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Messages - robin

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31
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
« on: December 01, 2019, 10:57:08 am »
Is the https://openxcom.mod.io/ route not suitable for you?
yes, i subscribed to that but the mod is still too incomplete.

Very small and unimportant errors!
[...]
fixing

32
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
« on: November 30, 2019, 07:32:33 pm »
new version up, 0.7.0
started cleaning up a bit, hopefully.
as of this version, the mod has the same amount of aliens that X-Com Apocalypse has. but in battlescape the amount of aliens of the mod is already higher (since one of Apocalypse's aliens is citiscape-only). i still plan to add some more though.
also, i struggle to understand how to define psi-weapons properly, so the current ones are put together without really knowing what i was doing.
sorry still haven't had time to setup a mirror.


33
OpenXcom Extended / Re: Alien Bases detection ?
« on: November 29, 2019, 11:27:42 pm »
Ok, let's drop this. Maybe I became oversensitive to the detection delay because of testing:
"alright time to test the new mission"
1 second later
"wtf the base hasn't appeared?! the mission doesn't work, whhhyyyyyyaaaaaahh"
Sort of.  :-X

34
OpenXcom Extended / Re: [suggestion] Alien Bases detection ?
« on: November 29, 2019, 09:27:54 pm »
paging for other modders.
anyone interested in a faster/instantaneous alien base detection?

35
OpenXcom Extended / Re: Alien Bases detection ?
« on: November 28, 2019, 11:29:48 pm »
Wait, I'm dumb. I was not setting world-wide sightRange correctly :-[
Now that I did properly, it seems to be sufficient for testing (unless we decide we want something more drastic, and have bases instantly revealed the moment they are created in debug mode).

36
OpenXcom Extended / Re: Alien Bases detection ?
« on: November 28, 2019, 11:03:44 pm »
I was thinking something "instantaneous", like the detection of UFOs within a craft's radar circle (I'm going to make radarRange and sightRange equal, so the circle is visual a reference for both).
A question I have is: does base detection happens only on patrol or also during flyby?
ufopedia.org says:
Quote
In order to discover an alien base, an X-COM craft must patrol within 1500 nm of the base's location.

I'd like the opinion of other modders too, so we can make something useful for everyone.

37
OpenXcom Extended / Re: Weapon reload cost
« on: November 28, 2019, 10:09:00 pm »
I'm interested too in an option to make reload cost vanilla (15 flat, fixed).

38
OpenXcom Extended / Alien Bases detection ?
« on: November 28, 2019, 10:05:10 pm »
In my mod the enemies main activity is to build bases, so the mod gameplay relies a lot on the player actively searching for them.
For this reason one of the very first equipment the player can research, is a craft radar that increases the sightRange of the craft, making -on paper-, the detection simpler.
The problem is that the detection change is still lackluster, unless I make the sightRange basically world-wide.  (Vanilla sightRange is already large, so 'm not really making it much bigger, because otherwise it's ridiculous).
Is there something more I can do to make the alien base detection more fast and reliable? This would also help with testing, because without being able to find the bases quickly, it's hard to tell if the mission I designed is working correctly (AKA spawning the base) or not.
Thanks

39
Released Mods / Re: Terrain Pack considerations
« on: November 27, 2019, 09:47:02 pm »
100% original content here... robin
For the record I use a bunch (like 4-5) of sound effects taken from other mods (Piratez iirc).
Also I checked my MCDs and in my oldest tilestes I have about of half a dozen of tiles that I might want to make more distinct from vanilla (meaning they're only partially redrawn, unlike all the rest). Will definitely redraw them properly.
Just a clarification :)

40
Released Mods / Re: Terrain Pack considerations
« on: November 26, 2019, 10:34:08 pm »
I don't accept donations either. And I guess I'm "on your side": I'm not enthusiastic about monetization***.
I like when things are clear: commercial or non-commercial. OpenXCom is afaik non-commercial, so everything that spawns from it should stay the same, without misunderstandings.
There is also the legal issue. I'm clueless about this stuff, but we're "using" a trademark (or more than one) owned by someone else, so it might be risky: I don't want the community to be bombarded by Cease&Desist notices because the situation got out of hand.
But, as Yankes said, people monetize from youtube Let's Plays and you can do nothing about it, while modders do contribute something to the community. So I don't know if a stance like yours really makes sense all things considered (I mean no offense by saying this, just an honest thought).
I'm currently letting people use my assets (ofc strictly only for OXC modding) with the simple request that they're tweaked enough to show that the modder put in some the effort, and not simply copy-pasted them in his mod. I myself won't turn a blind eye to blatant exploitation (even though I can't really do much about it other than calling people out).

All that said, I respect your decision. I don't think I'm using anything from your mods (used a mapScript at some point but now not anymore). Please warn me if you notice something, I'll remove it as quickly as I can.

***Poor wording from me here as "donations" and "monetization" can be very different things. The sentence should be interpreted as "I don't agree with the idea of taking donations for a mod."

41
Offtopic / Re: X-com Apocalypse
« on: November 25, 2019, 12:35:20 am »
Hmm, never thought I would see such a statement anywhere.
I personally find xcom1 clearly superior to apoc in basically every aspect.

Can you give 2 or 3 examples of what is better in apoc compared to xcom1 in your opinion? I just can't think of anything (not joking).
In terms of systems/mechanics (whatever you want to call them) the game is afaik exceptionally more advanced than UFOEU. They did an unbelievable job at bringing forward the formula in basically every aspect.
If we want to talk about examples:
- "reaction evasion" mechanic, bullets have speed and enemies can get out of the trajectory of bullets if they're reactive-fast enough.
- Prone stance, walking/running/crawling.
- Scientists are present during base defense and must be evacuated or protected.
- Structures collapse if supporting parts are destroyed.
- Several alien items you research offer new tactical options rather than being overpowered versions of the human ones (personal teleporter, boomeroid, entropy launcher, cloack, shield)
- The air combat is just plain better, and it looks great; I guess this could be a matter of taste, since they're so different, but the gigantic expansion it underwent is undeniable (in all aspect: graphics, sounds, stats, vehicles, craftweapons, interface).
- The geoscape is significantly more developed too, mechanically.

That said, I do prefer UFOEU too; but as explained above there are several aspects in which Apoc is clearly (to me at least) superior to UFOEU.

42
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 23, 2019, 12:32:03 am »
Code: [Select]
  - type: STR_PSICLONE
    requires:
      - STR_PSICLONE
    size: 0.1
    costSell: 63000
    weight: 5
    bigSprite: 456
    floorSprite: 456
    handSprite: 456
    hitAnimation: 96
    psiAnimation: 96
    hitSound: 36
    psiSound: 96
    battleType: 9
    twoHanded: false
    invWidth: 1
    invHeight: 2
    accuracyMultiplier:  # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0
      psiSkill: 0.5
      flatHundred: 0.5
    tuUse: 25
    tuMindControl: 0  # diables mind control
    tuPanic: 25
    flatRate: true
    recoveryPoints: 8
    armor: 15
    attraction: 1
    psiRequired: false
    #aimRange: 1  # what about this, can dropoff work without it...?
    dropoff: 1  # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack???
                     # what i'm trying to achieve is the chance of panic success to decrease with distance
    psiAttackName: STR_STUN_UNIT
    damageType: 6  # stun
    power: 50
    powerRangeReduction: 1
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      ArmorEffectiveness: 0
      FixRadius: 0
      RandomType: 2
      IgnoreDirection: true
    LOSRequired: false

This seems to work. If I assign it to an unit with psiSkill=0, will the unit use this?
(Also I have lot's of doubts about how this all works...  :-[)

Maybe I should ass these in there:
Code: [Select]
    accuracyPanic: 60
    accuracyMindControl: 0
    accuracyUse: 50  # how does this accuracy work? I want the attack to always hit, like a psi attack

43
The X-Com Files / Re: The X-Com Files - 1.0.2: Judgement Day
« on: November 22, 2019, 11:35:26 pm »
I think the XCOM_PSICLONE *might* not work.
I copy-pasted it in my mod (besides the sprites) and in Quick Battle mode it doesn't do anything at all. It could be some bullshit in my mod causing it though.

44
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 22, 2019, 09:06:27 pm »
thanks will fix

45
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 21, 2019, 10:27:34 pm »
Thanks !

Sorry, there's one thing I don't understand....  :-[
In the file "language_apoc.rul" I see:
STR_GRIFFON_UFOPAEDIA: Multirole; made by Uni-Dynamics; CONTRACT-only


But in the "research_apoc.rul" file I see:
  - name: STR_GRIFFON_ASP
    lookup: STR_GRIFFON
    cost: 10
    points: 0
    dependencies:
      - STR_CONTRACT_MEGAPOL


I think there's a little-little very little bug in the "language_apoc.rul" file ... or in "research_apoc.rul" file !  :-[
yep that's another issue! thanks

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