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Topics - Nord

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61
Work In Progress / [WIP] X-Chronicles version 0.5
« on: January 03, 2019, 05:57:33 pm »
Let me introduce The X-Chronicles: a new mega-mod for X-com.

Plot: this time you will encounter an invasion from parallel worlds where magic is real. To win, you have to learn it, because earth technology will not be enough.

Content: more than 60 new units, a ton of new items and abilities. New maps and gameplay chips.

Features:
 - Choose a sponsor country that will influence the rest of the game.
 - Ordinary people can not resist the new threat, so develop your operatives, turning them into powerful mages.
 - storm multi-leveled dungeons.
 - Strong soldiers may become necessary for the base development.
 - learn different magic schools with their skills.
 - Make the UN work for you.
 - ...

Condition:
The overall readiness of the mod is approximately 30%. You can already win by completing the main storyline. Although at this stage it is very difficult to do.
By the arcs:
 - Invaders: 85%
 - Aliens: 75%
 - Legion: 30%
 - Necromancy: 10%
 - Archmages: 10%
 - Spirits: 10%
 - Portals: 30%
 - Story quest: 95% (You can win!)
 - Secret: 15%

Acknowledgments:
Thanks to the creators of OXC above all.
Thanks to Yankes and Meridian for their invaluable work on OXCE.
Thanks to all the authors from whom I stole sprites or ideas for this mod. I try to at least redraw what I borrowed, but not always success.

Help:
 - Of course it needs an english spellcheck.
 - I would be very grateful for the new blocks of Nest maps.
 - Almost no new sounds, if there are suggestions - I will be glad.
 - ideas for new spells will always come in handy (the most difficult thing is not to ruin the balance).

Plans:
 I work on a mod in my free time, which is not so much. Slowly, but work is progressing.

Download link: https://openxcom.org/forum/index.php/topic,6792.msg140197.html#msg140197
Requires OXCE v.7 or higher.

62
Help / Weapon use order
« on: December 19, 2018, 01:24:58 pm »
I can not understand order or better say rating of weapon for AI.
When i give to the unit buitin ranged weapon with snapshot and normal melee weapon, it use both. If builtin ranged weapon have only aimed shot, then unit dont use it, only melee.
Looks like same for normal weapons: if ranged weapon have only aimed shot, then unit will ignore it and use melee (looks strange when the unit with fireball and a knife runs through map to cut someone instead of burn them to ash).
So, there is a question: which order do AI use to choose which weapon to shoot? Maybe some key parameters? If i want to give to a the unit two weapons and want him to use both, what should i do?

Sorry for random articles spelling.

63
OXCE Suggestions DONE / [DONE][Suggestion]Pass through shield
« on: November 20, 2018, 03:06:48 pm »
It will be good to allow one or more damage types to bypass shields, damaging health without lowering shield charge.
(I think i can do this by self, but script master can avoid possible bugs)
Thanks.

64
Help / Mission does not spawn... again
« on: November 17, 2018, 03:58:51 pm »
Okay. I am surrendering.
Spoiler:
Code: [Select]
missionScripts:
  - type: GameStartHunt
    firstMonth: 0
    executionOdds: 100
    targetBaseOdds: 100
    missionWeights:
      0:
        STR_HUNT_1: 100
    useTable: false
    startDelay: 20
    randomDelay: 100

Code: [Select]
alienMissions:
  - type: STR_HUNT_1
    despawnEvenIfTargeted: true
    objective: 3
    points: 0
    spawnZone: 0
    raceWeights:
      0:
          STR_STALKERS: 100
    waves:
      - ufo: dummy
        count: 1
        trajectory: P_SPAWN
        timer: 9000
        objective: true
Code: [Select]
alienDeployments:
  - type: STR_HUNT_1
    width: 60
    length: 60
    height: 5
    civilians: 3
    alert: STR_MONSTER_HUNT
    alertBackground: BACK03.SCR
    alertDescription: STR_MONSTERS_HUNT_DESCRIPTION
    briefing:
      palette: 2
      background: BACK03.SCR
      desc: STR_MONSTERS_HUNT_BRIEFING
    markerName: STR_MONSTER_HUNT
    duration: [72, 144]
    despawnPenalty: 150
    data:
      - alienRank: 5
        lowQty: 2
        highQty: 4
        dQty: 1
        percentageOutsideUfo: 100
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
Code: [Select]
ufoTrajectories:
  - id: P_SPAWN
    groundTimer: 0
    waypoints:
      - [0, 0, 0]
What do i do wrong? Because nothing happens, nothing spawns.  :'(

65
OXCE Suggestions DONE / [DONE][Suggestion] Mana pool
« on: September 10, 2018, 06:45:26 pm »
I have a request. Or maybe a question:
What if "costUse", "costPanic" and "costMindcontrol" will use Psi skill or psi strength?
Now - it is nothing happens, i know. But what will be game behavior if?

EDIT by Meridian: feature implementation described/documented here: https://openxcom.org/forum/index.php/topic,7241.0.html

66
As i understand, global parameter "chanceToStopRetaliation" can stop alien retaliation mission in the middle by shooting down proper ufo's.
How about parameter, which would affect EACH mission?
Maybe just like so, in "vars" rules,
Or maybe (it is better, but i think also more complicate) in mission description.

67
Help / End of month alien base detection
« on: July 18, 2018, 11:55:11 am »
As i understand, aside of patrolling with crafts, sometimes alien base can be discovered by message in the beginning of the new month.
Is this mechanic moddable?
I can not find references to it. Maybe my google skills degrades...

68
I have a request for my new mod idea:
Changing alien base deployment by time passed.
E.g. by the end of month.
So if you leave base untouched, it can develop and grow.

I can now create new bases with new deployments based on current month, but what i want - is to allow old bases to grow.

69
Help / Forbid selling.
« on: July 13, 2018, 07:08:13 pm »
Can i somehow forbid to sell an item? I have a questitem in my mod, and if player sell it, game become unwinable.

70
Help / Retaliation spawning
« on: May 22, 2018, 03:42:31 pm »
Hello.
I found a nasty thing:
I created one additional retaliation mission for one specific race and specific research rules.
And i created a race, that never act as retaliation staff.
And then i see both new retaliation missions spawns without all conditions and retaliation missions with that race. :-(
I understand that so this is not monthly generated mission, but one spawned after i shoot down ufos.
So, a question: can i somehow interfere (configure) retaliations, spawned by shooted ufos?

71
Help / Spawning unit with craft
« on: April 08, 2018, 01:57:21 pm »
An idea struck me: is it possible to spawn a unit with craft deployed, which is not in passengers list, but somewhere else, as we can spawn items.
Yes, you  think about turrets too, i can read your mind, ah-ha-ha!
I saw turrets in Piratez and the X-com files that must be loaded in craft on base, and it is not what i wont.

72
Help / Why the game ignores my race rules?
« on: April 05, 2018, 09:38:07 am »
Running test play of my mod i figured out, that independant from my ruleset, game spawns terror missions with vanilla race presets.
I.e. in my mod lobstermans can begin terrorize people only aftereight month, but in game i have lobsters in april and tasoth in may. As in vanilla.
What happens? Maybe i am missing something in rulesets?
I use raceWeights rule in alienMissions part, as in vanilla. Maybe i should add it into missionscripts too? Or it will not help?

73
Help / Two TFTD questions
« on: March 23, 2018, 09:36:59 am »
Ok, i once again in need of help from Collective Mind. :)
1. In TFTD, if we not set any mission region, all missions will spawn over sea. If we set points like cities, missions will spawn in these points. But if we create region with only land in it, mission will not spawn at all... at least i can not get another result. So, is it possible to create land missions in TFTD?

2. Also in TFTD, if we set in Ufopedia ruleset
Quote
    text_width: 308
text will be all screen wide. But if we use any other number, text returns to original width (right half of the screen).
and setting rect option will give no effect too.
So, is it possible to move ufopedia text in TFTD?

74
Help / Enough Segmentation.
« on: October 05, 2017, 10:25:52 am »
Hello.
I has modded the game enough to get constant crashes because of "segmentation fault". :)
Please, recommend me a way to trace this bugs on my own, because post all of them here will be annoying.
I understand a little in programming, e.t.c., so do not try to simplify it. ;)
Gratefully thanks.

75
Confirming the defeat in the fight against the forum search, i am asking for help with once seen features descriptions.
Please, if anyone know answer - share it.
1. I saw animated bigobs. I mean sprites in inventory... Well, i did not see them running, only discussion about.
2. There is example in readme about always animated parrot. But is there a way to animate unit only when it fly? (And not animate when standing still)
3. I did see many times, that psi amp can be created with only one function (panic for example). But if i set 9 equipment type, it creates both actions aitomatically. I tried to set only one time cost (by "cost:" rule and no "tuUse"), but second attack type spawns by unknown way.

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