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Messages - Varana

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16
 8) thanx  :)

17
OXCE Support / nameAsAmmo: example code
« on: June 02, 2020, 03:27:06 pm »
The code example here is a bit confusing.

The nameAsAmmo: has to be set for the ammo, not for the launcher.
See this TFTD example:

Code: [Select]
items:
  - type: STR_HYDRO_JET_CANNON
    compatibleAmmo:
      - STR_HJC_AP_AMMO
      - STR_HJC_HE_AMMO
      - STR_HJC_P_AMMO
  - type: STR_HJC_AP_AMMO
    nameAsAmmo: STR_NAMEASAMMO_AP
  - type: STR_HJC_HE_AMMO
    nameAsAmmo: STR_NAMEASAMMO_HE
  - type: STR_HJC_P_AMMO
    nameAsAmmo: STR_NAMEASAMMO_IN
extraStrings:
  - type: en-US
    strings:
      STR_NAMEASAMMO_AP: ":AP:"   # damageType 1 - Armor Piercing
      STR_NAMEASAMMO_IN: ":IN:"   # damageType 2 - Incendiary =Fire
      STR_NAMEASAMMO_HE: ":HE:"   # damageType 3 - High Explosive

18
Suggestions / Re: A few things I noticed, suggestions and bugs,
« on: May 31, 2020, 09:47:20 pm »
19. New even higher difficulty level.

Better than superhuman?

Must be Chuck Norris. See the mod, just for you... and C.N.   ;)

19
Suggestions / Re: A few things I noticed, suggestions and bugs,
« on: May 31, 2020, 05:28:56 pm »
Quote
What is that Cyberdisc alive capture research, its not even possible to capture alive is it
If I remember it right: Do not shoot it down, try it with melee (or stun?).


I feel most of your suggestions are done in one or the other mod. So if you want it in EU, just build your own mod (most can be done by changing some .rul files).

Or easier: try playing some other mods. There are big mods with many changes in gameplay.
Ever tried finalModPack, xComFiles, xPiratez, Civilian's MyMod, TheWorldOfTerrifyingSilence, 40k?

20
OXCE Suggestions DONE / itemTransformation
« on: May 31, 2020, 05:17:00 pm »
I tried that hidden feature "itemTransformation" and "itemTransformations" in "enviroEffects" (thought it would be similar to armorTransformations), but it did not work that way.  :'(
Where can I read something about "itemTransformation"? It would solve the shoot range problem for guns, if it works similar to armorTransformations.

It would not solve the problem of throwing grenades (and other things), because I do not want to make everything heavier under water.
So unhardcoding the throwing range calculation formula a bit would be nice.

21
I would like to have a simple range multiplier for under water missions. Something like

Code: [Select]
  waterThrowRangeFactor: 1.0
  waterShootRangeFactor: 1.0

in global vars.rul or overridden in items.rul.

So if I think throwing of things should normally go half the way, I would set waterThrowRangeFactor: 0.5 in my vars.
And if I think these special grenades should fly only 40% of air range in water I would set for that weapon in items waterThrowRangeFactor: 0.4

And shooting range factor only reducing the max range values of the weapon (maxRange, autoRange, snapRange, aimRange).

Ok, waterShootRangeFactor is not really necessary, I guess I could limit weapons to land only or water only, applying different ranges.
But I would not like to give water grenades the triple weight in inventories only to make them fly less far.


That request is so simple and the problem so old, that I wonder if there is a solution already? But I can not find it, not in ruleset reference and not here in the forum.

22
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 09, 2020, 04:53:23 am »
Quote
- (Intentionally) Crash on missing research ruleset (instead of just logging and ignoring it)

I used not existing tech for mission triggers. Those missions should show up again and again until they are played/won once.

Code: [Select]
research:
  - name: STR_SMUGGLER_DONE
    dependencies:
      - STR_NEVER

missionScripts:
  - type: bonus_smuggler
    researchTriggers:
      STR_SMUGGLER_DONE: false
...

alienDeployments:
  - type: STR_SMUGGLERISLAND
    unlockedResearch: STR_SMUGGLER_DONE
...

How do I solve this Problem now?

23
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 16, 2019, 01:20:25 am »
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.

Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?

(I would like to split the game using "arcScripts" and "randomArcs" into different arcs, where the types of the not active other arcs will never be seen. So it would be useless to see tons of variations of a ship if only one will be  usable ever.)

24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 08, 2018, 03:46:48 am »
The standard Psionic Line of Fire mod works only for vanilla game [...]
Mods have to create their own versions.

This does not help here. I have a mod where all the psi weapons should be line of fire (well, unless my perl script did miss one), see below, but at least the oct still can attack without line of sight. But it is always nearby, may be some little hole at the edge of a room or elevator tile or something.

Or is it a problem with intelligence, if they have spotted the troopers once?

Well, when the AI starts cheating, I cheat back and hit my I-win-button...  ;)

Code: [Select]
items:
# Alien M.C. Weapon
  - type: ALIEN_PSI_WEAPON
    LOSRequired: true
# psiAttackName: MINDWORMS_WEAPON_ATTACK
  - type: MINDWORMS_WEAPON
    LOSRequired: true
# M.C. Controller
  - type: STR_MC_CONTROLLER
    LOSRequired: true
# M.C. Disruptor
  - type: STR_MC_DISRUPTOR
    LOSRequired: true
# M.C. Focuser
  - type: STR_MC_FOCUS
    LOSRequired: true


25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 30, 2018, 02:39:06 pm »
Maybe someone can make a suggestion?
Remove the second level of alien base attack (no more  nextStage: STR_ALIEN_COLONY_P2).
This would lead to:

a) Beginners can win against a base, eliminating it, reducing spawn missions and making game playable.

b) Experts get less synoniums and commanders, making the game harder for them.

c) Less bug using: Players could use the design bug to attack the same base again and again without completing second level, thus collecting huge amounts of valuable loot (early in game), while the base restores immediately after attack. I you want to completely erase bug using in this case, additionally add     objectiveFailed: [STR_MISSION_FAILED, -1500]    to the missions first level, so even looting the first level without completing is of no use any more.

The points b and c should be fine for meridian...  ;)

26
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 28, 2018, 12:55:48 pm »
Poseidon sub does not protect the crew inside from grenades and shots of enemies.

Fixed that hole behind the door (lower half of the tile is open) for my gameplay. Don't know if it is bug or feature, I just don't like it.
Attached poseidon files for /Terrain folder.

If you think it is a feature, just do not stand on the tile north of the front door in the sub instead of using the files.

27
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 27, 2018, 11:29:13 pm »
???
Usage: Copy the file into your TWoTS mod directory to the Ruleset subdirectory, start the game(!) (this loads the mod changes) and start "new game" on low or mid level.
I do not know the place and name of your TWoTS mod folder. In my setting it would be in user/mod/TWoTS/Ruleset/

Copy and play, no rename needed. It is no replacement of existing file, it is an add-on.

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 27, 2018, 06:01:03 pm »

29
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 27, 2018, 02:07:55 pm »
Same for the examination room, I guess. None of the missions I've done so far provided me with one

Try attacking big ships to get one. No special story mission, because it is vanilla stuff. Or tweak that STR_EXAMINATION_ROOM into your savefile to proceed. Or on low difficulty level use my rul file.

Have fun...

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 27, 2018, 09:55:06 am »
You could set equal numbers in deployments. And avoid the minDifficulty flag. And turn off the hardcoded vanilla missions, giving the easy level the same loot (same weaponlevel). And so on.

You could turn off most of these game mechanics.

But in many cases lowQty is less than highQty to make the fight easier on lower level. And the minDifficulty flag is used to make hard (but valuable) missions available only for higher level. And who turns off the vanilla missions to make a fair beginner level?

In the games I played so far genius was easier than beginner.

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