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Messages - Docent

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91
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 24, 2019, 10:57:10 am »
This will be fixed with the next update. Just wait :)

92
I have exactly the same problem. it is very annoying :(

93
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 12, 2019, 08:21:49 pm »
Before updating I suggest to pay attention to these things:
1) Now, after the range of automatic firing of the auto-cannon has been increased, at long distances (starting from 21) the auto-shot is more accuracy than the snap-shot...
2) Toxigun (without flask) weighs only 3. Like a grenade. I think it should be more. For now, this is the perfect spare weapon.
3) CostSell of Alloy Vest is 60,000, while the costSell of personal armor is 50,000. I think it needs to be fixed. For my game, I corrected the sale price of Alloy Vest at 40,000.
4) bravery of fighting dogs is only 10. They start to panic before anyone else. This is not very similar to "highly trained dogs are fully capable in battlefield conditions". Maybe it makes sense to increase this value? In my opinion, a well-trained combat dog is not afraid of anything at all.
5) What a lousy sound of shooting a light machine gun? What is interesting, in the same folder is a file with a much better sound! Did you forget to use it? :)

94
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 02, 2019, 07:05:11 pm »
It looks like there is no necessary line in the "languages" files. I think it will be in all languages.

95
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 27, 2019, 11:15:13 pm »
manufacture_FMP.rul:
  - name: STR_HEALING_SPRAY
    time: 600 !!!

It takes more time to make one pathetic jar of healing spray than to make a Medi-Kit! This time it seems, here is an extra zero...  :)

96
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 21, 2019, 11:23:51 pm »
No, I don't think so... Why?

The attraction of an ordinary pistol is maximum? Like a blaster rocket launcher? IMO it should be 5... well, or 7, like all the rest of simple weapons in this mod, including ammo for this pistol.

Research cost 10? It seemed to me that this is not the easiest device to study, to be the cheapest research possible. Seems just zero got lost. )

97
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 20, 2019, 07:50:28 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

98
Translations / Re: Russian Translation
« on: June 19, 2019, 01:12:21 pm »
Это еще один косяк в переводе ваниллы. Последнее обновление перевода этой строки было выполнено два года назад. Тоже нужно фиксить.

А в чем проблема? Это ж дело 5-ти секунд. Вот :)
Или нужно согласовывать, утверждать, голосовать и т. д.? :)

99
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 02:44:40 pm »
Mutons and Ethereals have not yet appeared, but I am sure that they (at least Mutons) will not give me as much trouble. The reason for all is their tanks. Each such tank is two times stronger than Cyberdisk. Even before the first month ended, the terror mission with four tanks appeared! And since then they appear 2-3 times more often than all other races (while there were only Sectoids, Floaters and Snakemans and once Hybrids) put together. If you look at the numbers that are responsible for the frequency of occurrence of the MIB, then it is not clear to me why they should appear rarely. They appear in accordance with these numbers. I have already reduced them by 30% for my game, but in order to achieve a better balance, I think it is necessary to ensure that their tanks do not appear from the very beginning of the game. I see that the growth of the force of the race has already been implemented for MIB by creating two races: MIB and LATE_MIB, I just want to expand this mechanics, can you tell me how to add more types of races for MIB so that they work normally? I tried to figure it out, but I can't catch the logic. It is interesting to me to understand this, not only for balancing the MIBs, but also because it is an excellent mechanic.

100
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 11:31:36 am »
I know how to kill them (actually I didn’t try a flamethrower, thanks), that’s not the point. The fact is that MIB are the most powerful enemies in the game at this stage (0-6 month). Not just the strongest, but much, much stronger than others. Fighting with any other race is just an easy walk, and fighting with an MIB is a real challenge. There is clearly no balance. That is the main problem that I would like to fix.

101
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 17, 2019, 05:35:53 pm »
Please help me!
I want the MIB to become stronger gradually during the game (I have a lot of problems in battles because of their tanks, the game because of this is not fun).
In the file alienRaces_FMP.rul, I created many subtypes of MIB
Code: [Select]
  - id: STR_MIB_1_2
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_SOLDIER
  - id: STR_MIB_3_4
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_ENGINEER
  - id: STR_MIB_5_6
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_LEADER
  - id: STR_MIB_7
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_8
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_9
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_10
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_11
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_STORMTROOPER
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_12
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_HEAVY_TROOPER
      - STR_MIB_NAVIGATOR
      - STR_MIB_STORMTROOPER
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_13
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_HEAVY_TROOPER
      - STR_MIB_NAVIGATOR
      - STR_MIBTANK_TERRORIST
      - STR_MIB_SECTOPOD_TERRORIST
and smoothly divided them by months in alienMissions_FMP.rul.
Code: [Select]
  - type: STR_MIB_COVERUP
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      15:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      17:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
    waves:
      - ufo: STR_DRAGONFLY_DARK
        count: 1
        trajectory: P0
        timer: 6000
      - ufo: STR_MIB_COVERUP_0
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_MIB_COVERUP_0
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MIB_COVERUP_1
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_MIB_COVERUP_1
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_MIB_TERROR
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      14:
          STR_MIB_10: 15
          STR_MIB_11: 25
          STR_MIB_12: 35
          STR_MIB_13: 25
      15:
          STR_MIB_10: 10
          STR_MIB_11: 20
          STR_MIB_12: 40
          STR_MIB_13: 30
      16:
          STR_MIB_10: 10
          STR_MIB_11: 15
          STR_MIB_12: 40
          STR_MIB_13: 35
    waves:
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T0
        timer: 35000
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T1
        timer: 35000
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T2
        timer: 35000
  - type: STR_MIB_BASE
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      14:
          STR_MIB_10: 15
          STR_MIB_11: 25
          STR_MIB_12: 30
          STR_MIB_13: 30
      15:
          STR_MIB_10: 10
          STR_MIB_11: 20
          STR_MIB_12: 30
          STR_MIB_13: 40
    waves:
      - ufo: STR_MIB_BASE_LANDING
        count: 1
        trajectory: B0
        timer: 15000
I found their ship on the ground, but when trying to land, the game collapsed.

Please tell me what I need to fix, so that my new races work normally.

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