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Messages - The Martian

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256
Help / Re: How to stop aliens from carrying extra equipment?
« on: November 20, 2021, 12:20:58 am »
(Sorry about the long delay in my reply)

I've been experimenting with livingWeapon: and it does not appear to prevent the unit from attacking with non-fixed weapon's or throwing grenades.

That will work perfectly!

Thank you very much for the help.


And thanks for the tip about alienDeployments: & alienMissions: waves. That's definitely an easier way to set it up than I'm currently using.

257
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.15.2
« on: November 02, 2021, 10:54:08 am »
I can't attach the new version to the first post for some reason, says file is too big or taking too long to upload. Weird. I'll try again tomorrow.
I added a link in the first post.
Really don't know what is going on, the forum must be full :P

Odd. I'll give attaching the From the Apocalypse 0.15.2 file to a post a try as well. . . I'm getting the same error so the problem is most likely not on your end.

Code: [Select]
Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information.

258
As The Reaver of Darkness has suggested the Final Mod Pack may be a good bet as it incorporates many mods into it to provide additional options while keeping very close to the original X-COM: UFO Defense experience.

I think that it also already includes the three mods you are trying to troubleshoot AlloyCrafts (By The Old One), Alloy ammo (By Moriarty and Solarius Scorch) and Commendations (By Shoes & Ivan Dogovich)

Here is a list of mods included inside the Final Mod Pack:

Spoiler:
Code: [Select]
---=== LIST OF INCLUDED MODS ===---

* Combat Knife, by Warboy1982
http://www.openxcom.com/mod/combat-knife
Adds a combat knife.

* Dart Rifle, by Solarius Scorch
http://www.openxcom.com/mod/dart-rifle
Adds a ranged stun weapon.

* Elerium Mace, by Tyran_Nick
http://www.openxcom.com/mod/elerium-mace
Adds a melee stun weapon.

* Flamethrower, by Dioxine
From the Piratez mod: http://www.openxcom.com/mod/piratez
Adds a flamethrower.

* Fusion Torch, by Ran
http://www.openxcom.com/mod/fusion-torch
Adds an advanced UFO cutter.

* Gauss Weapons (and a new craft cannon), by Solarius Scorch (GFX by GrandSirThebus)
http://www.openxcom.com/mod/gauss-mod
Adds gauss weapons for soldiers, tanks and craft.

* Grenade Launcher, by Warboy1982
http://www.openxcom.com/mod/grenade-launcher
Adds a grenade launcher with several ammo types.

* HMG, by Dioxine
http://openxcom.org/forum/index.php?topic=1922.msg18049#msg18049
Adds a heavy machine gun with high power, good accuracy and poor mobility.

* Incendiary Grenade, by Simon-v
http://www.openxcom.com/mod/custom-grenades
Adds incendiary grenades.

* LMG, by Ryskeliini
http://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack
Adds a light machine gun - stronger but not as precise as the rifle.

* Magnum, by Ryskeliini
http://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack
Adds a big pistol.

* Mind Missile, by Clownagent
http://www.openxcom.com/mod/mind-missile
Adds a new rocket for the launcher that uses blaster launcher mechanics.

* Minigun, by Solarius Scorch
http://www.openxcom.com/mod/minigun
Adds 3 minigun weapons and a new tank.

* Shotgun, by Warboy1982 and Dioxine (a patchwork of their mods)
(no link available)
Adds a shotgun.

* SMG, by Ryskeliini
http://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack
Adds a sub-machine gun. Brrrrrt!

* Sniper Rifle, by toshiaki2115
http://www.openxcom.com/mod/sniper-rifle
Adds a precision rifle.

* Taser, by Ryskeliini
http://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack
Adds a stun gun.

* Alloy ammo, by Moriarty and Solarius Scorch
(no link available)
Adds alien alloy ammunition for all firearms (and a new craft cannon).

* HWP.rul, by Harry
http://www.openxcom.com/mod/sectopod-hwp
Adds Sectopod chassis to be used by X-Com.

* Scoutdrone.rul, by Arpia
http://www.openxcom.com/mod/scout-drone
Adds a small scouting vehicle.

* First Aid Kit, by Yrizoud
http://openxcom.org/forum/index.php?topic=1782.0
Adds a big, heavy medikit (the vanilla medikit must be researched).

* Plasma Beam Mod, by Solarius Scorch
http://www.openxcom.com/mod/plasma-beam-mod
Modifies Plasma Beam craft weapon so that it uses Elerium-115 as ammunition: each shot costs one Elerium. "Ammo" capacity was also decreased from 100 to 50 shots.

* Alien Melee Stat, by Solarius Scorch
http://www.openxcom.com/mod/alien-melee-stat
Changes Melee stats of aliens to more reasonable values.

* Alien Armoury Expanded, by Solarius Scorch
http://www.openxcom.com/mod/alien-armoury-expanded
Adds new weapons and UFOs, as well as makes the aliens retain their smaller weapons throughout the game.

* Alien Inventory Mod, by Cyrix
http://www.openxcom.com/mod/alien-inventory-mod
Adds inventory pictures for mind-controlled aliens.

* Laser Sectopod, by Louis de Funes
http://openxcom.org/forum/index.php?topic=1958
Changes Sectopod weapon description to laser, according to the lore.

* Muton Commander, by Phaedris
http://www.openxcom.com/mod/muton-commander
Adds Muton Commanders and Muton Leaders (as in the game intro).

* Recycled Alien Collection, by Solarius Scorch and Civilian
http://www.openxcom.com/mod/recycled-alien-collection
Adds new aliens, using recoloured sprites from X-Com: Terror from the Deep.

* Stun Grenade, by Murmur
http://www.openxcom.com/mod/stun-grenade
Allows converting stun bombs to stun grenades.

* Men in Black, by Robin
http://openxcom.org/forum/index.php?topic=2180.0
Adds a human faction to fight with.

* Gazer Alien, by Robin
http://openxcom.org/forum/index.php?topic=2180.0
Adds a new alien race.

* Cover Alien, by Robin
http://openxcom.org/forum/index.php?topic=2180.0
Adds a new alien race, based on the game's cover art.

* Anthropod, by Robin
http://openxcom.org/forum/index.php?topic=2180.0
Adds a new alien race, inspired by the X-Com: Apocalypse.

* Alloy Skyranger Mod, by Civilian
http://openxcom.org/forum/index.php?topic=2048.0
New Skyranger map (+2 capacity).

* AlloyCrafts, by The Old One
(no link available)
New variants of Interceptor and Skyranger.

* Raven, by MickTheMage
http://www.openxcom.com/mod/raven-interceptor
Adds a new fighter plane.

* Sentinel, by Warboy1982
http://www.openxcom.com/mod/sentinel
Adds a new fighter plane.

* Thunder mod created by Tyran_Nick
http://www.openxcom.com/mod/thunderstorm-interceptor
Adds a new fighter plane.

* Firestorm Restyle, by Shadow
http://www.openxcom.com/mod/firestorm-restyle
Effectively, adds a new fighter plane.

* Alien Base Cave, by Civilian
http://openxcom.org/forum/index.php?topic=2091.msg20402#msg20402
Adds a new type of alien base.

* Alien Base Addon Terrain, by Civilian
http://openxcom.org/forum/index.php?topic=2082.0
Adds new mapblocks to the alien base.

* Farm Addon Terrain, by Civilian
http://openxcom.org/forum/index.php?topic=2082.0
New barns and stuff.

* Reproduction, by Warboy1982
http://www.openxcom.com/mod/alien-reproduction
Allows access to the alien reproduction research topic.

* Weapon Sound Variety, by Tarvis
http://openxcom.org/forum/index.php?topic=2045
Adds more varied plasma sounds.

* Expanded Terror, by Luke83
http://www.openxcom.com/mod/lukes-expanded-terror-mission
Adds new city mapblocks.

* Luke's Extra UFOs, by Luke83 and TurkishSwede
http://www.openxcom.com/mod/lukes-extra-ufos
Adds new UFO maps.

* MediGas, by Roxis231
http://openxcom.org/forum/index.php?topic=2446
Adds grenades to knock out aliens.

* Grav Armors, by Clownagent, Moriarty and Solarius Scorch
http://openxcom.org/forum/index.php?topic=2465
Adds new flying armours, as well as mechanics for repairing damaged armours.

* Tank.rul, by Arpia
(no link available)
Adds more tank types.

* Firestorm Gfx, by Tyran_Nick
http://openxcom.org/forum/index.php?topic=1435.0
Changes the Firestorm picture.

* Hazmat Armour, by Solarius Scorch
http://www.openxcom.com/mod/hazmat-armour
Adds a fireproof armour.

* Expanded U_Base, by Luke83
http://www.openxcom.com/mod/expanded-ubase
Adds new alien base blocks.

* Elerium Bomb, by Fatrat
http://openxcom.org/forum/index.php?topic=2561.0
Adds new ammo type for the Small Launcher.

* Armoured Vest, by Robin (reskinned after Ryskeliini)
http://www.openxcom.com/mod/armored-vest
Adds a buyable starting armour.

* Ironfist Dropship, by Solarius Scorch
http://www.openxcom.com/mod/ironfist-dropship
Adds a new troop transporter.

* Tactical Lightning, by x60mmx
http://openxcom.org/forum/index.php?topic=2634.0
Makes the Lightning a bit more useful.

* Improved Living Quarters, by Dioxine
http://openxcom.org/forum/index.php?topic=2806.0
Adds bathrooms to Living Quarters and a new, large type of Living Quarters.

* Alloy Sword, by NeoWorm
http://openxcom.org/forum/index.php?topic=2819.0
Adds a new melee weapon.

* Break 2 Elerium, by Falko
http://openxcom.org/forum/index.php?topic=2055.0
Enables disassembling alien clips and explosives for Elerium.

* Improved HandObs Pack v.1.1, by Ivan Dogovich
http://www.openxcom.com/mod/improved-hand-objects
Adds hand objects for many vanilla items.

* Grenade Handobs, by CryptoCactus
http://www.openxcom.com/mod/grenade-handobs-blue-smoke-grenades
Adds hand objects for Alien Grenade and Proximity Grenade.

* Toxi-Suit, by trollworkout
http://www.openxcom.com/mod/chemical-thrower-toxi-suit
Adds a Toxi-Suit.

* AWACS, by redv
http://www.openxcom.com/mod/awacs-aircraft
Adds three radar aircraft.

* Plasma Melee Weapons, by pWWWa
http://www.openxcom.com/mod/plasma-melee-weapons
Adds a plasma knife and a plasma sword.

* Commendations, by Shoes & Ivan Dogovich
http://www.openxcom.com/mod/commendations-ufopedia-mod
Adds medals and decorations that are awarded to X-Com soldiers based on performance.

* Extra Battleships, by Cooper aka Jotai
http://www.openxcom.com/mod/extra-battleships
Adds new alien Battleship maps.

And various graphic assets from various talented people, most notably:
* Vulgar Monkey
* Dioxine
* Civilian
* Rockfish
* Ryskeliini
* XOps
* Quinch
* Meridian (tech tree graph)

259
Help / Re: How to stop aliens from carrying extra equipment?
« on: November 02, 2021, 10:21:26 am »
Anything with this setting ignores equipment loadouts:
Code: [Select]
    livingWeapon: true

I saw the the livingWeapon: setting but it also lists a secondary effect that I'm worried may be a problem.

Quote
If yes, it ignores any weapon loadout associated with its rank in the alien deployment and only attacks with a weapon derived from its race name (must be marked as fixedWeapon). The weapon's name is the unit's race name without the first 4 letters (STR_) and with a suffix (_WEAPON). For example: STR_REAPER => REAPER_WEAPON.

The units I'm working with are carrying several items they need to be able to attack with not just a unit's fixedWeapon: item and I need them to be able to drop the weapon if they panic or stun.


Pro-tip: You can troubleshoot your mods by comparing them with either the vanilla ruleset or other mods which function correctly. You can also check the ruleset reference to find out what each function does.

I agree 100% and that is exactly how I've been coding.

With the ruleset reference always open in a second window and diving through the larger mods .rul files to find proper syntax when using a new command.

The fact that OXCE keeps .rul files of all the base settings in ../standard/xcom1/ & ../standard/xcom2/ has proven to be invaluable in learning the proper formatting.

260
Help / Re: How to stop aliens from carrying extra equipment?
« on: October 25, 2021, 02:12:30 am »
I think I got it!

alienDeployments: was placed twice in the same .rul file.

When the second instance was removed the re-added deployment functioned correctly and the alien appeared without any equipment!



This is 'a' solution, but is it the correct way to prevent aliens from having extra equipment?

Is there a way to set a unit to only use equipment as assigned via [armors:]builtInWeapons: or [units:]builtInWeaponSets: or do you have to completely blank the [alienDeployments:]itemSets: if you are going to use the armor or unit method?

261
Help / Re: How to stop aliens from carrying extra equipment?
« on: October 25, 2021, 02:05:12 am »
(Edit: I solved why they kept getting equipment even after the itemSets: had been blanked.)


In an attempt to get rid of the default equipment given to the aliens each mission I tried blanking the [alienDeployments:]itemSets: lists but they are still all carrying sonic weapons?

Where else is their equipment assigned?

(Example .rul file)
alienDeployments_Example.rul



(Details)
I've tried using:
Code: [Select]
alienDeployments:
  - delete: STR_SURVEY_SHIP
  - delete: STR_ESCORT
  - delete: STR_CRUISER
  - delete: STR_HEAVY_CRUISER
  - delete: STR_HUNTER
  - delete: STR_BATTLESHIP
  - delete: STR_DREADNOUGHT
  - delete: STR_FLEET_SUPPLY_CRUISER
  - delete: STR_PORT_TERROR
  - delete: STR_ISLAND_TERROR
  - delete: STR_CARGO_SHIP_P1
  - delete: STR_CARGO_SHIP_P2
  - delete: STR_CRUISE_SHIP_P1
  - delete: STR_CRUISE_SHIP_P2
  - delete: STR_ARTIFACT_SITE_P1
  - delete: STR_ARTIFACT_SITE_P2
  - delete: STR_ALIEN_BASE_ASSAULT
  - delete: STR_ALIEN_COLONY_P2
  - delete: STR_BASE_DEFENSE
  - delete: STR_TLETH_P1
  - delete: STR_TLETH_P2
  - delete: STR_TLETH_P3


And then re-adding each of the alienDeployments: entries with blank itemSets: like this:
Code: [Select]
  - type: STR_SURVEY_SHIP
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 4
    briefing:
      palette: 4
      music: GMISPOSH


But the deployments stay deleted and do not show up again in the "New Battle" mission generator's "Mission" tab.



I've attached an example .rul file containing the altered alienDeployments: to better explain what I mean.

Please if anyone knows why the aliens are still holding weapons let me know, as far as I can tell it doesn't make sense.

The deployments are blank, shouldn't that mean an empty alien inventory?

262
Help / How to stop aliens from carrying extra equipment?
« on: October 24, 2021, 09:14:09 pm »
(Problem)
The Deep One is carrying extra weapons.

Spoiler:




(Mod Download)
I've attached a version of this mod with the alienRaces: all set to be the Deep One to make testing vs that unit easier:
Deep One Weapon V0-2(Error).zip


(Details)
I've been working on a small mod to give the Deep One a weapon to match its Ufopaedia description.

I think it is almost ready for use however I've run into a snag.

The Deep One is carrying extra weapons and should only be carrying its own special weapon and two ammo items for it.

The Deep One's armor now has [armors:]allowInv: set to true as it wasn't accepting the list of [armors:]builtInWeapons: being assigned to it.

However now it appears to be also carrying the weapons from the [alienDeployments:]itemSets: section.

I thought that [armors:]builtInWeapons: or [units:]builtInWeaponSets: would cancel out the equipment from [alienDeployments:]itemSets: but it appears that is not the case.

How do you make a unit only carry the equipment you assign directly to it?

263
Help / Re: What are [units:] race: & rank variables used for?
« on: October 24, 2021, 09:08:19 pm »
I've been digging around and from what I can tell the use for the [units:]race: variable appears to be displaying the units name on the screen that can be accessed in the battlescape by clicking on the unit with the middle mouse button.

Spoiler:

264
Work In Progress / [TFTD][WIP][OXCE] Visual Enhancement Pack for TFTD
« on: October 24, 2021, 08:49:59 pm »
[OpenXcom Extended version 7.0 or newer is required to use this mod]
(Get OXCE 'HERE')


If you are looking to experience unaltered Terror From The Deep gameplay with a visual update this mod may be of interest to you.

All changes are only cosmetic and should only effect the game's graphical content.


This mod currently has five effects:
. Equipment has had its appearance altered to make the BigOb, FloorOb & HandOb match.
. Some equipment has had minor changes to make it easier to distinguish from similar items.
. Weapons will display if they are loaded or unloaded.
. Zombies will wear the armor of the X-Com soldier that the Tentaculat killed.
. Deep Ones will visually carry a weapon that matches their Ufopaedia entry's image.



Additional credit goes to Ohartenstein23 who wrote the script that allows changing of BigOb, FloorOb & HandOb sprites during the battlescape.
Thank you for making that script available for the community to use.


Downloads:
. Visual Enhancement Pack for TFTD (V1-0)

265
Work In Progress / Re: [TFTD][WIP][MOD] Firing Animation for TFTD
« on: October 24, 2021, 08:31:28 pm »
Version 0-5 is up.

Separation between X-Com unit's torso and legs while moving and kneeling has been fixed.

266
Help / Re: What are [units:] race: & rank variables used for?
« on: October 12, 2021, 09:23:12 am »
The UFOpaedia Ruleset Reference Nightly mentions this in its units: section:
Quote
"Defines an alien (enemy) or civilian (neutral) unit, listed in "units:". Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:"

Does this mean the stats are increased / decrease automatically based on what the rank: variable is assigned?

If so where can I see the values that the stats are boosted by?

267
XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99G4.104 (BugFix)
« on: October 12, 2021, 06:33:20 am »
When I unzip your mod there is only a single file called desktop.ini inside the /pedia/ folder.

This file contains:
Code: [Select]
[LocalizedFileNames]
Icehunter_Syn_Cus.png=@Icehunter_Syn_Cus.png,0

Looking around the Google Drive page it appears that desktop.ini the only file currently included.

268
Feel free to spoil.

Spoiler:
Just please don't forget to use the spoiler brackets so that those browsing the "Recent Posts" list don't read something they didn't intend to see.  ;)

269
Offtopic / Re: This game rocks
« on: October 10, 2021, 12:11:24 pm »
My next step is trying to use it with terror from the deep. i also have that game on Dos box. I copid my folders over, but im not sure how to open that game from OXCE.

To toggle between X-COM: UFO Defense and X-COM: Terror From The Deep press the Mod button:


Click the "Base Game" button at the top of the mod menu and select Terror from the Deep:


Click the "OK" button in the lower left side of the screen, OpenXcom will reload:


If you see this screen after the reload then everything should be set to play Terror from the Deep:



You may also be interested in installing this visual mod if you are using OXCE:
Firing Animation for TFTD



(Unless it has already been fixed) there is a bug when playing Terror From the Deep where your Aquanauts will not visually raise their arms to fire two handed weapons.

This mod provides a makeshift solution adding in the missing animation frames without altering the gameplay.

270
Help / What are [units:] race: & rank variables used for?
« on: October 09, 2021, 11:46:32 am »
(Question)
How do you use these variables?

[In the units: section]
race:
rank:


[In the alienDeployments: section]
alienRank:




So far I've been creating aliens in the units: section then assigning those units to a race in the alienRaces: section and fighting them via "New Battle" from the main menu screen.

To correctly integrate them into a real campaign I would like to know what to do with race: and rank: in the units: section.

I've just been giving these two variables temporary values like:
Code: [Select]
    race: STR_ALIENNAME
    rank: STR_LIVE_TERRORIST


The UFOpaedia Ruleset Reference Nightly lists what the variable is, but unfortunately it doesn't elaborate on how to use them:
Code: [Select]
race String ID of the unit race (for alien units).
rank String ID of the unit rank (for alien units).


The alienRaces: section of code appears to already assign each rank of alien to a deployment slot and the id: section controls the race, I think.

Code: [Select]
alienRaces:
  - id: STR_AQUATOID
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - STR_AQUATOID_SOLDIER
      - STR_CALCINITE_TERRORIST
      - STR_CALCINITE_TERRORIST
  - id: STR_AQUATOID_UNDERWATER
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - STR_AQUATOID_SOLDIER
      - STR_HALLUCINOID_TERRORIST
      - STR_HALLUCINOID_TERRORIST


I can tell there is more going on as alienDeployments: also appears to use the alienRank: variable to select units for deployment in some way.

UFOpaedia Ruleset Reference Nightly:
Code: [Select]
alienRank Rank associated with this deployment data, as defined by the order of the race in question

I've noticed that in the units: section the rank: names have _LIVE_ instead of the alien race's name from the alienRaces: members: list.
Code: [Select]
    rank: STR_LIVE_SOLDIER
    rank: STR_LIVE_SQUAD_LEADER
    rank: STR_LIVE_TECHNICIAN
    rank: STR_LIVE_TERRORIST

Is this related to the live alien item when a unit is captured?

I can see that in OXCE the liveAlien: variable on the unit controls the recovered live alien and from what I've read in the UFOpaedia OpenXcom's default method for determining the live alien is to use an item with the same name as the alien unit.

So I'm guessing that this is unrelated with a recovered item and instead performs a different action?




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