Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MFive

Pages: 1 2 3 [4] 5 6
46
Released Mods / Re: [WEAPON] Clips for laser weapons
« on: March 09, 2014, 08:40:01 am »
i really like this mod, and i have attempted to add LiPo and LiFe battery variants to the rule set

but for some reason it does not work, could any one help me with this?

EDIT: oops, forgot the file!

47
Suggestions / Psi Lab modification
« on: October 23, 2013, 07:17:39 am »
Is there any chance that we could change what stats the Psi lab alters? this way we could make gene splicing labs for our soldiers :)

48
Troubleshooting / Re: Superhuman difficulty -aliens number problem
« on: October 07, 2013, 03:57:05 am »
guys, i have found i similar problem, though i did not post a report due to the fact that the game CTD'd right before then end, but anyways, the problem was that i found 7 cyber discs in a single terror mission O.o the problem may not be just low number of critters(though i do have a few mods, though none effect the aliens)

49
Work In Progress / Re: OpenXcom mods
« on: October 03, 2013, 10:48:10 pm »
for now i am trying to see what i can do with a ruleset, this being my first 'programing' experience in IRL(out of classroom) and me still on collage, i just wanted to get this cleared up for the future, i have ideas, but not sure how to implement them yet, have been working with some 'older' mods seeing if they could be implemented better and or combined into a single mod, the combination i have so far i find very promising so if i can get them into a single rule set then i will post it and have some fun, but untill then i still need to get the tile maker working(need to make some more 2 story building for the base)

50
Work In Progress / Re: Sorry I broke all your strings
« on: October 03, 2013, 10:39:26 pm »
should pin this, have found it very useful :D

51
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 10:37:47 pm »
Ryseliini, these guns look amazing, great work!

52
Work In Progress / Re: A Few Questions
« on: October 03, 2013, 09:25:12 pm »
When I have errors in my rule sets it tells me what line is the problem, I just wish it told me which rule set was the problem :'(

53
Work In Progress / Re: Brainstorming for slower technological progression
« on: October 03, 2013, 09:26:54 am »
forgot to add laser tank to the extra strings

STR_TANK_WEAPON_LASER: Tank Laser Weapon

other than that, looks great

54
Released Mods / Re: Improved Nations Mod
« on: October 03, 2013, 08:40:01 am »
At some point, I'll get around to doing funding for the nations in the game. The problem is finding a proper metric that balances the game, to avoid the fact that the US defense budget is 40%+ of world defense spending.

i have no problem with a higher funding amount, as it also means higher risk that the nation sign a pact with the alien foe, but until now i had not realised that america was funding 40% ...

55
Work In Progress / Re: Brainstorming for slower technological progression
« on: October 03, 2013, 06:08:55 am »
okay, after a lot of trial-and-error I have started playtesting a ruleset that I think does what I want it to do... I'll share it with you, but since it is very much work-in-progress, don't expect it to be perfect.

I'll try to sum the included changes up tomorrow, but right now I'm just going to throw it at you in case you want to try it :)

looks great, i will give it a try, i have been working on a kind of 'light' research complexity mod but this is almost exactly what i would have liked it to be when it grew up, so i will give this a try :)

56
Released Mods / Re: Improved Nations Mod
« on: October 03, 2013, 06:05:43 am »
will update, no problems so far, but i wonder, do you plan on adding funding for the nations that you add? (not a whole lot, but something to show the player that they are in the game) also,do the new nations get graphs with this mod? if there are supposed to, they don't for me

57
Work In Progress / Re: A Few Questions
« on: October 03, 2013, 06:03:39 am »

58
Work In Progress / Re: OpenXcom mods
« on: October 02, 2013, 10:42:21 pm »
not sure where to ask, but are the sprites on the mod-sight i are available for public use(provided credit of course)? or should i PM(or otherwise get ahold of the individual person) them?

many nice sprites there with no rules or way to use them(aside from copy-pasta over pre-existing xcom stuff)

59
Work In Progress / Re: A Few Questions
« on: October 02, 2013, 10:35:58 pm »
installation is the closest word i can think of, though after re-reading Super's post, (i tend to skim read a lot) a few rulesets are not that bad, but originally i had the idea of allowing 'every' feature in my mod to be turned off and on via advanced options(though i now understand that is not possible for rulesets) so when he said to just make a few rulesets(agen, skim reading) i was like O.o 10 ish rulesets for a single mod would be rather inconvenient
 
i found it a bit of a pain to copy/pasta around 8 ish ruleset names into my cfg file(perhaps steam has made me lazy  :P)

60
Work In Progress / Re: A Few Questions
« on: October 02, 2013, 07:26:07 am »
sounds a good idea, though it will make installation a bit of a pain(unless i can make a script to add the line automatically)

thanks for the help  :)

Pages: 1 2 3 [4] 5 6