aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ethereal

Pages: 1 ... 18 19 [20] 21 22 ... 24
286
Released Mods / Re: Build mods from Ethereal.
« on: October 05, 2017, 01:28:45 pm »
All in one folder "\standard\xcom1".

To compress it in a separate mod see no possibility, as some resources from "\EtherealMods(2)\UFO" is used. This is a temporary measure and are associated with the lack of graphics for Hallucinoid and Xarquid that I had to transfer from TFTD in its original form, due to the lack of compile them under UFO.

Yes, I almost forgot, I also have the names of the soldiers translated into Russian. But this is solved by replacing on original files with names.

287
Released Mods / Re: Build mods from Ethereal.
« on: October 05, 2017, 10:06:03 am »
Cool! I'll take a look, and maybe try to translate some.

Edit: can't download it atm, internet is a bust

Many thanks. Here's the mod with all the latest changes.

288
Released Mods / Re: Build mods from Ethereal.
« on: October 05, 2017, 08:20:47 am »
Yes. In a translated English version of the play the game, in principle, possible, but a bad translation.

289
OpenXcom Extended / Re: Hunter-killer
« on: September 30, 2017, 04:22:22 pm »
I propose to implement the attack of X-COM ships in both versions - and in "alienMissions.rul", as a model of UFO behavior, and in "ufos.rul". This will create flexibility in setting up UFO behavior.

290
Released Mods / Re: Build mods from Ethereal.
« on: September 30, 2017, 04:14:33 pm »
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.

Just volunteers who know English have not yet been found.


291
OpenXcom Extended / Re: Hunter-killer
« on: September 25, 2017, 02:55:05 pm »
I think it will be more correct. In place of the downtrodden X-COM transport, a point is created for the mission, both for terror. Saves on missions are present, but without equipment and under the control of the player. If he did not arrive, he lost everything and everyone along with the downed transport. I flew and successfully completed the task - I got everything back, and the ship is under repair with 99% of the damage. But the interceptors are destroyed immediately. Together with the pilot. Ie - if there is "allowLanding: false", then there will not be a mission.

292
OpenXcom Extended / Re: Hunter-killer
« on: September 25, 2017, 12:23:05 am »
No chance for escape, but all the easier. If the aircraft acceleration is greater than UFO, then he should be able to get out of combat. And UFOs will chase before landing at the base. And if the landing was in the range of the radar UFO, the Stalker is attacking the base. This, by the way, do useful to Missile Defense in the early stages of the game, which is useless against Battleships, but against the smaller ships can come in handy.

293
Released Mods / [WIP][OXCE][UFO] Build mods from Ethereal.
« on: September 24, 2017, 10:03:29 pm »
Build mods from Ethereal.

- Several new missions without UFO.
- 2 additional types of damage Gauss and sonic, with the corresponding technological branches.
- Locations and ships from TFTD ADDED, and do not supersede the original locations and ships.
- A huge number of aviation, aviation weapons modules, UFO and armored vehicles.
- Ship weapons gives bonus aviation. In the description in Ufopedia is indicated that it increases.
- Lots of new weapons, equipment and armor. Additional modules for bases.
- Different types of soldiers with different specializations, not titles and experience.
- All UFOs have energy shields. On missions, the Commanders and some of the terrorists - the same...
- The quantity and quality of enemies on missions greatly increased.
- Do not attack a large UFO with a single interceptor. A large UFO can and Avenger to destroy, not to mention a trifle.
- All aircraft require fuel. Regular - sale from the start.
- All ships and demand money for the contents, including Eleriums. The stronger the ship, the more expensive to maintain.
- Technology speed up production with the help of special modules.
- Transports with a capacity of fewer than 20 in fashion and never will be.
- Installed OXCE+ 6.3.4.
- Added Hunter-Killer options. Some UFOs themselves are trying to attack transports and interceptors.
- Some UFOs have escorts.
- Sniper weapons are highly dependent on the accuracy of the soldier's shooting accuracy, both in accuracy and in damage.
- The most powerful explosive devices, depending on the accuracy of the Throwing of the soldier, both in accuracy and in damage.
- Сan shoot from a mortar only while sitting. Standing, getting into the goal is incredibly difficult.
 - Fixed insane amounts of fuel in ships.
 - Lobstermans transferred from the category of terrorists in a separate race.
 - Added 3, not typical for the series, terrorist.
 - Increased bonus aliens for the level of difficulty.
 - A lot of small changes aimed at complicating the game.
 - Infiltration mission activated. Upon Infiltration, a special base will appear, which is different from the others. If it is destroyed, the country will be returned.
 - There's a 50% chance to prevent the construction of alien bases and infiltration. We need to intercept a special ship-Builder of Bases.
 - The action of psionic is very difficult. Distance is limited. All aliens have increased psionic defense.
 - Fixed some game settings.
 - Added additional modules for base. Maps-duplicates of existing modules.
 - Changed the starting base. Reduced the amount of gold at the start.
- Added multiple studies for profit in the form of items (so that scientists can pay for themselves, and to stimulate the creation of a second base with laboratories).
- We need spaceships to attack the Infiltration Bases.
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- "Terrain Pack" is removed and is no longer used.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!
- For underwater (conditionally) missions, all TFTD territories are used. (Thanks to luke83 and Precentor Apollyon)
- Missions can be performed anywhere, both on land and in water, without restrictions on ships, weapons and ammunition. I do not consider it necessary to introduce these restrictions, so as not to confuse the player (and himself) with unnecessary management.
- Added landscape sounds.
- Slightly reduced the effectiveness of infantry armor.
- Added 4 new TFTD style UFOs.
- Added Aquatoid race. Now there are all races of UFO and TFTD.
- Mixed crews are now really mixed. "membersRandom" in all respects.

Mod added only what I thought was appropriate. That is consistent with the logic and atmosphere of UFOs and TFTD. None of the paraphernalia of other games tried to add. Used a variety of mods to extract useful information. To list them will not undertake, because they do not remember where took. Because the authorship of build mods can be considered collective.

Language - Russian ru, English en-US (bad translation)
Because I speak English bad, I used machine translation translate.google. So the responsibility for grammar and English mistakes, I do not carry.

294
Suggestions / Re: Statistics soldiers
« on: September 19, 2017, 01:52:49 pm »
Well the reason you're having this loading problem and it seems the rest of us aren't is because you're essentially playing a different game than the rest of us. And with 424 soldiers recruited, 2855 alien kills, but not even one casualty, that game you're playing isn't even XCOM.

The point is in tactics. At me the basic blow prinemajut on itself tanks and a different sort cyborgs. They bear losses. But the loss of HWP is nowhere fixed. Incidentally, this, too, must be corrected.

295
Suggestions / Re: Statistics soldiers
« on: September 18, 2017, 12:01:49 pm »
2855 aliens killed, 424 soldiers recruited... that's 6 per soldier... not 20-30.

Also... 0 soldiers lost ?? ??
Man, you must be save scumming like crazy... do you even enjoy the game? No wonder you're complaining about slow save/load if you're doing it every 2 minutes.

EDIT: sick days: 1 ?? ?? wtf man? you have a serious problem...

And for what do you need 424 soldiers if you didn't lose a single one?
I can easily play a vanilla game with about 100 soldiers total, 50+ of them lost.

Smoke and tanks. In addition, the tank - it's TANK! And it's not so easy to kill even with heavy plasma. In addition, there are a bunch of robots and cyborgs, behind which the infantry hides, like a shield. Armored vehicles lost a lot, yes, but for it there are no strings in the statistics.

296
Suggestions / Re: Statistics soldiers
« on: September 18, 2017, 11:09:35 am »
Quote
I don't think it's very common for soldiers to have 20-30 kills each ... probably only my select few top guys have broke the 20 kill barrier. Most die with 1-2 or even 0 kills to their name, haha  :-[

If you fight like this, you can stay without money for a second month. Tell me, you not lose zrbit interceptors? : D

All the same, probably in the concept of my mod. Those. once the aliens have a a society of a bee swarm, then they are fighting more quantity, not quality.Therefore of their number on missions from 20 to small UFOs, to 60 on terror and bases. In the second year of the game, the number of killed aliens reaches 10,000. So, we get an overload of statistics. But since no one is interested in this problem, one has to play without statistics at all.

297
Suggestions / Re: Statistics soldiers
« on: September 17, 2017, 11:21:58 pm »
You can disable soldier diary saving in the "soldierDiaries" option in options.cfg, I've been meaning to expose this in the game somewhere.

Well, have to play without statistics, because in the form in which it is at the moment, it is not workable.

I understand that in the first months everything looks wonderful, but when it comes to building up the eighth base, the month on the twelfth, everything is not so happy anymore. The saturation of statistical data begins to create problems for the game process.

Anyway. We played before OpenXcom in UFO 1-2 without any statistics and did not complain. Probably not destiny.

298
Suggestions / Re: Statistics soldiers
« on: September 17, 2017, 06:20:48 pm »
Another solution is to take all the statistics to a separate file, paralleled with ".sav" (111.sav + 111.stsav), which will not be affected when saving / loading in tactical missions. As practice has shown, even with the statistics disabled, it is still conducted, but only for the current mission. Then it is reset, if it continues and loads after the battle. Could save the current statistics in a separate file, at the end of the battle, which is activated only when accessing the soldier's statistics in the window in base.

299
Suggestions / Statistics soldiers
« on: September 16, 2017, 10:55:50 am »
I propose to alter the statistics of soldiers. Who can a bild miniature version of the statistics of soldiers, a separate option, with the excision of the memory of each specific mission? To just how many killed, who and what weapons.
Example -

        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

Ie - without indicating which specific mission and when each enemy was killed. And any successful action against the opponent, whether psionic, murder, stunning, or killing "improvisation", is saved only for the current battle and until its end, and then recorded in a common heap, as indicated above.

Simply, the current system very slows down the Save / Load process. When you have 250-300 soldiers who have committed 7-10 missions and killed 20-30 opponents each, the Save or Load process can take up to a minute.

Simply put, I propose also clear the memory of each destroyed unit. And you can write them down after the fight with a list in a common heap. This will also free up the memory and the size of the file "sav" will decrease.

300
Damn, well, you can also clear the memory of each destroyed unit without resorting to such radical methods! And you can not write them down after the fight with a list in a common heap, or what? This will also free up the memory and the size of the file "sav" will decrease. The rest can not be touched at all without the need.

Pages: 1 ... 18 19 [20] 21 22 ... 24