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Messages - ohartenstein23

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76
I've been using the latest version available on the mod.io page.

At least one of the Huey maps works fine, I'm guessing there's just one that's off.

77
Been playing a bit on android, wanted to share some bugs and balance thoughts:

One of the Huey maps is missing or has a typo, causing crashes on mission start. Didn't save the report, but I think it was 1B.

The ToArmorPre and ToWound values are super high, to the point I feel like they're off by a factor of 10. The 7.62 NATO ammo dealing 160% armor pre-damage means it's as good if not better than the meltagun in 40k at slagging armor, and a single friendly fire incident caused 17 fatal wounds with only ~20 damage. If intended that ballistic weapons have damageAlter values this high, they feel overtuned.

Haven't checked the other craft from the starting diplomacy choices, but getting the Italian Starfighter and not being able to procure a gatling cannon to fill that hardpoint feels bad - I've lost a few flights of two of them to large scouts because they ran out of missiles well before HP. The M61 Vulcan shows up in the starting ufopedia and would make it feel better if you could buy it to fill that slot.

78
The X-Com Files / Re: Reducing spawn, but keeping the quality
« on: November 26, 2020, 06:19:47 am »
No, these have nothing to do with spawn rates, they affect things like unit stats and how fast UFOs fire in interceptions.

If you want to change the number of aliens that spawn in a ground mission, you need to look at lowQty, highQty, and dQty in the data section of all alienDeployments.

79
OXCE Support / Re: Changing spotter/sniper mechanics
« on: November 24, 2020, 10:38:54 pm »
The sniper AI is intended to be used with the no-LOS penalty, and I would recommend that any mod that uses the feature not use spotter values greater than 1, plus limiting the number of units marked as snipers.

For example, in 40k only a few heavy weapons enemies and vehicle turrets have the ability to snipe, usually just 1-2 units in a mission. They also typically aren't that mobile, so the player can figure out quickly where they need to take cover. Plus I wouldn't make them 100% to attempt to snipe every turn.

80
OXCE Support / Re: Changing spotter/sniper mechanics
« on: November 24, 2020, 08:35:45 pm »
The point of the spotter/sniper feature is not to make the AI play like a human player, but to offer the option to reduce one of the huge advantages the player has against them. Of course it's "cheaty" in some sense, there are many more "cheats" in the AI code to make them enough of a challenge.

So it's certainly possible to make that change, but as the author of the feature, I'm not going to blunt the challenge it adds just to make it more "realistic" or "fair".

81
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: November 22, 2020, 05:39:33 pm »
You need to have devotion revealed (train in the chapel for about 1 month) to use the tome on librarian armor.

82
Released Mods / Re: Reaver's Rebalance
« on: November 19, 2020, 01:34:52 am »
That's not the problem - you can see that the laser cannon is under "Units Produced" in that image. Have you checked to make sure you have enough money to produce one?

83
Help / Re: mapscripts, "addLine" and "size: 2" maps
« on: November 14, 2020, 04:10:25 pm »
Another option would be to use a normal addLine command with 10x10 blocks, but those blocks are only say one side of the road, then use checkBlock to find the line and fillArea+conditionals+rects to place 10x10 blocks that are the other half of the road.

84
40k / Re: 40k
« on: November 06, 2020, 11:21:29 pm »
The airstrike added here is just a built-in firearm that looks and sounds like an airstrike and takes significant extra work to make it not function underground. It's likely the Officers might get something else instead.

Version 027 is out, mostly bugfixes but also a taller, better looking base defense map. Get it from from our mod.io page!

85
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: November 06, 2020, 01:04:00 am »
Glad you and your team have been enjoying using it.

Another release is ready, this time cut/copy/paste functions have been added. Again the first post has the files to download. The new features for this release are:

  • Press Control + A to select everything, X to clear selection
  • Press Delete to remove selected tiles/nodes
  • Cut, copy, paste functions added
  • Pasting tiles respects selection of mode button and tile part filter
  • Paste clipboard persists when loading maps to allow copying from one map to another
  • Option to select undone/redone tiles/nodes
  • Option to select pasted nodes/tiles

86
OXCE Suggestions DONE / Re: [DONE][Suggestion] Several Types of Air lock
« on: November 05, 2020, 09:35:59 pm »
We figured out limiting when tunnels are dug by mapScripts, an example of using the same mapScript to do both underground bases with tunnels and above ground bases without for anyone interested:

Code: [Select]
mapScripts:
  - type: XBASE
    commands:
    #*** normal facility placing happens here, before anything else

    #*** figure out if this is a normal base or an outpost
    - type: fillArea # mask off everything for the checkblock
      groups: [6]
    - type: checkBlock # check the map for which type of lift we placed
      rects:
        - [0, 0, 6, 6]
      groups: [7] # or whichever group we set the outpost to
      label: 1
    - type: removeBlock # remove the mask
      groups: [6]
      rects:
        - [0, 0, 6, 6]

    #*** this is a normal base, dig some tunnels and fill in with dirt
    - type: digTunnel
      conditionals: [-1]
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: westWall
            set: 1
            entry: 13
          - type: northWall
            set: 1
            entry: 14
    - type: fillArea
      conditionals: [-1]
      blocks: 20

    #*** this is an above-ground outpost, don't dig and fill in with above-ground stuff
    - type: fillArea
      conditionals: [1]
      groups: [8] # or whatever we want to do for above-ground stuff

87
OXCE Suggestions DONE / Re: [DONE][Suggestion] Several Types of Air lock
« on: November 05, 2020, 05:27:52 pm »
1. Maybe? After the digTunnel, you could removeBlock for specific groups/blocks then re-add them, but I'd test it to check first.

2. Not without disabling them for all other facilities - you can redraw the sprite in basebits that is drawn for the connectors to an empty frame.

3. Yes, but again with more complicated mapScripts. Set the airlocks' groups to something unique, use checkBlock to see which airlock is used in the base, then add conditionals to your fillArea commands based on which airlock is used.

88
OXCE Suggestions Archive / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 05:05:12 pm »
It even would be possible to script it so that the "civilian" "dies" if it starts its turn within a certain distance of one of your units. But the rest of the request, re-stealthing and de-stealthing again, that isn't possible by scripting + other mod options.

89
40k / Re: 40k
« on: November 04, 2020, 05:23:49 am »
We have a changelog channel on our discord server and thread here on the forum.

It's also available next to the download icons on the mod.io page.

90
Open Feedback / Re: Tuprime value Hardcoded?
« on: November 03, 2020, 03:41:32 am »
UFO vs. TFTD shouldn't matter, they use the exact same code to load mods. Where are you editing these values? If they're in a mod you made, did you activate the mod through the Mods menu? Until you give more details about what you're doing, you're not going to get much help.

It's definitely not hardcoded, I just tested a mod with the following code and it properly set the priming cost for the grenade:

Code: [Select]
items:
  - type: STR_GRENADE
    tuPrime: 1

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