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Messages - Ethereal

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406
OXCE Suggestions OK / Re: [suggestion] Recruting Soldier pool
« on: August 08, 2018, 10:30:55 pm »
In fact, the original UFO had restrictions on hiring personnel.

407
In worst case, you can create copies of armors, like Solarius said... but before you do that, stop and think why do you need soldier types in the first place.
Because if you want to create soldier classes using soldier types, you're on the wrong track...
Hint: we don't have ANY class abilities, class perks, class weapons or anything class-related at all in OpenXcom.

Meridian has summarized it so well that I don't really have anything to add. Maybe just one thing: I don't like classes in this type of game, they don't make much sense beyond equipment. (I would however enjoy more/custom stats, if we were to go in that direction - like mechanical, medical, etc.).

I won't argue with you, I'll just say it's too late. I have already divided the soldiers into classes, using the characteristics of soldiers, and the accessibility of armor, and bonuses for damage to weapons from skills. It would be possible to prescribe the accessibility of weapons for different types of soldiers, as in the armor, I would do it, but this function is also not. One thing remains: to load the mod with a dozen (or even two dozen) types of highly specialized armor. The alternative is too terrible to be considered.

In any case, thank you, that though not ignored the offer and made it clear that hope and wait for manna from heaven is not necessary. I, from now on, will be guided within the existing options. Thanks.

I never meant to say that you were a noob; I only meant that yes, what you described is indeed maddening but yes, I have actually done that.

Just kidding. Besides, I don't really know what a Jedi is. I'm a noob, a fact. Not having knowledge in programming and not being able to work with images and video, to climb in modding can only noob. So I'm just a noob. :D

408
Yes. And?

If this sort of things turn you off, then you are not a Jedi yet! ;)

No, I'm not a Jedi. And even though I don't know what it is, I'm much cooler! I'm Noob! I'm a noob, not knowing how to work with images, because I find it difficult to recruit the necessary number of images armor.

409
Different soldier types can have different armours.

Can. But then either the entire branch of the armor to remove or a huge number of armor options for different classes of soldiers to add. The first - complete insanity, the second-will fill the game, in fact, clones of the same armor, which invariably creates confusion.

410
OXCE Suggestions Archive / [Suggestion] Armor bonuses by "soldier class"
« on: August 08, 2018, 11:53:05 am »
I suggest that the soldiers make bonuses to clad armor. To the most armor, resistance, visibility, camouflage, in General to any parameter. And with a plus sign and a minus sign. I wish the types of soldiers had more differences.

Looks like this mess has about as:

Code: [Select]
  - type: STR_SOLDIER_SNIPER
    frontArmorBonus: -10
    frontArmorBonus: -10
    frontArmorBonus: -10
    frontArmorBonus: -10
    visibilityAtDayBonus: 2
    visibilityAtDarkBonus: 2
    camouflageAtDayBonus: 3 # Add to armor camouflage, if camouflageAtDay: 5 = camouflageAtDay: 2
    camouflageAtDarkBonus: 3 # Add to armor camouflage, if camouflageAtDay: -5 = camouflageAtDay: -8

  - type: STR_SOLDIER_HEAVY
    frontArmorBonus: 10
    frontArmorBonus: 10
    frontArmorBonus: 10
    frontArmorBonus: 10
    damageModifierBonus:
      - 1: 0.1  #none. 
      - 2: 0.1  #AP. It was in the armor resistance tu AP 1.0,  Become 0.9. And so on...
      - 3: 0.1  #FLAMES.
      - 4: 0.1  #HE.
      - 5: 0.1  #LASER.
      - 6: 0.1  #PLASMA.
      - 7: 0.1  #STUN.
      - 8: 0.1  #MELEE.
      - 9: 0.1  #ACID.
      - 10: 0.1  #SMOKE.
      - 11: 0.1  #GAUSS.
      - 12: 0.1  #SONIC.
    visibilityAtDayBonus: -2
    visibilityAtDarkBonus: -2
    camouflageAtDayBonus: -3 # Add to armor camouflage, if camouflageAtDay: 5 = camouflageAtDay: 8
    camouflageAtDarkBonus: -3 # Add to armor camouflage, if camouflageAtDay: -5 = camouflageAtDay: -2

  - type: STR_SOLDIER_MIND
    damageModifierBonus:
      - 1: -0.1  #none. 
      - 2: -0.1  #AP. It was in the armor resistance tu AP 1.0,  Become 1.1. And so on...
      - 3: -0.1  #FLAMES.
      - 4: -0.1  #HE.
      - 5: -0.1  #LASER.
      - 6: -0.1  #PLASMA.
      - 7: -0.1  #STUN.
      - 8: -0.1  #MELEE.
      - 9: -0.1  #ACID.
      - 10: -0.1  #SMOKE.
      - 11: -0.1  #GAUSS.
      - 12: -0.1  #SONIC.
    psiVisionBonus: 6
    psiDefenceBonus:
      psiStrength: 0.5 # Been psiStrength: 1.0, Become psiStrength: 1.5.
    meleeDodgeBonus:
      melee: -0.1 # Been melee: 0.5, Become melee: 0.4.

  - type: STR_SOLDIER_MELEE
    meleeDodgeBonus:
      melee: 0.1 # Been melee: 0.5, Become melee: 0.6.
    camouflageAtDayBonus: 3 # Add to armor camouflage, if camouflageAtDay: 5 = camouflageAtDay: 2
    camouflageAtDarkBonus: 3 # Add to armor camouflage, if camouflageAtDay: -5 = camouflageAtDay: -8
    psiDefenceBonus:
      psiStrength: -0.5 # Been psiStrength: 1.0, Become psiStrength: 0.5.
    psiVisionBonus: -6

If not, the parameter with the bonus value is added. If there was a parameter, but the penalty exceeds it-the parameter is canceled.

If anyone has an interest to implement it?

411
Released Mods / Re: Build mods from Ethereal.
« on: August 04, 2018, 03:40:35 pm »
Update.
 - 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.

Update.
 - Some changes in the balance sheet.
 - Added additional modules for base. Maps-duplicates of existing modules.
 - In the version with the mod, Ufopedia was partially brought into a kind of order.

The main archive with the game and installed OXCE+ - in the first post.
In this post - archive in the form of mod. The game requires the latest version of OXCE+ to be installed.

POST UPDATED

412
OXCE Support / Re: [Question] Meaning of "genMissionLimit"
« on: August 03, 2018, 03:30:39 pm »
Yes, all the way to 32-bit signed integer limit.

By game standards, it is really infinity.  :)  Understood. Thank you.

413
OXCE Support / Re: [Question] Meaning of "genMissionLimit"
« on: August 03, 2018, 01:44:28 pm »
A value greater than 1000 are supported? Not that it was a practical necessity, but to create the illusion of limitlessness, it would be useful.

Just there is a base of aliens the tenth month and feeds X-COM Elerium 115. And suddenly the base ceases to generate the mission supply and only hurts the missions of Retaliation. Mega bummer!

414
OXCE Support / [Solved] Meaning of "genMissionLimit"
« on: August 03, 2018, 12:32:11 am »
The question arose of selecting "genMissionLimit:". This parameter specifies the limit of simultaneous "genMission:" or is it the maximum number of missions available for generation and if the limit is reached, then the missions are never generated again? If the latter, is it possible to remove the  limitation?

415
OXCE Suggestions DONE / Re: [WIP] [Feedback] No line of fire indicator
« on: August 01, 2018, 08:35:04 am »
Kaboom! Blinkin wall destroyed.

Yep! And still it is possible to calculate whether it is worth shooting - whether there will be enough charges and action points to get the opponent? This is great!

416
OXCE Suggestions DONE / Re: [WIP] [Feedback] No line of fire indicator
« on: August 01, 2018, 02:35:50 am »
I only have one question, how will it work with "forceFire: true"?

417
Well,
STR_SUBVERTED_CORPORATE_HQ would be a mission like an alien base, just with a different terrain.
The rest is 1:1 with vanilla infiltration, besides the names.

The big doubt is about the enemy race that will populate the "alien base".
Normally it is the alien race that succeeds the infiltration.
But I'd need a different race, a human race (maybe with a sprinkle of aliens). I can define this specific race into the alienDeployments (like it is done for Cydonia)... the problem is that I don't know if that option can override the race set from the infiltration mission.

No. Only this

Code: [Select]
alienMissions:
  - type: STR_ALIEN_INFILTRATION
    points: 150
    objective: 1
    siteType: STR_CULT_VAULT_MISSION
    spawnZone: 4 #Mission zone for alien bases
....
alienDeployments:
  - type: STR_CULT_VAULT_MISSION
...
    race: STR_CULT

Quote
.. the problem is that I don't know if that option can override the race set from the infiltration mission.

It's not clear-infiltration after infiltration?

418
Okay, got it. Where do I find that file? It isn`t in the OXCE+ folder as far as I had seen.

openxcom\standard\xcom1\

419
Excue me, but what is a "vars-section"?

Could you just tell me the name of the file, that must be worked with an the position, where the line hast to be pasted into?

@Meridian, couldn`t this be implemented as an advanced option to the game?

allowCountriesToCancelAlienPact: true

This is a parameter for the file "vars.rul".

420
In General, I did not understand anything, I did not find a script template, but the problem remained.

Not enough options for Training Mode;

?? train firing and melee (100%)
?? train firing or melee (coinflip)
?? train throwing and melee (100%)
?? train throwing or melee (coinflip)

Please explain to noob how to do this.

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