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Messages - Thermite

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76
Would this be available as a default (the mods that come with the install on the standard folder) mod?

77
The X-Com Files / Re: A few problems I noticed
« on: April 18, 2020, 02:44:22 am »
I'm saying I know exactly what the problem was because I wrote the code to fix it in OXCE. It is fixed, but you won't see it in that specific saved mission. The bug created a corrupted battlescape map, so you will have to start a new mission with a new map for it to be fixed.

So...
As surprising as it might be...
I am using the latest version.
Also, this is the XCom Files subforum, I think I was using an unfinished build of the sprites set...

78
Giant rat breeding... Is that how XCOM uses pax-tayers' money???  ;)
 I wonder if you could sell them to start a somewhat profitable enterprise.
Or employ them as cheap kamikaze scouts/bombers.

*Checks github* Oh my, you have some interesting ideas, Solarius.

It's what they wanted!

79
Sorry, had to remove the cheddar joke.. I'll think of how to work it back into the mod somehow :)

WAH!
:A:
Also, it isn't cheddar, it's Camembert. Different cheeses, also, it's stinky.

80
The X-Com Files / Re: A few problems I noticed
« on: April 17, 2020, 10:51:11 pm »
Please provide a  .sav file to find out in whar map it is :)
It's not a map problem, it's an OXCE problem. If you update your OXCE, future missions should not have tire dumps at crossroads, but it won't fix the mission you posted the picture about.

It wasn't a complaint about the save file, per se, but more of a complaint about the crossroads problem.

81
The X-Com Files / A few problems I noticed
« on: April 17, 2020, 07:24:31 pm »
1st: The UAC craft cannon is, on the buy menu, listed as STR_CRAFT_SYSTEM, which isn't defined for neither en-US nor en-UK, maybe a typo on either the translations or the cannon entry, also would recommend listing it as STR_CRAFT_ARMAMENT, since it fits better with it's purpose.

2nd: Whenever a Red Ops soldier is interrogated, only the combat analysis of the male model is unlocked, making so that I can't know the stats of female Red Ops soldiers while on the battlefield by middle clicking them.

3rd: this made me wheeze, maybe it was already fixed, but a tire dump in the middle of the road feels funny. (See first attachment)

82
I think this is over-engineered, I'd just make it so the end product goes into "Transfers" with a set number days to arrive. Just like for some transformations.
Nevertheless, a change in code would still be required.

I thought the facility shouldn't need any creatures just to be built. But the actual breeeding would.
But your idea may actually be better. You need, say, 10 x STR_GIANT_RAT_TERRORIST to start the rat colony. After that, you don't even need any rats to make more, because it is assumed that you already have a growing rat swarm, so recruiting new rats becomes a matter of selecting some promising individuals and running them through basic orientation. And no new code required.

OK XD
For now, let's focus on rats... This is all purely conceptual at this stage.


EDIT: Made the map. :) See attached.

EDIT 2: Basescape.


EDIT 3: It's in the main mod! Thank you for this fun idea, Thermite. Of course, you'll be credited.

X3 THANKS!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

83
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 12:28:41 am »
I agree on it looking like a very fun idea.

Regarding how it'd work, you'd need to add a new equipment filter/category for "non-lethal", and also give a metric fuckton of negative points for killed enemies.

If "enemies" also have only non-lethal weaponry, the only way to explain why squad wipes (everyone falling uncoscious) are possible is that their performance was so bad they were fired by the council as a political way to save face, regardless of their history and stats. And for this reason, no mission aborting - it wouldn't make sense to let those who managed to flee keep their job.

Regarding rewards, besides points, I'm thinking the biggest draw should be a commendation, with more stats rewards than usual, acting as a training certificate. Maybe each soldier could only get one level of such certification max, but there could be multiple different certifications for multiple different training exercices, be they differing in difficulty/tier or in ambit: rescue and fire-fighting, finding and capturing a dogs (trained not to bite) in a limited number of turns...


But yeah, this is extra work, and as much as I'd love it, I'd rather you invest developement time into finishing cult of apocalypse and MiB.

Also add hostage situations as well?

84
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 12:17:25 am »
So periodically Council does some spec ops training/evaluation...
Like storming a house or item retrieval, hostage rescue or other stuff.
Enemies are either real (only stun allowed, casualties give heavy score losses) or targets (via tile script, needs proper weapons to damage it).
Organisations in this kind of profession do that. Pretty much all of them. Either to compare or to train each other.
(E.g. council wants to train their people by watching your tactics or its a normal spec ops tournament)

Gives some Council props (score, land surveys, whatever) and maybe some money.
Settings can be different (1-4 man teams or so), undercover or not, multi stage even, heavy restrictions on equipment.

Alternatively: tank race  ;D
AI only mission, tank goes on a track and shoots at targets, fixed low number of turns then automatic win, score by destroyed targets.

Sounds neat!

85
Offtopic / Re: XCOM Inspired Fantasy Game
« on: April 17, 2020, 12:15:56 am »

That's a lot of boots


One thing I don't like: the sprites for the ground make it harder to know what is in front/back.

86
Well maybe, but as I said, I can't see a better way of doing it... We'd need something like delayed manufacture (where the item arrives long after it's been produced), and that's not possible, hence the building idea.

Of course we could have multiple buildings for various beasties, too. (Not sure if sensible... But cute)
I think a flat production time would do better, but that would require engine changes.
 And what do I mean, you ask. Well, basically it means that, no matter the amount of workers put into it, each recipe will require X amount of time to pass before it finishes. Any remaining work hours put into it will either be wasted or put into the next iteration of the project and such time will pass independently of the amount of workers put into it. But will only start ticking once the amount of work hours spent are greater than 0. Add some proportion maths into account and you can have a dynamic idle time cap for the project, meaning that enough work was done for the timer to start ticking, add a field that accepts either percentile (below or equal to 100%) or absolute values of work needed to start the timer and we have something somewhat decent for modders to use.

 If you are going to use the facility idea, though, make sure they require more than one STR_GIANT_RAT_TERRORIST to be made.

Kinda too furry lol :D
(Piratez have them, though)

X3
But I like my things furry.

87
Well, if that's the issue, I can do it myself :)

 Maybe add animal pen space to it and, I dunno, make some transformations, like werewolf, werecat and so on, or the production of such units only available if it is there?
 "Barn" would be a good theme. Make it so it is a lab space where you lab grow animals (In vitro or not).

88
The X-Com Files / Re: How do I make a subMod?
« on: April 15, 2020, 11:40:11 pm »
I really am not sure on how a sub-mod would interact with this, but I think so long as you redefine each of the researches involved FULLY in your submod exactly as they were in xcom-files but with your modifications it should work.

Bear in mind that I'm not someone who works heavily with modding.

Thanks

89
Tools / Re: Ruleset Validator for VSCode v0.9.4
« on: April 15, 2020, 11:39:10 pm »
What the heck?
It just works now?
Did the configuration change take forever to take place?

90
10 days isn't much considering the number of engineers at your average base.

How much would you recommend then?

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