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Messages - Ethereal

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31
Thank you for the update!

Can you tell me a little more about -

- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):

That is, you can create a module with the following content:

Code: [Select]
  - type: STR_TRANSPORT_MODUL
    hidePediaInfo: true
    sprite: 420
    weaponType: 6
    launcher: STR_TRANSPORT_MODUL_LAUNCHER
    stats:
      maxSmallUnits: 8
      maxLargeUnits: 2

And this will increase the ship's capacity by 8 slots?
I understand that this will require changing the ship maps, but first I want to make sure that it is worth it so as not to waste time.

32
OXCE Suggestions Archive / [Suggestion] Cargo Craft
« on: December 15, 2023, 08:33:22 am »
I suggest entering a parameter to determine the class of ships - "gargoCraft: false/true" landing "false" by default, true - cargo. For "gargoCraft: false" the standard rules for equipping items apply. For "gargoCraft: true" - any types of items are available for equipment, regardless of settings, even unexplored alien artifacts, but there is no inventory button even if there are soldiers on board. Ideally, "gargoCraft: true" would include the "allowLanding: false" parameter, but it already exists separately.

34
Released Mods / Re: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« on: November 27, 2023, 06:13:58 pm »
Edit: I just translate your last message. Hope you heal soon.

Thanks for the good wishes.

crashed,just started playing,first UFO

edit : now it crashed when i tried to equip craft

I have no idea what happened. Perhaps Meridian can help.

There are no plans for modification updates yet, until the release of the new version of OXCE+. However, a small sub-mod is ready, which makes UFOpedia less boring. This sub-mod can also be run with the original game.



35
Released Mods / Re: xcom1 and xcom2 mod?
« on: November 01, 2023, 01:02:12 pm »
ty for reply !

would it be hard to alter a mod for water misions too?

thats what im looking for

There are underwater missions in TFTU, but not right away, not in the first month, although... If you set up a base in Australia or Japan and shoot down UFOs over the water, then you can swim in the first month.

The current public version has many unnecessary elements and poor translation, but it is playable. The next one will be better developed, unnecessary elements will be removed and the translation into English will be done by people who know the language.

36
OXCE Suggestions Archive / [Suggestion] Infinite research
« on: August 30, 2023, 10:36:34 pm »
I propose to make it possible to create research, which, upon completion, is not marked anywhere, but can generate items and give reputation points, but are available for research again and indefinitely.

This is mainly to increase the usefulness of scientists in the later stages of the game, when the need for new technologies is less, but there is an urgent need for resources. Usually the player simply fired scientists and hired engineers. However, Ellerium-115 cannot be produced, and scientists could provide this critical material through endless, but lengthy, research.

In connection with the above, there is one more suggestion. Enter the cost in money for research.

37
I need finer difficulty settings. An analogue of "statGrowthMultipliers:", but increasing the characteristics not in percentages, but in units, that is, without taking into account the basic characteristics of the unit. This also applies to "armorMultipliers:".

The situation with percentages is such that weak units remain weak at any level of difficulty. At the same time, strong units become unbeatable! This is what I would like to fix so that the strengthening of units is more uniform.

New options should work together. First, the unit's stats are increased as a percentage of the "statGrowthMultipliers" and "armorMultipliers" options, then the bonus from the new options is added.

38
OXCE Suggestions Archive / Re: shootingDodge
« on: August 13, 2023, 07:41:10 am »
No, this is not what I need. Already misses on 100+% aim are very annoying, and "loftempsSet" will only aggravate the situation. I need exactly the % aiming modifier for certain units.

39
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 05:55:31 pm »
I suppose CQB preventing the throw by making the other side fumble it and the grenade goes a short distance to one side or just gets dropped at both parties' feet, that might be believable.

No, this way it doesn't make any sense. An explosion will follow in any case, and it is precisely this that must be avoided.

On the other hand, if it’s wise, then the grenade should fly off with a 1-2 timer (without an instant explosion), so that there would be time to pick it up and throw it away. But no, it's still not good.

40
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 05:29:12 pm »
Now I like the idea of CQC even more. Only blocking is not for throwing, but for priming. That is, in case of success in defense, -TU (and all others) are consumed, but the grenade is not activated. At the same time, can also make a special sound for such cases ... but that's later. :)

41
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 03:45:39 pm »
Okay, I'll write in detail.
1) Limit the ability to throw grenades through elevators, both for the player and for the AI.
2) Stimulate more frequent use of edged weapons.
3) Prevent the use of grenades point-blank.

By the way, for small arms there is such an option "closeQuartersMultiplier", which does not work for grenades. And very sorry. If it were possible to block not only shots, but also throwing and even the activation of grenades - as an alternative, that would suit me.

42
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 03:00:11 pm »
Despite having read the thread, I don't understand this request at all. What is it for?

For the same purpose as "throwRange". It's just logical, having restrictions on the maximum range, to be able to limit the minimum as well. For small arms, such restrictions have long existed and should be for grenades.

43
OXCE Suggestions OK / Re: Displaying Dodge
« on: August 11, 2023, 01:19:06 pm »
I would probably do not add rulesets configs for each stat as it would complicate heavily code to handle all possible stats combinations.

Agree. I think "damageModifier", "psiDefence" and "?Dodge" would be enough for the second page. The rest is either too obvious, or does not greatly affect the course of the battle.

44
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 07:48:17 am »
Not only. There are grenades of different classes "SMOKE_GRENADE", "PROXIMITY_GRENADE" and "HIGH_EXPLOSIVE". For example -

Code: [Select]
  - type: STR_SMOKE_GRENADE
    minThrowRange: 1
  - type: STR_GRENADE
    minThrowRange: 2
  - type: STR_ALIEN_GRENADE
    minThrowRange: 3
  - type: STR_PROXIMITY_GRENADE
    minThrowRange: 3
  - type: STR_HIGH_EXPLOSIVE
    minThrowRange: 5

I need a limiter not for AI, from which grenades can simply be taken away, but to designate the class of grenades and complicate the throwing of grenades on the upper floors of the UFO through the elevator.






45
OXCE Suggestions OK / Re: Displaying Dodge
« on: August 11, 2023, 12:09:52 am »
I meant mostly aliens. Their stats increase with difficulty, and it is their ability to dodge psychic attacks and melee that is of most interest. The inventory option involves mind control of the target, which is not always possible. In my modification, mechanical aliens are immune to mind control. But if there is no other way, then this is also suitable. Do you mean 2 pages of specs when using "MIND_PROBE"? Is it possible?

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