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Messages - luke83

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46
Other than some bug fixes, this weekend i gave the civilians the ability to defend them selves and Added some Robots for the Mech-Army.

47
Work In Progress / Re: Mission zones examples
« on: December 07, 2019, 01:08:59 am »
@meridian

Do you just add them in like Mission sites?

Code: [Select]
    missionZones:
      -  #MZ 21 - Water_only_Base_TEST
        - [340.8, 40.8, 16.8, 16.8, -1]

I did one of the above for each region all with different values, i then:

Quote
  - id: P29 # NEW Water BASES BY REGION - USES POINTS
    groundTimer: 1000
    waypoints:
      - [7, 1, 100]
      - [7, 3, 50]
      # - [7, 0, 25]
      # - [7, 1, 16]
      # - [7, 0, 100]
      - [7, 3, 50]
      - [21, 1, 100]

Tried to do the above to get my UFOs to endup at the desired point to spawn the alien base but it doesnt look like its working.


Im happy to do the extra work to avoide base CLUMPING like i am currently getting so please let me know if im on the wrong track with this :) :P

48
Been Recycling Vanilla mapsets into new things again this week, this Grunge set has been altered to become my Gillman Kingdom base , the video below was my  testing it ( only a few issues left now to fix)


Update, now its fixed :)

49
OXCE Suggestions Y-script / Re: [Suggestion] Unit sprite overlays
« on: December 01, 2019, 10:15:24 pm »
Im a modder, and i would love thos features if it can be done :P

50
Help / Re: Quick question on mission script.
« on: December 01, 2019, 08:27:54 am »
Duplicate the code and change the spawning time...as far as i know its the only way BUT i have only been doing it fora a few Weeks also so i am not a expert.

51
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 30, 2019, 11:08:04 pm »
Well, i have sunk another 2 hours in over the weekend,  i am also trying to get a extra 2 textures to work ( i have 1 working band one not so much), this is difficult to do since i have a limited colour range and dont want it to just be the same colours as the other ones but i will see how i go.

Thats enough globe fun for now, back to Factions :)

52
Tools / Re: MAPVIEW upgrade
« on: November 30, 2019, 09:45:09 pm »
I dont think it does yet ( if it does, i have never found it, but to be honest, i have not gone looking before today), you just edit it through the "MapTilesets.yml" file in your favourite Text Editor, you will find this in the Settings folder of Mapview2.

the Process is:
Manually duplicate your desired  .map file and .Rmp files, renames these to what ever you want
Open MapTilesets.ym
Edit the file to create your new map names

as you can see below, the format of the MapTilesets.ym is pretty straight forward:
Code: [Select]
#----- base XCOM --------------------------------------------------------------#
  - type: XBASE_00
    terrains:
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes
  - type: XBASE_01
    terrains:
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes
  - type: XBASE_02
    terrains:
      - XBASE1
      - XBASE2
    category: base XCOM
    group: ufoLandscapes

53
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 29, 2019, 01:37:04 pm »

54
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 06:57:55 pm »
Yes, it will be available for all to do with as they wish,i will maintain the master copy on the MOd site but anyone who wants to install into any mod can.

I expect it will be:
globe item
globe new MZs ( land only and Water only)
Geoscape Textures
Geoscape Hybrid Pallet
and i will throw in the pals for underwater also  i guess :)

55
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 11:22:18 am »
I know its not easy, i am not having a go or anything, believe me when i say i understand the challenges of that tool,  i have made 2 other globes already and the tool has a few bugs in it that you need to work around :o

 This is why i will build this globe for everyone, as i think i am last one who knows this tool pretty well ( I believe  Hobbes uses Volutars tool but i couldn't even get that to start last time i tried) but i have not seen any other modder publicly try to use falkos tool in a very long time.

56
this is how NOT to play xcom....this is some testing that went wrong :)


57
Tools / Re: MCD Edit by volutar
« on: November 28, 2019, 10:57:01 am »
Of course there is, i try to cover the main topics : http://openxcommods.weebly.com/mcdedit.html

58
Released Mods / Re: Build mods from Ethereal.
« on: November 28, 2019, 10:54:56 am »
Not quite understood, but it's solvable by a separate, public version, free to use. All hybrid mods will be glad to such globe.

I tried hard to make my Geoscape look unique, see my Buttons are different to Vanilla and my Background is RED, i would like to keep such things as unique for as long as i can encourage it within the community :)

59
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 10:50:44 am »
I looked at your one, its ...how do i put it nicely, no good for textures, SURE you can raid a UFO that lands on there but how do you make it sexy? You have too many points merging off the same pionts, this limits your options for textures as you would need to make the cluster of the all the same texture to hide it.

60
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: November 28, 2019, 09:04:05 am »
2 hours ( including the time it took me to eat Dinner), well thats enough of that, i have a broken ruleset to try to fix.

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