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Messages - Biggieboy

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166
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: April 20, 2018, 02:07:24 pm »
New version coming!

- All building researchable!
- Upgraded buiding need resources!
- 2x2 general store and living room!
- Training Room!
- English and Hungarian language (if need more, send me the traslation!)

167
Suggestions / Re: Resources for building
« on: April 17, 2018, 02:55:42 pm »
Copypaste from documentation:

Code: [Select]
facilities:
  - type: STR_SOME_FACILITY
    buildCostItems:
      STR_ITEM:
        build: 10           #how many items of type `STR_ITEM` are require to build.
        refund: 6           #how many items are returned when facility is dismantled.
    provideBaseFunc: [ A ]  #List of custom IDs that this bulding provide for base.
    requiresBaseFunc: [ ]   #List of custom IDs that are require to build this building in base.
    forbidenBaseFunc: [ B ] #List of custom IDs that are forbiden by this building.
    trainingRooms: 0        #Number of solder that can be train in that building, require langue strings.
    refundValue: 0          #how much mony is returned when facility is dismantled.

Great, thank you, its working!

168
Suggestions / Re: Resources for building
« on: April 17, 2018, 02:06:18 pm »
Yes.

Great!

How is it possible? Can you show me example code?

Thank you!

169
Suggestions / Resources for building
« on: April 17, 2018, 01:59:57 pm »
Is it posible for resources for buliding?

Example UFO powersource for Large general store or Large Living room building

Thank you!

170
Hi!

Can i use your mode? I have upgraded facilities mod (example you can upgrade the living querters 50 to 75), so i wanna to use as 2nd step, 4x1 living querters ugrade to 2x2 big and higher capacity.

And another question:

Can you create 2x4 Hangar with 3 craft capacity? (for upgrade too)

Thank you!

171
You'd need code for having multiple craft in one hangar, and it would be very complicated to add this.
Thank you!

I found here 3x3 hangar, but its not good. Maybe he can create 2x4 hangar with bigger capacities, its good for me :)

172
Work In Progress / Re: [Request] Extra facilities for human base
« on: March 26, 2018, 09:20:44 am »
Hi!

Can you create 2x4 Hangar with 3 craft capacities?

Its good thing for my upgradedfacilities mod!

Thank you!

173
Works for me. =)
I'm really happy to see that this will become a thing!


You know what, maybe it would be easier to have a re-packaging system, you just click a re-package button and the craft becomes an item which goes straight into your general stores. It simply needs to have an item entry with the same name, then you can already set a space value and sell value. There would also need to be a way to turn the item back into an aircraft. In the sell/sack menu, you could have the system check each item type for a corresponding craft with the same name, and vice versa, and add a button to swap one into the other. It would fit immediately to the left of the sell/sack buttons and would decrease the space for quantity slightly. I don't know if it would affect the whole column or not, but aircraft items would never need so much space for quantity.

I was picturing a UI page that looks kind of like the general stores, on one side you have aircraft storage space and on the other is number of hangars. You just hit the left/right arrow on any craft in the list to tell whether it's in storage or hangar. In storage it has all its armaments, units, items, and fuel moved to stores. If it also lost its designation and became an item of that craft's type, then you could stack them and assign a sell value, which solves another problem some have been asking for: make it so you can include a craft in manufacturing recipe or sell the craft.

You could have hangars on the left, aircraft storage in the middle, and sell on the right. You can shift it from hangar to storage and then to sell. Each craft entry would require an item entry to be able to do this.


Hi!

Is it possible other way?

I create mod for upgrade facilities, so what happen if 2 hangars upgraded to 1 big (2x4 size) And can hold 3 crafts?

174
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 16, 2018, 12:57:59 am »
I don't see anything wrong with it. The upgraded facilities all have an existing map definition, and the training facility plus its upgrade all appear to be installed correctly.

Try getting a base defense mission with a training facility in the base, and then try without. If it crashes only with the training facility, we can narrow it down to that.

Maybe i found the problem. The error say STR_SECTOID not defined. I search this key in files, and i found this in Area_51_Missions.rul. There is STR_SECTOID_SCI. So, i changed the code to this, and now work! (its not crashed, when i start new game and build the new base).
BUT! If i turn of the Area 51 mod, its crashed again..
How can i define both key?


And the other problem solved, i use "    requires:" to ufopedia, and now not see the upgraded facilities in UFOpeadia, when new game started.

Sadly i dont play too much with this mod, and i cant test the base attack.

Thank you!

175
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 15, 2018, 10:01:18 pm »
I know it's there for the regular living quarters, but you added upgraded living quarters - if this new facility doesn't have a mapName, then the game will crash when aliens attack your base; the code will be trying to place a block on the battlscape map that doesn't exist.

I check again the code, but all upgraded facilities have this key (exaple:   - type: STR_LIVING_QUARTERS_UPGRADE, mapName: XBASE_01)

Can you check it too, where is the problem?

Thank you!

176
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 15, 2018, 09:37:40 pm »
The crash from having the base defense mission usually occurs because you don't have the proper maps for the facility - did you give your upgraded facilities a "mapName:" definition?  For example, the standard living quarters has

Code: [Select]
  - type: STR_LIVING_QUARTERS
    #...
    mapName: XBASE_01

Yes, you can check the mod, there it is:

Spoiler:
  - type: STR_LIVING_QUARTERS
    spriteShape: 1
    spriteFacility: 18
    buildCost: 400000
    refundValue: 400000
    buildTime: 16
    monthlyCost: 10000
    personnel: 50
    mapName: XBASE_01
    canBeBuiltOver: true

But why need this code? Its works without it. Or not?

177
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 15, 2018, 06:06:52 pm »
There isn't a way. Sorry :/

So i found 2 bugs:

- When i start new game and build new base, the game its quit. Maybe i found the problem:

I removed this code, and its work, but i dont understand why need this, or how its work
Spoiler:
missionScripts:
  - type: gameStart
    missionWeights:
      0:
        STR_ALIEN_RETALIATION: 100
    lastMonth: 0
    targetBaseOdds: 100
    raceWeights:
      0:
        STR_SECTOID: 100
    startDelay: 120

- When i start new game (and running) i see all upgraded buildings info in UFOpeadia. But i think its not good, because need research first. How can i fix this?

Thank you!

178
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 15, 2018, 01:58:28 pm »
There isn't a way. Sorry :/

Damn.. so what you think, mod its done?

179
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 15, 2018, 02:32:01 am »
Nice! Looking good.




Yes, you can add a refund price on any and all facilities. It will apply either when dismantling the facility or when upgrading it.

How can i do, only refund, when upgrade, but no refund when sell it?

180
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 14, 2018, 07:03:10 pm »
If you wanted to, you could add support for another mod without adding the other mod. For instance, you could add the upgraded training facility but not the basic facility. It works best if the original mod's features are locked behind research, then you can lock your upgrades behind the same research plus more. That way it will only show the new features if the other mod is active.


It requires STR_UFO_COMPONENT which doesn't exist in the research list.

Biggieboy, you could either add a new research project called STR_UFO_COMPONENT or you could define specific UFO components which correspond to the upgrade. Here is the basic list of components:
STR_ALIEN_ALLOYS
STR_ELERIUM_115
STR_UFO_POWER_SOURCE
STR_UFO_NAVIGATION

There are other minor components as well, such as STR_ALIEN_FOOD.

Okey guys, im done :)

Here is the infos:

Version 1.7 (test)

*Training Room and Upgraded Training Room added
- Training Room capacity reduced 10
- Upgraded Training Room capacity 15
- Both need reseach!

* Price and building time:
- All upgraded building price: x3
- All upgraded building build time: x1,75

* UFOpaedia added! Training Room too! (i use the original infos, just changed the capacity numbers)

* Research
- Upgraded Living Quarters requies: Alien Surgery
- Upgraded General Stores requies: Alien Food
- Upgraded Workshop requies: Sectoid Engineer
- Upgraded Laboratory requies: Floater Leader
- Upgraded Psionic Labortatory requies: Ethereal Commander
- Training Room requies: Examination room
- Upgraded Training Room requies: Muton Engineer

* meta file updated

Please test it guys!

Thank you!


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