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Messages - Thermite

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91
The X-Com Files / Re: How do I make a subMod?
« on: April 15, 2020, 01:13:52 am »
Code: [Select]
  - name: STR_GIANT_SPIDER
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_STRANGE_CREATURE
      - STR_RANDOM_ANIMAL_RESEARCHED
  - name: STR_RANDOM_ANIMAL_RESEARCHED
    cost: 0
    points: 500 


I think that should work...

Even if it is defined on the XCF files?

92
Tools / Re: Ruleset Validator for VSCode v0.9.4
« on: April 15, 2020, 01:09:38 am »
Two posts above is a visual guide how to switch between OXC validation and OXCE validation.
Still doesn't work. keeps highlighting those as invalid

93
Tools / Re: Ruleset Validator for VSCode v0.9.4
« on: April 14, 2020, 08:48:56 pm »
randomProducedItems, refund and other OXCE .rul properties aren't accepted by the ruleset tools.

94
The X-Com Files / Re: How do I make a subMod?
« on: April 14, 2020, 08:24:25 pm »
I don't know, but in most cases altering an existing metadata file is good enough.

I wanted to know if there was a "requiredMasterVersion" namespace.

95
This is something I've actually wanted to do myself, but never had the time!

I've briefly reviewed your mod (just read through the rulesets) and it's OK in principle, though I think it's maybe too powerful. This allows you to make a rat army at practically no cost and in record time (not counting training). I would think about increasing the cost somehow. Perhaps a good idea would be a requirement of having a special building for breeding rats? (And other buildings in the future, if we expand it to other critters.)
Also, on the other hand I don't think breeding should require researching those other creatures, as this technology is fairly mundane, even if the rats are bigger. But instead, I'd add Rat Recruitment as a prerequisite, because why breed them if you don't intend to use them?

Overall I like the concept and after some polishing will be happy to include it with the main mod, if you allow.

 I wouldn't mind if it was added to the main mod.
 And I agree, maybe this is a little bit OP, specially since you can farm the critters for Energetic Blood Plasma (EBP). I did make the process last for about 10 days of work hours, though, so that might help on balance a little bit.

96
The X-Com Files / Re: How do I make a subMod?
« on: April 14, 2020, 07:27:02 pm »
What do you mean? You can edit or reference the sea object/item in a different .rul file but other than that you pretty much always have to open the file to edit it??

I want the STR_GILLDOG, the STR_BLOODHOUND and the STR_GIANT_RAT to unlock my research, so I have to only have one of them researched.

97
The X-Com Files / [WIP][somewhat finished][XCF submod] X-Com breeding
« on: April 14, 2020, 06:38:42 am »
 This is a submod for the X-Com Files. Since Giant rats aren't that easy to come by to some of us, I made this mod with a few recipes to let you breed your own. Maybe add Gilldogs and Bloodhounds too if Solarius ever comes to make them units. Any help is appreciated.
 Git repository

 The mod can be downloaded from the repo by clicking the green button "clone or download" and downloading the ZIP file. Note that the folder will have the hidden .git folder that is used by the git software for version control, which let's you update the mod without having to download everything again.

 The X-Com Files also has a Git Repo, if you are interested.

98
The X-Com Files / Re: How do I make a subMod?
« on: April 14, 2020, 04:33:05 am »
How do I edit a ruleset without editing the file directly?

99
The X-Com Files / Re: How do I make a subMod?
« on: April 14, 2020, 01:32:04 am »
Here's you new bible :)
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

I would start with analysing other mods and copying them.

What exactly are you trying to do, by the way? We can show you the ropes.

Is there a reference for the metadata file?

100
The X-Com Files / Re: How do I make a subMod?
« on: April 13, 2020, 01:12:31 am »
Heres a sort of template for the second one, using a zombie boomer(shamelessly copied and edited from the live zombie boomer blood plasma extraction in xcomfiles).

  - name: STR_BLOOD_PLASMA_DONATION_ZOMBIE_BOOMER_LIVING
    category: STR_BIOEXTRACTION
    requiresBaseFunc: [BIOLAB]
    requires:
      - STR_MUTANT_BLOOD_PLASMA
      - STR_ZOMBIE_BOOMER
    space: 3
    time: 50
    cost: 100
    requiredItems:
      STR_ZOMBIE_BOOMER_TERRORIST: 1
    producedItems:
      STR_MUTANT_BLOOD_PLASMA: 2
      STR_ZOMBIE_BOOMER_TERRORIST: 1
    listOrder: 207915


I hope most of the values in this are self-explanatory

How did you figure out the list Order, btw?

101
The X-Com Files / Re: How do I make a subMod?
« on: April 13, 2020, 12:53:24 am »
Thanks you all.
All of this was lovely.
xoxo

102
The X-Com Files / Re: Sawn-offs are listed as pistols, not shotguns.
« on: April 13, 2020, 12:51:48 am »
Yes, so it's no longer a shotgun.

I digress, but ok.

Indeed, but as far as I understand the engine, it's a special case (hardcoded). If I'm wrong, please correct me.

I have no idea, so can't say about it.

103
The X-Com Files / Re: How do I make a subMod?
« on: April 12, 2020, 01:32:13 am »
The second idea needs to be clarified first. What exactly do you mean by a blood donation system?

Creature goes in, price and work is done, creature goes out + blood plasma.
Possibly a way to purchase it, at a hefty price, from the buy list too?

104
OXCE Suggestions DONE / Re: [Documentation] Mana
« on: April 12, 2020, 01:30:01 am »
I did propose StatStrings which can read scripted Tags. They would allow such things.
It is already implemented and would just need some lobbying amongst modders.

OwO
Can I see?

105
OXCE Support / Re: Xcom Utils: statstrings
« on: April 12, 2020, 01:22:47 am »
I never used stat strings. And I don't think they will use properly with XCF, since different stages of the game have different stat scales.

That can be added to the specifics of it, though, i.e.: it's ruleset...

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