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Messages - robin

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1036
You can simply buy 200 rifles, load them on the Skyranger, do a Small Scout mission, bam! hundreds of victory points. ;)
No, well, I don't think it works that way: you get scored only for extra stuff you get on the ground.
Otherwise it would have the same problem once you start using plasma weapon (which have recovery values by default), but it doesn't.

1037
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?

1038
I have another bug to report. Since MiB use human weapons, having these weapons in any kind of mission now gives you bonus for recovering alien artefacts. I mean for rifles and such that you take on a mission normally, you get points. When I removed weapon entries from your ruleset, this behaviour stopped. I'm not sure why it doesn't happen with alien weapons, perhaps the fact that they need to be researched takes care of this?

Therefore I'd suggest dropping the point rewards from these weapons. They are just normal guns, so I don't know why the UN council would care about finding them.
It is not a bug. I did it on purpose because the final score for MiB mission was too low (the terror mission was the problematic one IIRC). So in the ruleset I added recovery points for human equipment, the same things happen in Apocalypse too after all. The problem is that UFOEU lists these points under "alien artifacts", instead of just "items " or whatever it was in Apocalypse. I can remove these points but then the MiB missions will tend to score a bit low until they start using plasma weapons. I can "fix" this by giving high scores to the MiB units, but then killing a human would became more rewarding than killing an alien.
However.. yeah, I'll remove them and push up a little the score for MiB units and hopefully it'll be alright.

(But now my priority is to fix the research. I did a little modification but the main problem is that you don't bring back the stunned MiB. And I can't manage to fix this...).


I think I recognize that tileset ;)
Yeah, sorry. I didn't know how to get to you to ask for permission. I was modding non-stop and I just used it.
The tileset is awesome, the only thin I don't like it that the external brick wall is too resistant (large rockets don't do anything, I haven't tried with blaster bombs but  personally I think a small rocket already should be capable of punching an hole in it). The internal "ufo-like" blue wall on the other hand is fine if it is as resistant as ufo's.

1039
month 1: one alien research mission, one terror mission. shooting down UFOs may trigger a retaliation mission.
month 2: one randomly selected mission, one terror mission, missions from previous months continue. shooting down UFOs may trigger a retaliation mission.
repeat until:
month 6: two randomly selected missions, one terror mission, missions from previous months continue. shooting down UFOs may trigger a retaliation mission.
repeat until:
month 12-ish: two randomly selected missions, one terror mission, one alien retaliation mission, missions from previous months continue. shooting down UFOs may trigger a retaliation mission.
Ok, I thought it just randomly selected and executed one wave, and the mission was already over.

If I try to describe the whole process, it's actually like this:

- a region is randomly selected;
  the only factor influencing this choice is the "regionWeight" entry.

- mission STR_ALIEN_BUKKAKE is randomly selected;
  the only factor influencing this choice is "missionWeight" for the mission in the selected region.

- after 'timer', the first listed wave is executed, and the related 'count' ufos are spawned;
- the ufo (or ufos) goes over its 'trajectory' until it reaches the exit point (last coordinate of trajectory);
- the first wave is over;
- after 'timer', the second listed wave is executed, and the related 'count' ufos are spawned;
- the ufo (or ufos) goes over its 'trajectory' until it reaches the exit point (last coordinate of trajectory);
- the second wave is over;
(..and so on, in descending order, until it gets at the bottom of the list of waves for the STR_ALIEN_BUKKAKE mission).

- the mission then is over;
       if the month is not over: it waits the end of the month and then it starts the whole process from the beginning;
       if the month already switched to the next: it immediately re-starts the process.

?

1040
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

1041
Released Mods / Re: [ENEMY] Men in Black 3.1
« on: June 16, 2014, 11:50:59 am »
Hello!

First of all, great work with you mods, love the new aliens!

Second, I have some questions regarding the MiB-mod:
1. Is there a way to destinguish a MiB-mission from a "normal" UFO? Had 2 landed battleships on my doorstep, only to find out  that there was no UFO, just some MiB.
2. How can I research the MiB? So far i brought back some corpses and 2 stunned soldiers, but no project showed up.

Third, a sugestion:
If what i have seen so far stays this way later in the game you should maybe increase the reward for MiB-missions.
All I got from 3 Battleship-type missions are some low-tech weapons (instant sell), a few points (only a few because even on low difficulties the MiB kill nearly all civilians which brings the rating down) and some dead soldiers.
All in all, not really worth the risk.

I usw OXC 1.0, the latest version of your mod and the MiBxAlienArmoury-ruleset.

best regards
Hadan
Thanks for the feedback.

1. Until you get the Hyper-Wave Decoder it's impossible to distinguish them. But if you spot an ufo already on the ground and you notice it stays down for more than usual, then it's likely a MiB mission.
2. You should get a research for the stunned units you brought home. These researches are interrogation-type, so you won't get an ufopaedia entry for the unit, but an entry for the MiB organization.
There's a total of 2 entries, one confessed from leaders (leader, commander), one from the rest (agent, soldier, medic, engineer); you need only one of them, not all of them to get the entry.
If this doesn't happen then it means that I just don't get the research rules, and I'm going to need help to fix it.
3. MiB weapon tech will improve as the game goes on. But yeah, rewards-wise it isn't great, since I didn't want to insert MiB-specific new tech.

1042
Frankly, I don't think I've ever seen them except in bases. So I halved everything just in case.
Ok, I updated the mod with the reduced base mission weight. I left the rest mostly the same since you didn't seem to encounter them as often.

1043
Frankly, I don't think it's that bad. However, I have another problem with it: it comes up way too often. After all it's the same damn building (even if in different environments), and I got tired of storming it five times a month. So I halved the MiB's activity values (missionWeights) and now it's just right for me:
Very useful feedback!
You halved everything tho, not only the base: were MiB overall showing up too often?

1044
That base is hell to go through. Also, I have not seen any of the new races from this mod yet. It has already been three months, but I will make a new campaign to check if I am wrong. Also, if I didn't miss it already is there a specific month these races start to pop up or all of them can appear from the start?
"is hell" in what sense?
I made it to be interesting-challenging to storm with your men, at least on paper. So its layout is contrived-convoluted, just like UFOs' internal layouts. In the couple of test battles I did, it 'behaved' fine.


The new alien races are mid-late game enemies, IIRC they should start appearing by the 5th month.

1045
Work In Progress / Re: "Enhanced soldier sprites" elucidation
« on: June 15, 2014, 04:02:24 am »
robin did you made Cylon too (at least some look like)? Then I finish my mod I could made red "eye" animated :)
It's a lookalike (I had to google it to know what it was).
It's the torso for the Cult of Sirius Soldier.. so it's a human wearing an armor.. and so I "rejected" the red eye because it made it look like a robot.
But robots are planned, so having animated stuff like that would obviously be cool.

1046
Work In Progress / Re: "Enhanced soldier sprites" elucidation
« on: June 14, 2014, 11:26:45 pm »
Currently the only way to do so is to turn off the option. I believe Yankes is working on making the soldier coloring a "mod feature" so it only gets applied on specific sprites, instead of all around.
Perfect; thanks.

1047
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:


1048
Open Feedback / Re: Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 14, 2014, 05:08:30 pm »
Apocalypse is a whole different beast right? (stupid question, just to be sure since I'm doing a  tribute mod).

1049
That's a bit disappointing, but I totally understand. I didn't like it much either honestly. I wasn't suggesting making then INTO thin men, just functioning more like an explicitly alien race that's designed to look human. Actually, my internal vision of them is more like the Observers from Fringe, human looking but very inhuman in reality.
Both the MiB and my alien races are conceived (on paper) so that the game still "feels vanilla" when you play it with them on.
I thought about having "hybrid MiB", human-made fake aliens, new tech.
Cool stuff; but it would have become a "X-Files Mod" or something, with a big portion of the conflict focused on fighting the humans. I didn't want that.

Also the "big mod" I wanted to work was an Apocalypse trubute-totalconversion and or a Cthulhu mod. From the very beginning I didn't want to spend too much time on the MiB mod.

1050
oh shi-


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