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Topics - robin

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121
I want to replace the graphics of some terrains (starting from the alien-related ones).

I'd liked to do this in a simple and quick way, so I:
1) convert the .pck into a .bmp (with pckview);
2) draw, then save as .bmp (with appropriate palette);
3) convert back to .pck with pckview (then overwriting the original pck files with my new ones).

But this is what happens, some tiles have "shifted" by 1 pixel horizontally.
This is strange because none of my modifications exceed the original tile width.



Is there a solution to this?
(attached the tileset below)

122
Work In Progress / extraSound error. What to do?
« on: June 27, 2014, 01:25:10 am »
Getting this error:



What I need to do to fix?

Thanks.

123
Work In Progress / Does "- delete: " works for ufopaedia too?
« on: June 23, 2014, 02:16:16 am »
(Sorry for the bombardment of topics but...)

I know that I can disable items from another ruleset by using "- delete: STR_ITEMNAME".
Can I do the same for ufopaedia entries too?

124
As per thread title.
Is it correct? Zombie uses 15 frames more for its death animation.
Edit: oh, I saw only now the 'deathFrames:' entry. Sorry.

Also I always included empty frames for units, to keep the frame-count multiple of 16 (Ryskeliini's mods I studied before I started modding, did this too): is it not necessary?

Thanks.

125
Work In Progress / Quick "items: battleType: " question
« on: June 17, 2014, 12:10:45 pm »
Here https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
it says:
Battletype:
10 - corpse

But then on Xcom1Ruleset.rul file, provided with OpenXcom, all the alien corpses use:
    battleType: 11

Is it 11 or 10? And if 11, what is missing from the ruleset reference's list?

Thanks


Edit:
Extra question

What is the
units:
    rank:
needed for?

126
regions:
  - type: SOMEREGION
    missionWeights:

alienMissions:
    [...]
    waves:
        count:
        timer:


I tried different values but I can't figure it out, I have to put "ridiculous" values (like 'missionWeights: STR_MISSION: 250') to get the mission generated with some frequency. And even then I seem to get no mission of that kind on the first month, but lots on the second which seems strange to me (tested with hyper-waver decoder).
(If a bit more background is needed, I'm actually speaking about the STR_MIB_COVERUP mission form my men in black mod. With the current values it seems it almost never gets generated).

Might be that missions on the same ufo trajectory gets "canceled" if there is already one ongoing?
If someone could clarify a bit it could be helpful.

Thanks

127
Work In Progress / "Enhanced soldier sprites" elucidation
« on: June 14, 2014, 09:28:17 pm »
What if I want to color a soldier sprite using one of the color for skin/hair but not having it recolored by that option?

Example
I make a new full (completely covering the soldier) armor, colored in yellow, the same color used for blonde hairs (since the palette is what it is, not much choice).
Obviously I don't want the armor to turn black when worn by a dark-haired soldier.. can I specify somehow that I don't want it to happen for this specific soldier sprite?

Thanks

Bonus image:


128
Work In Progress / Custom sound for grenade explosion?
« on: May 31, 2014, 08:45:01 pm »
Is it possible?
"fireSound:" and "hitSound:" don't seem to do anything.

129
Question 1

I'm working on a new mod and I wanted to have a different behavior for the autoshot.

The following would be the standard stats configuration for the autoshot-enabled weapons:
(accuracy% and TUs are indicative, juts so you can understand)
    accuracyAuto: 33
    accuracySnap: 66
    accuracyAimed: 99
    tuAuto: 20
    tuSnap: 40
    tuAimed: 60
    ...
    autoShots: 1

This makes the autoshot to behave like it does in Apocalypse: no more triple burst but simply another single,  faster and more inaccurate, shot.
It works (already tested).

I want to know if the AI, with the weapons made like this, will still be able to choose normally between the fire modes, or will just start using the autoshot like there no tomorrow (seeing that now it has the lowest TUs requirement).



Question 2

If I give an unit two natural (built-in) weapons, a bite (melee) and an acid spit (ranged), will it be able to use them properly (i.e. choosing to attack melee  if near enough to the target, instead of just staying still and spitting at it)?


Thanks.

130
(I'm too noob to even manage to register to the mod website. I'll redirect the downloads there once it happens).

Mods for the vanilla game, balanced for vanilla rules (no ranged-based accuracy).

Men in Black 4.5

A human enemy faction joins the alien ranks:
- 5 new enemy units (4 with custom graphics);

Cover (Waspite) Alien 2.3.2

- Waspite race joins the alien ranks, with its own Cybermite terror unit.

Gazer Alien 1.9.1

- Gazer race joins the alien ranks, with its own Holodrone terror unit.

NOTE: Download "1.5a" if you're running OpenXcom 1.0; "1.9" is for OpenXcom Nightly version.


Anthropod Alien 1.5.2

- Hope works. Haven't tested. I'm spent.

NOTES:
- The new alien races appears later in the game, from the 5th or 7th month.
- Another couple of mods that go along well with a vanilla game can be found here: https://openxcom.org/forum/index.php?topic=2117.0

Downloads available on Just under there, as attachments.
Everything should work (..hopefully...).
I haven't tested extensively so I can't say the balance is  flawless, but should be "ok enough".

131
Work In Progress / getOneFree --> getAllFree ..?
« on: May 19, 2014, 05:57:52 pm »
Would it be possible* to add a “getAllFree:” entry for the researches?
Like “getOneFree”, but you get all the things listed, instead of just one (and you get them with 100% chance).

* I mean “easily, reasonably quickly and effortlessly, possible”.

Thanks.

(Maybe there's already a way to do it, and I just haven't noticed).

132
Open Feedback / Is this because of hair coloring?
« on: May 10, 2014, 06:51:32 pm »
So look at this image:



See, ingame it colors those 2 pixel darker.
It would look more correct without the darkening I think, but it's not a big problem, I'm more interested in understanding why it happens.
Is it because of the hair coloration?

133
Two little mods.

"Small Rocket Small" makes the small rockets smaller (and lighter), 2x1 instead of regular 3x1.

"Armored Vest" is variation of Ryskeliini's Combat Armor MOD, I wanted the helmet to look more modern so I re-drew it, and also retouched the cuirass.
Changelog:
1.4
-- merged sprites (thanks Falko);
1.3
-- russian, ukrainian;
1.2u
-- UTF-8;

Downloads available on OpenXCom Mods Website.

Here two screens where you can see both mods in action:


134
Work In Progress / Help: make aliens melee consistently
« on: April 03, 2014, 12:42:19 am »
So I made this melee AI unit (alien).
I'd want it to go to the target and attack.
Stats for the unit and the weapon seem ok (see code further).
...
Well it just wanders around doing nothing. I had just a single attack against a civilian over several test battles.

Is there some trick to make it aggressive, like "just go straight to the target and attack"?


Code: [Select]
items:
  - type: CYBERMITE_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    hitSound: 54
    clipSize: -1
    power: 100
    damageType: 7
    accuracyMelee: 80
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 2
    recover: false
units:
  - type: STR_CYBERMITE_TERRORIST
    race: STR_CYBERMITE
    stats:
      tu: 90
      stamina: 120
      health: 30
      bravery: 110
      reactions: 60
      firing: 0
      throwing: 0
      strength: 20
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: CYBERMITE_ARMOR
    standHeight: 5
    kneelHeight: 5
    value: 25
    deathSound: 23
    intelligence: 3
    aggression: 2
    specab: 1
    livingWeapon: true

135
Work In Progress / Questions: AI and unconventional weapons?
« on: March 23, 2014, 11:07:19 am »
If I make unconventional stuff like an arcing weapon or a weapon with limited range (let's say 5 tiles), and equip them to the aliens, will the AI be able to use that properly or it I'll just shoot whenever it has line of sight, like it's using a normal unlimited-range, straight-shooting, weapon?

(Or a shtogun-like weapon, with a "dropoff" of accuracy after a certain "aimRange", will the AI try to use it effectively or..?)

Thanks for the answers.

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