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Messages - The Martian

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601
Help / Re: Reserved slots on X-Com Craft for HWP?
« on: October 08, 2019, 12:18:04 pm »
What I'm hoping to achieve is the limiting of specific slots on a craft to being only HWP compatible.

The reason for doing this is an X-Com soldier in power armor is much like a walking tank but with better tactical abilities, so there becomes less reason to take tanks with you once you have strong soldiers.

However if the slots can be limited so that only a HWP can be placed on it then there is no reason not to take the additional support of an HWP into battle.


Example:
Currently a skyranger can hold HWP or Soldiers in all slots available

N = Normal slot that can hold a Soldier or HWP.
O = ONLY HWP

Normal Craft Layout:
NNNNNNN
NNNNNNN


What I want to setup is a craft that can only hold X number of soldiers and also additional HWP on top of that number.

Craft Layout that supports space for 1 tank in addition to 10 soldiers:
NNNNNOO
NNNNNOO



The soldiers must be unable to be assigned to the slot that a HWP is reserved to potentially occupy. So if a player has no HWP, those slots become wasted space.

This encourages use of HWP to prevent wasted space in a squad deployment.

Is there currently a feature that supports this?

602
Help / Re: Alien use of ammo: Can they run out?
« on: October 08, 2019, 12:03:26 pm »
Thank you for the information. ^_^

603
Help / Alien use of ammo: AI can use additional ammo slots?
« on: October 08, 2019, 12:02:32 pm »
If you define a weapon with multiple ammo slots is the enemy AI able understand and use the additional ammo types?

Or is this strictly a feature for player units?


(UFOpaedia: Compatible ammo and Action Mapping)
Code: [Select]
- type: STR_WEAPON_WITH_4_AMMO_SLOTS
   ammo:
     0:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_2 ]
       tuLoad: 5
       tuUnload: 2
     1:
       compatibleAmmo: [ STR_AMMO_3 ]
       tuLoad: 10
       tuUnload: 4
     2:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_4 ]
       tuLoad: 10
       tuUnload: 4
     3:
       compatibleAmmo: [ STR_GRENADE ]
       tuLoad: 20
       tuUnload: 8
Code: [Select]
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false
   confSnap:
     shots: 2
     name: STR_DOUBLE_SNAP_SHOT
     ammoSlot: 0
     arcing: false
   confAuto:
     shots: 1
     name: STR_LAUNCH_GRENADE
     ammoSlot: 3
     arcing: true
   confMelee:
     name: STR_PUNCH_IN_THE_FACE

604
Help / Alien use of ammo: Can they run out?
« on: October 08, 2019, 11:57:11 am »
Do enemy units consume the ammo in their inventory as they fire weapons and reload from their own personal inventory supplies when necessary?

Or do they just have an infinite supply of ammo and only the player is restricted by a units total ammo loaded/carried?

605
Help / Reserved slots on X-Com Craft for HWP?
« on: October 08, 2019, 11:51:03 am »
At the moment if a craft has 8 slots and can carry 1 HWP then these configurations are possible:
. 8 Soldiers 0 Tank(2x2 HWP)
. 4 Soldiers 1 Tank(2x2 HWP)
. 7 Soldiers 1 Dog (1x1 HWP)
<This unit can be found in mods like the Final Mod Pack.>

Is it possible to cause slots on a craft to be "Reserved" so that only a HWP can use them and a X-Com soldier cannot?

For example a craft with 4 HWP slots and 4 soldier slots could only have these configurations:
. 4 Soldiers 0 Tank(2x2 HWP)
. 4 Soldiers 1 Tank(2x2 HWP)
. 4 Soldiers 4 Dogs(1x1 HWP)

I'm hoping this is possible as it would mitigate the superiority of X-Com soldiers over HWP which encourages their disuse.

606
OXCE Support Y-scripts / Re: Help with scripting...
« on: October 06, 2019, 11:53:04 pm »
I'm not sure if this is what you are looking for, but perhaps it will be useful if you are not already aware of it:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types

607
Resources / Re: Ryskeliinis sprites
« on: October 02, 2019, 08:24:34 am »
Thank you very much. ^_^

608
Resources / Re: Ryskeliinis sprites
« on: October 02, 2019, 07:56:47 am »
Does anyone have the "Sectoids Retarded Cousin" files archived?


Unfortunately the link to the file in the original post appears to be dead.

Sectoids Retarded Cousin, just for lulz

https://www5.zippyshare.com/v/65008454/file.html

feat. Battlescape anims & corpse, inventory corpse.

This is just a simple edit for the sectoid... at the weekend when i was bit drunk  i had this vision of this little abomination sectoid.. retarded cousin of sectoids. just really had to make this for the laughs. Use freely in your mods if needed. (it can always be something else than retarded cousin, maybe a sectoid without a suit or lower intelligent sectoid, your choise.)

609
IDT Modding Hub / Re: Doom mod - IDT community Project
« on: October 02, 2019, 07:44:29 am »
Judging by your screenshot the Doom monsters look pretty good in an X-Com setting, I'd like to see more of this.

(certainly Piratez, which have had them for years).

I just took a look inside the X-Piratez files and it appears that the mod contains data for these doom monsters:
Spoiler:
Imps, Baron of Hell, Demon/Pinky, Spectre and the Cacodemon.
(I was surprised to see the Spectre's data there, cool stuff.)
There are also a few doom monsters that do not seem to be included in X-Piratez:
Spoiler:
Lost Soul, Arachnotron, Arch-vile, Hell Knight, Mancubus, Pain elemental, Revenant, Cyberdemon and the Spider Mastermind.

hell im not even the biggest Doom fan ( i do like Classic doom but not any of the remakes).

If your interested in playing more classic doom like gameplay, then I would highly recommend giving the Hell-Forged mod a try.

It has level design that is exceptionally well done.


Hell-Forged (V. 1.00a)

Additionally it works well when installed along side this graphics mod:
Nash's Gore Mod

610
IDT Modding Hub / Re: Pyramid Rebirth
« on: October 02, 2019, 06:58:17 am »
These pyramids have a unique feel when compared to the classic UFO shapes that instantly sets them apart.

This is already filling my head with interesting ideas as to how they could be utilized.

Thank you for sharing your work.

611
Help / The trainingRooms: variable on Base Facilities.
« on: September 17, 2019, 12:37:31 am »
How does the configuration of the "Base Facilities" variable for trainingRooms: function?

Is it possible to change any of these conditions?

- The specific stat gained.
- The amount of stat gained per training sequence.
- The number of days of training until a stat increases.
- The maximum a stat can be trained by that facility.




(Additional Question)
If configuring the facility to train a specific stat is not possible then which stats are raised by a facility that has the trainingRooms: variable configured?
(All of them but PSI related ones, or just all stats without exception?)

612
Resources / Re: Graphic Gallery
« on: September 12, 2019, 09:33:08 pm »
I worked on these a couple years ago and started building out a mod. The idea was laser weapons that used power capacitors, then after elerium they would be unlimited. I have floor and hand graphics as well, I believe, if there's any interest.
Did Oftcrash upload the HandOb & FloorOb images for these cool looking lasers?

I've been looking but I can't seem to find them.

613
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 12, 2019, 07:15:45 pm »
Is there any special pre-requisites for the Alien data slate?
Spoiler:
I think you need "Alien Codes" & "Alien Electronics" research.

614
I want this small rockets! Does anyone have a working link?
Sorry Docent I couldn't find the original file archived anywhere, however I cobbled together a replacement based on the mods description so I hope that will do.

The Small Rockets take up only 2 slots and the weight has been reduced.

This mod also includes hand animations from Ivan Dogovich's Improved HandObs Pack v.1.1 so the small rocket will appear when held by a soldier.

Micro Rockets.zip

This only includes the Small Rockets, if you are looking for the armor I believe that the Final Mod Pack uses something like it as well.


Off topic:
Does anyone know where the Uzi seen in the mod's initial screenshot is from, it looks pretty good.


615
Help / Re: Palettes
« on: September 11, 2019, 12:22:50 am »
I tried it on Falko's Palette tool and I think it worked.

Make sure to set it to fix-palette (ufo-battlescape).

Also be aware that the resulting image will be a .png file.

From what I've read some OS have trouble with .gif when using
OpenXcom so perhaps .png will serve you better?

EDIT:
everywhere everything is fine, but not in ufopedia. How to fix?
The ufopedia has a different pallete I think.

But if it is an Armor display I believe there is a special command you can give it that loads it differently along with displaying the armors stats... which you appear to have already done and it is giving you the error.

Try loading the image as a .png and see if that changes anything?


EDIT:
Disregard my above comments, I just tried viewing the .png and I'm also seeing the corruption.

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