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Messages - robin

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16
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: December 24, 2019, 10:50:37 am »
Using "civilianRecoveryType".
It works! Thanks a lot.

17
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: December 24, 2019, 12:40:50 am »
Anyone found some trick to make X-Com spawned units recoverable?
I just finished a portable robot only to discover that I can't recover it in any way aaahhhh


18
Help / Re: customize "Prime Grenade" text?
« on: December 24, 2019, 12:23:19 am »
Many thanks. I completely missed them in the Ruleset Reference. I'm blind.

19
Help / customize "Prime Grenade" text?
« on: December 23, 2019, 11:48:58 pm »
is it possible?
in a similar way you do for shots:

 - type: STR_BIGGU_GUN
   confAimed:
     name: STR_BOOOM

I made a portable robot that you activate and throw, so it is a bit silly that you "Prime Grenade" it.
I need it to be a grenade because in case the soldier in knocked out in battle, I want the robot to activate automatically (provided it has been "primed" beforehand).

thanks.

20
Help / standHeight vs floatHeight
« on: December 23, 2019, 11:22:26 pm »
I have a doubt.
The total height of the unit is standHeight + floatHeight..? yes they are it seems.
Or maybe floatHeghit simply represents the "empty" part of the standHeight value?
For example: with the following I wanted to define a 10-high unit standing at 10 from ground (which means the top of the unit is at height=20):

    standHeight: 10
    floatHeight: 10

Or should i set:
    standHeight: 20
    floatHeight: 10
?
  # setting this is not allowed

Edit:
Alright they are summed. But then the selection arrow on the unit is drawn in the wrong position. It seems to me that floatHeight is not taken into account to calculate the arrow positioning. Which means, in units with large floatHeight and small (relatively) standHeight, such in this case, the arrow is drawn on top of the unit itself. Pretty ugly.


21
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.7
« on: December 22, 2019, 01:59:49 pm »
new version up, 0.8.7
even more ufopaedia art (still more to go)

22
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
« on: December 17, 2019, 12:59:31 am »
new version up, 0.8.6
Moar ufopaedia art

Also a question: can i borrow your tile sprites (nice-looking alien pods) for my mod?
I never forbidden borrowing my stuff, if it's for openxcom modding. What I ask is to try to add some tweaks to the borrowed parts, so the mods won't look too similar in the end.
Of course if it's just one single tile, you can use it as it is.

+ Brainsucker Hibernated    ;)
Should be fixed

23
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.5
« on: December 15, 2019, 12:27:55 am »
new version up, 0.8.5
fuck i noticed the Liskoid text is too long, it goes out of the ufopaedia window.

24
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« on: December 09, 2019, 09:55:49 pm »
Great job robin, that is eligible to be next big mod with its subforum!

I've played one month in the game and here some concern:

1) missions are spawned only in north and south america, no other continents whatsoever

2) player is given with hipertransmission decoder for balance purposes i think, but ufos and landing site are visible for a very shor time, they disappear after a while, i hardly managed to ground assoul one, got only an alien infiltration mission, no air fights despite lots of interceprions

3) vessel speed need to be more balanced for both player and enemy

4) game uses sounds and music from vaniila; an introduciotn and some more ufopedia entries a la xpiratez, alound with new sounds and music should be also planned i hope

5) some screenshots :)
Thanks.
1) This is strange, I never noticed this before. I will check.
2) I noticed this too. It started happening after I upgraded to OXCE 6.2 (from 5.9 iirc) and / or I started using randomDelay in the missionScripts. I didn't run for help to the OXCE subforum because I wanted to test it more before doing that.
3) Balance is still WIP. But overall it shouldn't be that bad. There's craft equipment to play with, and the mod expect you to use multiple crafts at once (maybe I should make it more clear with an ufopaedia entry).
4) I can't into music. But I plan to add a better introduction when all the rest is done.

25
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« on: December 08, 2019, 09:56:49 pm »
yeah readme is wrong. already fixed but i'll wait the next release at this point

26
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« on: December 08, 2019, 08:51:44 pm »
new version up 0.8.3
resized the megaworm because it was too big and looked weird. now it still looks weird but not as much.
also added the flying version of the liskoid.

@new_civilian
i noticed the forum increased the attachment size limit, so i attached the mod archive to the first post, no more MEGA.

27
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« on: December 04, 2019, 10:14:44 pm »
That's another good idea; the problem is I don't have different "groups" of aliens and the difference in potency could feel farfetched.

28
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« on: December 02, 2019, 11:36:19 pm »
Depending on how you feel about using OXCE's damageAlter options, you could make the toxins ignore armor:

Code: [Select]
items:
  - type: STR_TOXIN_THAT_IGNORES_ARMOR
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is only 50% as effective to this toxin, 0.0 means armor values don't matter at all, only resistances
yeah that's an option. i'm definitely not going to do anything complicated.

29
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« on: December 02, 2019, 11:21:25 pm »
new version up, 0.8.1
added toxigun; still don't know what to do with the toxins, i don't like the idea that the new one makes the predecessor completely redundant-useless, like in X-Com Apoc.
for now the first one is weak but equally effective both on humans and aliens, the second stuns (hopefully), the last one kills very effectively aliens but is very weak vs humans. i still have to balance the resistances though, all very-thick armored aliens will have some resistance to the toxins.

edit: i also removed most resistances from enemies. since i added 4 new damage types, i want to redo them starting from scratch without being influenced by old values.

30
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 01, 2019, 10:07:05 pm »
how to define damage types?
should i just add the extra modifiers to all the armors? but then how to name them?

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