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 - robin

Pages: 1 ... 67 68 [69] 70 71 ... 82
1021
Tools / Re: sprite tools
« on: June 26, 2014, 10:45:28 pm »
is this written in python?
(does an offline version exists?)

1022
Released Mods / Re: New base facility (help)
« on: June 24, 2014, 01:52:54 pm »
the rules are useless without the code

which i'm sure i left around here somewhere
So, will it (when and if implemented) be like Apocalypse's training facility?

(I'd prefer this over the "send your soldiers away for training"-solution: the game enables you to do everything in-house, including building spaceships, why training soldiers have to be 'outsourced'?)

1023
Work In Progress / Re: Does "- delete: " works for ufopaedia too?
« on: June 23, 2014, 02:23:50 am »
Thanks.
Damn. I'll add some requisite.. like STR_DELETED

1024
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?

1025
Yes, it is correct. TFTD zombies and TFTD civilians also use this routine. The difference is
Code: [Select]
  - type: ZOMBIE_ARMOR
    .....
    deathFrames: 18
Yeah I just saw it too. But thanks anyway!

1026
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.

1027
I'll add them when I can

1028
Released Mods / Re: [WEAPON] Railgun 1.0 (with graphics!)
« on: June 22, 2014, 06:06:44 pm »
Damn. This was just a quick test mod, I almost forgot about it myself; I even haven't uploaded it on the mod portal.

1029
Thanks. Will update when I can.

1031
Hello there! I have recently installed the wonderful OpenXcom as well as this mod, and I just had to sign up here because there's two things that I can't get out of my head.

First, are MiBs supposed to pop up all the time? I swear I get their ufos a lot, way more often than regular aliens. Playing on... uh... I'm a filthy casual, I think it's the middle difficulty. I mean for one alien ufo there's like three or four MiB ones, not even exaggerating. Not a single base either, it's all just terror or them just flying around in their large scouts, getting shot down and then exterminated by my rad dudes.

In fact, I was starting to think I ought to edit the ruleset somehow, so frequent were the MiB missions. Would that be the ufo mission weight variable under particular regions?

Second, somewhere in this thread there's a mention of capturing MiB leaders which leads to interrogation and research. Except not a single time have I been able to cap one. I even mind probed a dude and confirmed he was a commander before stunning. Is there a prerequisite or anything like that, or have I just missed something really obvious like usual?
It's very strange. During my testing MiB popped up rarely, certainly significantly less frequently than aliens (it's also in the numbers, alien missions have just higher chances to happen).
What version are you using?

In theory there were two interrogation-researches available by capturing MiB. In practice I couldn't make them work, so in the latest version (3.3) I scrapped them. Sorry.

1032
Work In Progress / Re: Experimenting with firing mechanics
« on: June 20, 2014, 09:53:45 pm »
like this:



?

1033
Work In Progress / Re: Experimenting with firing mechanics
« on: June 20, 2014, 03:27:49 pm »
Sorry I'm not sure I understand your mechanic. Could you explain it a bit more, maybe using some concrete examples?



1034
Work In Progress / Re: [WIP MISSION/MAPS] - Alien Raid
« on: June 20, 2014, 02:06:48 pm »
I'm currently reworking the Area51 tileset to squeeze as much juice from it as I can.
Are you changing the tiles/tiles order for the Area51 tileset?
Because I'd like to use the updated (with the 'weakened' brick walls) tileset with my MiB mod; but if you are changing the tiles/tiles order, there won't be correspondence no more with my map.

1035
Yup, somehow I got confused with that 100 setting.

This is a very interesting discussion.

The issue with TFTD's maps that suffered from that problem (ship attacks, artifact sites and alien colonies) had less to do with their sizes, but more with being multi level missions and how the maps and AI were designed (too cramped, making it harder to find the last alien). Considering that Gollop enlarged slightly the map sizes on Apocalypse (specially using more levels) but at the same time redesigned the AI to make it more likely to meet the player says a bit of how these different factors play out.
Yes, TFTD suffered from the "alien in closet" syndrome which made everything worse.

Yes again, Gollop increased the map size for Apocalypse, but he admitted it was a mistake to do that (and it was also a realtime game, much quicker to move around).

Anyway, anyone is of course free to do what he believes it's better for what he's aiming to realize! In my mods I'll stick with UFOEU-sized maps because they're the ones I prefer.

Pages: 1 ... 67 68 [69] 70 71 ... 82