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Author Topic: [submod]Submod list for XCF  (Read 51224 times)

Offline Alex

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Re: [submod]Submod list for XCF
« Reply #105 on: May 07, 2024, 08:15:54 am »
I can see the trajectories just fine. Does remind me why I only tried this once - the trajectories are very samey and I get more of a kick out of regular projectiles. Also, added to the list.


I don't really get what Alex's other problem is, something about the savescumming option no longer working?
Загружая одно и тоже сохранение получаешь каждый раз разные вероятности попадания по цели..........что не понятного ?
В последней версии такого нет.........

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #106 on: May 07, 2024, 10:03:07 pm »
Are you saying there's no savescumming option, or that the option exists but doesn't work? In any case, if that is so then it's something to take up in the OXCE subforum, not here.

Offline Kozinsky

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Re: [submod]Submod list for XCF
« Reply #107 on: May 08, 2024, 09:33:08 am »
Загружая одно и тоже сохранение получаешь каждый раз разные вероятности попадания по цели..........что не понятного ?
В последней версии такого нет.........
Если я всё правильно понял, то проверь настройку "Читтерство с сохранениями" - она влияет на генератор случайных чисел при сейв-скаминге.

If I got it right, check the “Cheat with saves” setting - it affects the random number generator when save-skumming.

Offline Alex

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Re: [submod]Submod list for XCF
« Reply #108 on: May 08, 2024, 01:56:42 pm »
Если я всё правильно понял, то проверь настройку "Читтерство с сохранениями" - она влияет на генератор случайных чисел при сейв-скаминге.

If I got it right, check the “Cheat with saves” setting - it affects the random number generator when save-skumming.
Блаагодарствую  ;) :) :) вы были правы !!
А что с Hyper & Trajectory (XCF edition) ?? Говорят очень частично он включён в версию 3.3, возможно из-за этого основной сабмод не хочет работать......

Offline Stone Lake

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Re: [submod]Submod list for XCF
« Reply #109 on: May 08, 2024, 03:27:51 pm »
Hyper & Trajectory - you probably didn't delete old version or something. The game can load mods from archives - so old versions of these must be removed from the mods folders.

Offline Alex

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Re: [submod]Submod list for XCF
« Reply #110 on: May 08, 2024, 06:03:30 pm »
Hyper & Trajectory - you probably didn't delete old version or something. The game can load mods from archives - so old versions of these must be removed from the mods folders.
Проблема решилась повышением порядка загрузки мода.......

Offline varajo411

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Re: [submod]Submod list for XCF
« Reply #111 on: June 10, 2024, 11:16:37 pm »
Can you add this pistol to the submod list, it is made by Pendra37 on discord, i got his permission to upload it here. it is a good early start pistol.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #112 on: June 10, 2024, 11:50:13 pm »
Added. Reminds me of the pre-1.13 days of JA2, when this was one of the ultimate guns in the game. Especially with duck-taped barrel extenders. :P

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #113 on: June 12, 2024, 05:05:30 am »
Can you add this pistol to the submod list, it is made by Pendra37 on discord, i got his permission to upload it here. it is a good early start pistol.

It's about this gun. Translation into russian language is attached.

Offline Abyss

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Re: [submod]Submod list for XCF
« Reply #114 on: July 21, 2024, 10:40:52 pm »
Hi Juku, this is not a mod, but rather modification in Unit.RUL file so enemy units act not all in the same manner.
Could be helpful to attach it under the BAI submod link.
https://openxcom.org/forum/index.php?topic=12118.msg165229#msg165229
« Last Edit: July 21, 2024, 10:43:00 pm by Abyss »

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #115 on: July 22, 2024, 03:52:36 am »
Added. It would be much more useful in actual submod form, because the next version of XCF will invalidate this.

Offline Abyss

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Re: [submod]Submod list for XCF
« Reply #116 on: July 22, 2024, 09:18:36 am »
Sadly, I have no idea how to modify it past manual changing the original file

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #117 on: July 22, 2024, 01:57:58 pm »
It's not hard. Take a small mod from the list as an example (Expanded Markers, say :) ), and change the metadata and directory structure to fit your mod (probably need just the metadata file and a 'ruleset' directory with 'units_XCOMFILES.rul' inside). Modify the metadata to fit your mod. Then either manually or using file comparison software (WinMerge is free, for example) remove everything that's not '- type:', 'intelligence:' or 'aggression:'. The result should look like this:

Code: [Select]
units:
  - type: STR_SKELETON
    intelligence: 1
    aggression: 3
  - type: STR_LICH
    intelligence: 4
    aggression: 2
  - type: STR_DOOM_IMP
    intelligence: 2
    aggression: 2
  - type: STR_DOOM_PINKY
    intelligence: 0
    aggression: 3
    ...

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #118 on: August 10, 2024, 11:30:20 pm »
Russian language for Open Xcom Files - Lightning Weapons is attached.
« Last Edit: August 11, 2024, 05:05:14 am by AndyFox »

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #119 on: August 11, 2024, 05:08:49 am »
Russian language for Natasha and Arsenal Additions Sync is attached.