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zzz

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Everything posted by zzz

  1. There must be exclusion settings. All antivirus software generally have - heuristics analysis often make mistakes
  2. You must just place your base and the battle begins.
  3. They add corvette to maps. Now all tilesets have placed corvette targetmap, and basic targetmap itself is there. Now, as I read, they more likely to "autowin" then ctd. Your "issue" is something different. I'm just about your "there's no map for it yet ". CTD is CTD anyway
  4. This because it's actual shape looks like this.. You can't look through this "boxes"
  5. But alien plasma it's energy damage - protection from ballistic don't protect it from aliens, isn't it?
  6. You can change VehicleArmour name="FerretArmour" "Resistance kinetic" from 40 to 400 if you wish, I think this should work I understand your frustration, just to let you know
  7. it cost 20AP if you have free hand, all addition APs is operation with invenory.
  8. Its always funny looked - how killed drone drop casan corpse. I think Chris know about this - its just placeholder before they get proper drone dieing animation/
  9. They can be up to twice much bigger than any of currently exists. I do not know is Chris will making them so big(not sure how to say this phrase). But this possible.
  10. More correct - "Don't have a publisher - you are indie " - its just definition. If you got publisher to you independently developed thing - the thing still be independently developed.
  11. There list of some spectres and what( as I think) incorrect with them. Maybe something will be useful FARM BarnWall_Brick_SW_Corner state: default Orientation NW HP 0 BarnWall_BrickEdgeL_SE state: default Orientation none state: damaged Orientation none Stairs_Upper_SW state: damaged wrong pivot StairsSupport_NWSE state: damaged pivot change change - changes between the states BarnWall_Window_SE state: damaged pivot change BarnWall_Brick_SE state: default Orientation SW BarnWall_Brick_SW_Corner state: default HP 0 Orientation NW BarnWall_BrickEdgeL_SE Orientation none Set1_FenceNEDouble state: damaged HP 0 shedmetal/shedNE passable Orientation none HP 0 ets... shedmetal/shedNEdouble passable Orientation none HP 0 ets... shedmetal/shedNW passable Orientation none HP 0 ets... shedmetal/roofNW state: default HP 0 Industrial /props/PipePile_NESW state: damaged become vaultable props/WoodPile_Tarp_NESW hp 0 ( but WoodPile_Tarp_NWSE - hp 40) props/WoodPile_TarpTall_NWSE state: damaged pivot change props/WoodPile2_NWSE state: damaged become passable ( but WoodPile2_NESW - not) SCRedSE state: damaged stopping chance 0% PipingCornerE orientation change PowerStation/PowerUnitNW pivot change Office/OfficeWallInnerNE pivot change
  12. i'm imagine how many times you already said this.
  13. You not need this for laser weapons and armor, as Chris said - you need Alenium and Alien Alloys for fabrication. And plasma pistol and plasma rifle for plasma technology. All this you can obtain from scout and light scout. But there something what can broke researches, not sure what and don't know is this issue still here.
  14. This file currently does nothing. Removing\putting back of this file does nothing with game too. I'm catch on hidden movement this "Trrrrrrrrrr" sound stuck too.
  15. I saw something like this too. Three of my soldiers stand in front of alien and drone and one of them(my soldier) was killed durning hidden movement. I heard how he died, but this was "hidden"
  16. What is suppression will do? Damage to morale or TUs(oh, yes - APs), accuracy? New bullet spread is looking good.
  17. This is exactly what is here called "game freeze during Hidden movement" And whole thread about this issue.
  18. It's just how current ai work. Aliens do this too. They can rotates on place, run in random direction or shoot if you stay in front of them It very basic and not very "intelligent" in this moment.
  19. TIt depends from map. It's possible to make map where warehouse can switch to plant or grass, or any same size submap. You place on map just "containers" of specific size. "Container" can contain any count of any submaps with this specific size, and on map load for each "container" copy randomly select sub-map from it contains . It's not about just "warehouses", but yes - most time it work how you say, especialy for Chris maps, just to save design of map. Layout of this containers always the same for this map. But you can have any count of maps(layouts) for tileset. Staring position also can be randomly chosen from some of defined for this map. Old ufos has system very close to this, and it has set of "submaps" to randomly choose from too. Not sure you need all this explanations, and not sure you can understand what i'am talking about.
  20. It's work more like this. But there also some randomisation possible in map itself. How much randomisation possible for map depends on map. If you don't understand me - It's can be very close to ufo:eu map management. Add to what? If you talk about (12?) researches available in current alpha - yes - there will be more. If you talk about whole researches.xml - I don't know.
  21. Can you point, just for me, what exactly you call a glitch there? If I undestand what you talking about - than I do not understand about what you discuss there(or "what you discuss there about" I don't know how correct) and what try to reproduce. You just need to remove maps/farm/screenmap.xml if you don't like how it looks(it need some refinement). And this is not "Other starting position" - it's other map(farm_C_S1.xml).
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