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Messages - Ethereal

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436
That's what the setting from the first post does.
The "chanceToStopRetaliation" variable.
Set it to 20% to stop after 5 battleships in average, or 10% for 10 battleships in average... after that they forget about the base and have to start again.

And what to do when all the battleships are destroyed not defensive facilities of the base, in their absence, and interceptors?

This parameter is used to end the "endless retaliation battleships" when the UFO is destroyed by base defense facilities (e.g. by plasma defenses).

437
I thought you would... anything to make the game easier :P

For that I two-level base, in my modification, and did. Five times think to go there a weak intake of new recruits or not. And, Yes, I am annoyed that the very fact of The generation of infiltration mission leads to irreversible consequences - the loss of the funding state forever. At the same time, the player can not avoid it by any means except cheating in the save file. It would be much more correct to give a chance to the player to recoup - destroyed base of newcomers - received the ally back. And if there is nothing to destroy the base - develop and swing further.

I guess I could just flag the mission as interrupted... leave all existing UFOs do their thing... and when a next UFO would be spawned, not allow it... and also somehow periodically check if I can remove the whole mission already, i.e. all UFOs despawned already (maybe once a month or something like that).

Can't make it any easier? When the x-COM base is found, the aliens attack it 5-10 times and on that, the current mission is completed, the aliens lose the coordinates of the base and look for it again, but only in the next missions. Just enter a limit on the number of ships completing the mission and deal with the end.

438
Got it.
But then my first thought become a suggestion. Or is it too complicate?

I join the proposal.
And at the same time raise the issue of preventing Infiltration and the return of countries that have stopped funding back, by destroying the alien base built as a result of Infiltration.

Quote
You would shoot down one of them... RNG says "stop"... and suddenly the other UFOs make bloop and disappear into thin air

When you destroy the last on the globe-mission interruption.

439
Thank you very much.

440
Somewhere I briefly saw something about the damage Range. After playing "damageRange: 75" I realized that the ideal spread of damage would be = 50% -200%. Is it possible?

441
Released Mods / Re: Build mods from Ethereal.
« on: July 27, 2018, 11:17:45 am »
Ну, здесь разница в подходе к делу. Вся эта бронетехника и нужна для сохранения жизни солдат. И стоит она не дешево. Я бронетехникой редко стреляю, поскольку иначе солдаты не получат опыт. А прокаченный солдат намного круче всех этих роботов и танков и тем намного ценнее, чтобы рисковать его жизнью.     

Кстати странно, что ты доридами всех перестрелял. Они сами хрупкие и их сносят с плазменных пистолетов крайне быстро. Особенно на террорах и базах. На открытой местности они хороши, но они не получают опыт.

А танки да, даже начальные, рассчитаны на то, что они должны выдерживать несколько ударов Тяжелых Плазменных и Акустических орудий. В конце концов это ТАНК, а не легковой автомобиль из оригинала, который рассыпался даже от пролетающих рядом снарядов.

Well, there's a difference in approach. All this armor and need to save the lives of soldiers. And it is not cheap. I rarely shoot with armored vehicles, because otherwise the soldiers will not get experience. And pumped soldiers are much cooler than all these robots and tanks and so much more valuable to risk his life.     

By the way, it's weird that you shot everyone with droids. They are fragile and take down with plasma pistols extremely fast. Especially on terror and bases. They're good in the open terrain, but they don't get the experience.

Tanks and Yes, even the initial calculated that they must withstand several blows with a Heavy Plasma and an Acoustic cannon. After all, it's a TANK, not a civilian car from the original, which crumbled even from flying nearby shells.

442
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 27, 2018, 10:19:21 am »
Странно, "minDifficulty" есть только у миссий "Retaliation". В оригинале да, летали НЛО реже, на начальных уровнях сложности. Там общее число одновременно выполняющихся миссий меньше. Где-то я видел, что это можно регулировать. Или померещилось...

It is strange, "minDifficulty" is the only mission "Retaliation". In the original Yes, UFO flying less frequently, at the initial levels of complexity. The total number of concurrent missions there is less. Somewhere I saw that it can be regulated. Or imagined...

443
Released Mods / Re: Build mods from Ethereal.
« on: July 27, 2018, 09:53:29 am »
Попробуй теперь. Только резерв сделай.

Насчёт остального...

1) усилил инопланетян.
2) подрезал стартовые характеристики солдат.

444
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 27, 2018, 08:59:29 am »
The problem is, that a beginner normally gets less enemies -> less loot, less money, less experience. So when the invasion starts and harder fights come, they can not be prepared. With this slowed start a beginner can not attack alien bases or large ships when they show up and can only sit and watch while losing countries and the game. This is frustrating, not fun.

Strange thought. I thought the number of enemies on missions was only regulated in "alienDeployments"
Code: [Select]
alienDeployments:
  - type: STR_MEDIUM_SCOUT
    data:
      - alienRank: 5
        lowQty: 12
        highQty: 12
        dQty: 0
Ie, if all missions set a fixed number of enemies, most of the problems in this regard, will be solved by itself. Am I wrong?

445
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 09:35:45 pm »
Спасибо за указания на ошибки. Указанные файлы отконвертировал в PNG Paint-ом. На будущее. Сообщайте, если ещё какая фигня вылезет. В следующем обновлении будут исправленные ошибки.

Thank you for pointing out mistakes. The specified files were converted to PNG Paint. For the future. Let me know if anything else comes up. The next update will fix the bugs.

446
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 07:41:00 pm »
Android uses a newer version of SDL framework... and doesn't as easily get fooled by JPG disguised as PNG as the PC version.

The picture is in a format that OpenXcom doesn't officially support and needs to be converted.
The fact that it "works" on PC is just a lucky coincidence.

What a nightmare. And I have such a picture is not the only one. Worse, I do not remember what and why renamed.

447
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 06:16:55 pm »
This error "to_gauss 10" I also have. The funny thing is that despite the ERROR, Gauss resistance work. As for the armor and force shields. Repeatedly this tested. cyberDisckX.png checked. The file is intact and none of the versions of OXCE+ on it does not swear. This is weird.

As for compatibility with Android - about Android I only know that it exists. I know nothing more about him and never worked with him.

448
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 03:03:03 pm »
@Ethereal: if you want, I can convert your package into a standalone mod, I just need access to the latest version and a few days time

Thank you for your offer of help, but I'll try to do it myself. There is one snag with the resources from the UFO folder. This is especially true of music.


EDIT

Recompiled. Just unpack to "openxcom\user\mods"folder. I hope it will be workable. At first glance, there is only a leapfrog in ufopedia, due to the fact that not affixed "listOrder", but I hope it is not very critical.

449
Released Mods / Re: Build mods from Ethereal.
« on: July 26, 2018, 11:00:02 am »
Чисто теоретически, то всё зависит от OXCE+. Кроме того, у меня нет устройств с Андройдом, что бы под него что-то делать. Можно попробовать установить версию OXCE+ для Андройда https://openxcom.org/forum/index.php/topic,5258.0.html, поверх мода, но не заменяя файлы в папках "xcom1-2" а так же "common\SoldierName". Попробуй так. Может и получится.

P.S. Глянул я на версию для Андройда. Дааа. Вряд ли я тут что-то могу сделать. Вообще не понял что там и куда. Отстал я от жизни...

450
Released Mods / Re: Build mods from Ethereal.
« on: July 25, 2018, 06:48:10 pm »
Update. Mainly aimed at realizing the potential of OXCE+. There is no only-secondary ammunition. I couldn't figure out where it would be best applied.

The reference in the first post.

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