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Messages - Human Ktulu

Pages: 1 [2] 3 4 ... 9
16
Work In Progress / Re: [Request] Extra facilities for human base
« on: July 13, 2014, 10:58:44 pm »
Nice work !  8)

17
Offtopic / Re: UFO: Alien Invasion
« on: July 06, 2014, 03:29:03 pm »
UFO:AI v2.5 is a great game, I love it !

But the fonts are horrible, so I download UFO:AI v2.6-dev, extract fonts and make an small mod for the stable v2.5.
https://jo.sau.perso.sfr.fr/pub/temp/mod_betterfonts.7z

Extract this file in installation game and read this for advanced using : https://ufoai.org/wiki/Mod

et pour mes amis francophones : https://www.aeriesguard.com/UFO-Alien-Invasion-dev-v2-6

Enjoy !

18
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 21, 2014, 08:14:39 pm »
Which difficulty level you play ? In max level I found more difficult to intercept UFO. You have cover all planet with radar monitoring ?

ps : Sorry for moment it's very difficult for me to fallow/develop this project. I have all trust to Solarius and hope return with you very soon.

19
Work In Progress / Re: [The Final Mod Pack] Vessels part
« on: June 21, 2014, 08:07:46 pm »
Conclusion:
Sprite 23, as defined in the crafts section, is related to position 56 in BASEBITS.PCK as well as 23 and 34 in INTICON.PCK. This is not so for this ruleset, therefore the game crashes.
This is further confirmed by the fact that in base view, I'm clearly seeing a Sentinel bitmap where there should be a Raven.

Now, tell me honestly, Ktulu: have you actually tested this compilation before releasing it, or perhaps I missed some fix? :P

EDIT: See attachment for fixed ruleset. Please update the mod.

Honestly, only very little. I check research, manufacture and ufopedia.

20
Work In Progress / Re: New weapon graphics
« on: June 21, 2014, 08:01:54 pm »
I like Chiko gfx  :P

21
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 21, 2014, 07:59:15 pm »
Wow, not bad !  8)

22
Work In Progress / Re: [MODDERS RESOURCE] XA Armor
« on: May 23, 2014, 06:09:08 pm »
Very biutiful armor !  8)
It look like yellow armor of Alien Shooter.

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 21, 2014, 11:37:20 pm »
Hum, "calibrate" operations ... Not bad, I need to think on that.  :P

[EDIT] Ok, I understand your proposal. The difficulty is that it is now necessary to take into account the probabilities. In the last situation, we researchs laser pistol in 7 steps, and use plasma (pistol+rifle+sniper+heavy+caster+blaster ?) in 7 steps too if you have enormous lucky. So for laser you have only 12.5% chance to found "anti-matter containement" in first, and for plasma you have 37.5%, then 28.5% and finally 16.5% of chance to found the 3 using empty tech in first.

It's not easy to to anticipate all possibilities, but it's possible to unlock laser and plasma in same time 50% of time ?

24
Work In Progress / Re: Mixed Crews for UFOs
« on: May 21, 2014, 08:05:05 pm »
Yes, I debug ruleset myself with https://yaml-online-parser.appspot.com/
But its only works for tactical trainning ?

25
Work In Progress / Re: [The Final Mod Pack] Vessels part
« on: May 21, 2014, 08:02:44 pm »
Hello,

Tahks, but Guardian is just an alloy Skyranger little modified. Skytransit is already used in v0.9.4 package as Alloy Skyranger (included by solarius).
For "standard" Skyranger I may only use "the side doors" mod (ressource mod, no ruleset).

But I'm not hostile for a new human transport, like chinook for exemple (little transport for 8 soldiers and no HWP) ;D

26
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 21, 2014, 12:23:40 am »
Hello,

For the tech tree I have maybe an idea of compromise. If aliens artefact use an complex "mind & genetic locking" unbreakable system, Human's can't use directly plasma/fusion weaponry. These articles can only be "dismounted" (produce special weapon parts item) or sold. As soon as research is finished, the weapons can only be manufactured with "weapon parts", and allow to manufacture this spare items (complex manufacturing).

We can use "terrain plasma" mod for the mod architecture, but using the same sprite for "alien" item and "terran" item. We can only make new labels, exemple for plasma rifle :
- Plasma Rifle (alien weapon unuseable for human)
- Retrofit Plasma Rifle (for human)

Idea for the plasma rifle weapons part (research with random system of engineer interogation  ?) :
- Plasma Filter (give by item and advanced plasma physics)
- Gravity Containement (give by item and alien gravity generator)
- Particle Accelerator (give by item and particle acceleration)
- Rays Concentrator (give by item and Delta radiation)

For resume : you kill an alien, take alien weapon, dismount it in workshop and study weapon part with engineer interogation. Finally this allow it to manufacture the weapon component, and "assemble" new weapon manufacture.

What do you think about this ?

27
Work In Progress / Re: [The Final Mod Pack] Misc part
« on: May 20, 2014, 11:45:22 pm »
Hello,

In fact I simply thought to make a list and validating the compatible mods being able to be used directly.
Or simply an "compilation" of existing mods with compatibility checked.

28
Work In Progress / Re: [The Final Mod Pack] Personnal Armour part
« on: May 20, 2014, 10:47:15 pm »
Harkonnen trooper ?  :P

29
Work In Progress / Re: [The Final Mod Pack] Vessels part
« on: May 20, 2014, 09:38:39 pm »
Thanks Falko, I will see that  ;)

30
Work In Progress / Re: [Request] Extra facilities for human base
« on: May 20, 2014, 09:32:53 pm »
Don't worry civillian, "all things come to him who waits" (it is my future epitaph).

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