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Messages - MFive

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Work In Progress / A Few Questions
« on: October 02, 2013, 05:40:14 am »
Question #1
i was wondering, are advanced options added via ruleset, or .cfg file, if one of these, how do i add them?

i have a mod brewing, but not sure how far it can get givin my extremely limited experience, was thinking that is a start adding these(as i planned on its features be optional) at the start it would be easier

Question #2
as explained above, i am very new at this so, can i ask what is wrong with this ruleset that i am working on, the problem is an 'illegal block entry' on line 20, column 4. i simply don't understand what the problem is, i have copied the code from the main ruleset and simply changed what research is depending on what research

Released Mods / Re: Ufo:TTS Style SniperRifle
« on: October 02, 2013, 05:25:44 am »
thats done it, thanks guys  :D

Released Mods / Re: Ufo:TTS Style SniperRifle
« on: October 02, 2013, 12:03:35 am »
as for the "STR_SNIPER_RIFLE" name thing, that's because a recent update changed the naming conventions for in-game localized names. a hot fix would be to edit the .rul files:
--> search for "- type: English" and replace it with "- type: en"
--> search for "- type: EnglishUS" and replace it with "- type: en_US"
(I don't know for the other languages... Spanish is probably "es" and so on...)

i have tried that, though no EnglishUS was found, i did find EnglishUK and replaced it with en_uk and it did not work :(

Released Mods / Re: Ufo:TTS Style SniperRifle
« on: October 01, 2013, 08:13:23 am »
i love this mod, my only complaints is that it might not do enough damage, in theory it should powerful enough to kill a human in a single shot, mostly like modern snipers(i am no expert, but isn't that the point?) so, should't it kill a sectoid in a single shot? mine have been taking 2 shots or more, its not bad given the great range and accuracy. the other being is the current name, STR_Sniper_Rifle ... the same as the rule set, i have looked at it but have VARY little understanding of C++(i think that is what the rulesets use) and cannot find a solution to the name

Released Mods / Re: Improved Nations Mod
« on: October 01, 2013, 06:13:11 am »
Latest version, a few more cities; now works with latest nightly.

do i simply replace the old ruleset with this one? or do i need to make the current one use this one too, if the latter, how do i do this?

excited to try, will report any bugs that i find

EDIT: nevermind i figured it out

Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 11:39:11 pm »
As much as I'd like to see a special "middle eastern" terror map chunk set for missions in the middle east...that's not likely to happen for a while.  :-[

ok, one can dream though :D

I had some plans for a middle eastern terror map some time ago, i even started building a MCD set for it, i wonder where i put that.

if compleat, i wonder if it could be given a weight to the middle eastern area of the map so we don't end up with the terrain in america or other such area

Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 09:59:27 pm »

this mod look awesome, once all the bugs are ironed out somewhat, it would be great to have this in the stock build as a advanced option, but even if not, i will probably still play with this. i love mods that add more content to the game.

are the new nations going to get new terror maps and or map chunks for the non-terror maps? that would make this sooo cool :)

Suggestions / Craft Repair
« on: September 03, 2013, 12:51:55 am »
It would be cool if we could repair our craft with engineers to get them back up faster, maybe our super damaged avengers would not take so long to repair then.

Work In Progress / Re: Nation Funding
« on: August 15, 2013, 07:40:21 pm »
ah, this all makes sense now, thanks

Work In Progress / Nation Funding
« on: August 12, 2013, 08:05:28 am »
not really sure where to post this question, but as it is related to modding, i thought hear would be fine.

not really sure how to change the funding cap in the rule set, for US it is 10,000 is it 10,000x100? that would = 1,100,000
if this is true, the funding is off from the chart shown
as according to the chart, the US should have a funding cap of 1,200,000

Work In Progress / Re: OpenXcom - War
« on: May 13, 2013, 11:45:09 pm »
Warboy, could you add bigger storage rooms and bugger living quarters? i was thinking instead of 50 per room make them 75 per room, so they are bigger but not huge. cost would be increased 60% for build and per-month?

Programming / Re: Manufacturing
« on: May 10, 2013, 09:11:02 pm »
Then by switching that option to ON you can manufacture more items per hour, even on ALL bases simultaneously.
this would be amazing for my lazer cannon factories  ;D

sounds like a bug to me

to determine this is there any files/info you would like? i have not modified the rule-set or the game, running 0.9 stable

Programming / Re: Manufacturing
« on: May 10, 2013, 07:41:20 am »
as far as i know manufacturing is independent so if you have engineers biding on both bases the same item that is already possible.

Maybe i do not understand what you are asking.

that is what i am asking, i am trying(with TFTD manufacturing rules) to make laser cannons at 2 bases but it will not let me, untill i turn of TFTD rules. i never played TFTD much(always liked UFO-defender) so i don't know how it worked in that game, but i would like to make more things than 1 per-hour

Programming / Manufacturing
« on: May 10, 2013, 03:43:30 am »
i am not sure where to put/ask this so please feel free to move to appropriate place if it is not already there

can we make the same thing at more than one base? i am using TFTD manufacturing rules but i don't know if that will make a difference

i am trying to make laser cannons at 2 bases atm

Work In Progress / Re: OpenXcom - War
« on: December 09, 2012, 08:54:48 pm »
ok cool thanks! also thank you for all your(and every one else's) hard work at making this game a reality

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