasking. I had several facepalm-moments in there, that I discovered when I watched the rendered video after making it...

But I had a blast making it, so I just uploaded it to YouTube anyways. If you watch it, I recommend jumping to about nine minutes in (prior to that there is just small-talk and equipping the squad).


EDIT: Reason: Removed info about mission-result to keep the suspense up until the end (thanks for the tip, Lion)

40
Technical issues with editing, I'm afraid.

I did play the mission (and recorded it), but whenever I try to export the thing from my editing software (the free version of Lightworks) I only get an "Format Unsupported" error message.

I know I've exported from the program before, but now something apparantly has changed.
This means I won't be able to make any videos at all. Just uploading the raw footage without fixing the sound is not an option.

Will try to figure out what is wrong. But no promises.

Oh, and I lost the mission   :-[
It went reasonably well until around turn 10. I think the aliens can spot you at that point in Hardmode Expansion. That was a bit too much for the squad to handle, as it turned out.


Sincerely
Kjotleik

41
With that in mind, i would like to set a challenge.
If anyone can beat that base using the men available from this saved game, then I will donate £20 to the openxcom fund.

Rules:
1) It has to be the next mission, no playing for another month and then going for it with better men.
2) It has to be recorded and uploaded to youtube. No breaks or splits etc during the mission. No save scrumming etc.
3) Hellrazor can't do it, since he is the beast at this mod. Or if he does, thats cool but won't trigger the donation.

Let me know if anyone accepts this challenge!


I must admit I haven't had time to watch all the latest episodes of this playthrough (shame on me, I know). But I find it interesting that you made this a challenge. I'll accept (but don't expect me to actually win it...). If I can get my recording-software to function properly, I'll even try to record the attempt. If I do, I'll upload it to my currently dead youtube-channel (it's been neglected far too long, but at least nobody misses it).

Expecting a heavy loss, but I'll try to do my best to win it. I need to familiarize myself with the Hardmode Expansion first, though. I've just now downloaded and installed it. I re-named and opened your savegame (just to check if it worked at all). It did. I mean; it does. I went to Alien Base-2 (the one in Oceania) and played a couple of turns (just to see what it was like). I never got myself past the rooms below the elevators... Next time I go for Smoke and Explosives!

This week I'll start a new game on the mod to get a feel for how it plays. Then I'll return to your savegame (probably next Saturday/Sunday) and go on the mission. I'll upload my attempt during next week (when I can get myself around to do it). I'll make a new reply here to tell you when it's done.

I'll wait for the ship to get fully re-fueled, and then I'll take the mission straight away. I'll go watch your episode today (to see what you did when you tried).



Sincerely
Kjotleik

42
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 21, 2016, 06:26:44 am »
2) Game allows to keep more live aliens than avaible slots in AC facillity. There probably should be pop up message "Not enough room" like for Storage facillity that is full after a mission.

All you need to do is to go to Options/Advanced and set a "YES" for "Storage limits for recovered items" and "Live alien sale." This is standard OXC settings you can turn on/off to your liking. Default is off, I think.   :)

43
Released Mods / [Addon to FMP 1.9.4a] Kjotleik's Addons to FMP
« on: November 09, 2016, 01:22:05 am »
Hello.


UPDATE 2017-04-17 (a bit later)
Use Final Mod Pack 1.9.7.


UPDATE 2017-04-17
The attached file now contains an update to allow it to be used with the latest nightly (2017-04-13, or later).
Also, the file commendations_FMP.rul is included. Replace the file in FMP 1.9.6c with this one.
Once FMP is updated to the latest nightly, you won't need to replace this file. But until then, you will have to.


*************ORIGINAL POST*************
Attached are my personal Addons to FMP 1.9.4a.

Once I'm done with my Harder Interrogation Mod as well, I'll be sitting down in front of my computer to actually PLAY a game of OXC FMP 1.9.4a K's Addons. Will probably not happen before christmas, though. I'm too busy with non-OXC stuff, for some unfathomable reason.   ;D  :-[

I'm going to use these Addons, and the RPG Classes mod, in my playthrough.

In the attachment are three mods:
K's FMP Addon (only use with FMP 1.9.4a)
DamageReliabilityMod (can be used in vanilla, I think)
ExplosionRangeMod (only use with FMP 1.9.4a)


I'm also going to use these:
Extra Explosions by Arthanor
Alternative Smoke by Meridian/Robin
FMP High Quality Sounds by Daedalus


SpoilerK's FMP Addon Changelog - updated:
K's FMP Addon
by Kjotleik

Use with Solarius Scorch's Final Mod Pack 1.9.7 and nightly 2017-04-13,
or later.

This Addon may, or may not, work with later FMP versions.


Changelog:

0.5
Commendations Mod:
Updated to latest nightly (2017-04-13, or later).


0.4
research:
New project: Pyro Proxy, dependent on Advanced Firearms and Proximity Grenade.
items:
Pyro Proxy: An incendiary proxy-pack. Graphics taken from X-Piratez' Firebomb.


0.3
items:
Can now buy: Machete, Dynamite, UZI, AK47, Snubnose Pistol, Pump Action,
Hunting Rifle, RPG and Light Pistol. And ammo, of course.

Changed the listOrders a bit.


0.2
Commendations Mod:
Made a lot of changes to the numbers (too many to count in the changelog-file).
In short: I've made it so a lot more actions are needed for getting higher-level decorations.

Why?
Well, since FMP makes the game take longer to complete...

The commendations may still not function properly, though.
I've no idea as to why some medals are awarded when they shouldn't be (according to the ruleset-file).


0.1
facilities:
HANGAR: Storage changed to 0 (from 25).
CORRIDOR: Buildtime halved from 12 to 6 days.
          Buildcost changed to 100k (from 75k).

items:
damageType of HWP CANNON SHELLS changed back to the original 1 (from 3 in FMP).
hitAnimation for HWP CANNON SHELLS changed back (?) to 26 (from 0 in FMP).
I don't know if the latter is correct. I think it is, but I don't know it is.

Changed size (storage-space needed) for all guns/equipment-items to correspond to invHeight and invWidth.

Pistols:
aimRange=15
snapRange=9
autoRange=5 (for those pistols having auto-fire, that is)
dropoff=4

Shotguns:
aimRange=9
snapRange=5
dropoff=4

Clips:
Pistols, SMG's and Rifles - weight set to two (2).
Heavy weapons - weight set to four (4).
Exceptions:
Heavy Plasma still weight three (3).
Have NOT reduced weight of Heavy Weapon clips with higher weight than four (4).

Equipment:
Painkillers/Healing Sprays/Stimulants now have weight of two (2).
Motion Scanner has weight four (4).
Stimulants now have energyRecovery of twelve (12). It was ten (10).


44
RPG Classes v 0.9.1 0.9.2


Now attached to post #2 in this thread.

You can now hire male/female soldiers (no randomness).
Also, some tweaks in recruitment costs/salaries.

EDIT 2016-11-12: Psionic female soldiers can now (finally) wear psionic armour (woops).


Sincerely
Kjotleik

45
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 22, 2016, 09:34:45 am »
The real error is just ABOVE. The 'delete' key shall be indented like the 'type' key on the reported line (including the preceding dash).

Puh! Thanks gix!

I appreciate the help in finding that it was the "delete-line" and not the colon itself. I would've thought of that too late for me to fix it before running out of patience.   :-[

Now it works, after I deleted the whole delete-line.   ::)
First I tried indent, but I got another error-message. Not same as before. So I deleted the line. And now it works.

Thanks again...

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