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Messages - robin

Pages: [1] 2 3 ... 81
1
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: February 05, 2024, 12:33:55 am »
new version up, 0.25.6

2
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 26, 2024, 10:41:35 pm »
Thanks! Will include it in next version

3
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 14, 2024, 10:29:59 pm »
new version up, 0.25.5

4
Help / Re: Base information custom background not working
« on: October 17, 2023, 09:37:51 pm »
Thank you all :)

5
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: October 15, 2023, 10:44:10 pm »
If this is an alien base site, then it should probably look like this:

Code: [Select]
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT: "EXALT Manor"
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT_: "EXALT Manor-{0}"
(example from XCF)

The line with an underscore is for numbering alien bases (base number 1, 2, 3 etc.).
is this needed only for base missions or also for site missions?

6
Help / Base information custom background not working
« on: October 15, 2023, 10:37:28 pm »
I defined a custom image, but it is not used ingame, I don't understand why.

Ruleset:
Code: [Select]
  - type: BACK07.SCR  # base stats
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK07_SCR.png

Image attached.
Full mod here: https://openxcom.org/forum/index.php/topic,3319.0.html

Anyone could help me understand what's wrong?
Thank you

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.0
« on: October 15, 2023, 10:32:30 pm »
new version up, 0.25.0.

haven't had enough time for testing, sorry about that, expect bugs.
the final mission is also bugged: you should be able to complete it by destroying the critical MCD, but it doesn't seem to work, don't know why.

8
OXCE Suggestions DONE / Re: [DONE][Suggestion] Ladders / climbing
« on: May 06, 2023, 09:03:49 pm »
So..
If I add those attributes to the stats of an alien armor, say the Chryssalid armor, the alien will be able to climb walls?

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: May 06, 2023, 08:58:05 pm »
Thanks for the explanation. That one in particular is a mission site but none of my base sites has the "-{0}", I need to fix that.

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: May 06, 2023, 10:48:00 am »
Thanks for the feedback and the translation!
I think that the strings with the "_" at the end are necessary: they are computed during execution, so there isn't a corresponding entry in the ruleset, but you still have to provide the text.
(I think they are used in the popup that appears when you L-click on an existing alien site/base. I don't remember the details, perhaps I misunderstood).

11
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: March 26, 2023, 11:53:52 pm »
new version, 0.24.1

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.22.2
« on: March 14, 2023, 09:43:11 pm »
Thanks for the feedback!
The issue is also on the PC version, I was convinced I added the language in the correct way but evidently I did not.
Will fix in the next version using the fix that you suggest, however I need some time before I'm ready to release it.
(By the way the Russian translation is not fully up to date with the latest version of the mod).

13
OXCE Bugs FIXED / Re: Vanilla civllians spawning, why?
« on: February 20, 2023, 11:02:23 pm »
Thank you a lot.

14
OXCE Bugs FIXED / Re: Vanilla civllians spawning, why?
« on: February 19, 2023, 12:05:05 pm »
Thanks
I noticed that in language strings, terrains have "MAP_" added to them, so "WAREFACTORY_SMALL" --> "MAP_WAREFACTORY_SMALL".
Maybe this screws the refNode?
Just a wild guess, I don't know it works.

15
OXCE Bugs FIXED / [FIXED] Vanilla civllians spawning, why? [OXC]
« on: February 19, 2023, 10:14:23 am »
Vanilla civilians are spawning but they should not.

Could it be because there aren't enough civilian spawn points on the map, so to fill the "16" quota it spawns regular civilians?

terrains:
  - &WAREFACTORY_SMALL
    name: WAREFACTORY_SMALL
    civilianTypes:
      - STR_CIV_SCIENTIST_M
      - STR_CIV_SCIENTIST_F
    mapDataSets: *mapDataSetsWarehouse
    [...]
  - name: WAREFACTORY_LARGE
    refNode: *WAREFACTORY_SMALL
    script: WAREFACTORY_LARGE
       
alienDeployments:
  - &STR_DROP_MISSION_LARGE
    type: STR_DROP_MISSION_LARGE
    [...]
    civilians: 16
    [...]
  - type: STR_DROP_MISSION_LARGE_INDUSTRIAL
    refNode: *STR_DROP_MISSION_LARGE
    terrains:
      - WAREHOUSE_LARGE
      - WAREFACTORY_LARGE
      - WAREMTL_LARGE

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