Max_Caine Posted June 25, 2014 Share Posted June 25, 2014 No, no, uhm, basically, if there's some kind of a flag or something that says "this is a terror mission" and "this is a base attack mission", is there any way that this flag can be set so that researches.xml can use it to say "aha! A terror mission flag - I will initiate a research project!". Perhaps the easiest way to describe it is "can we have a terror mission datacore and a base attack datacore?". Quote Link to comment Share on other sites More sharing options...
Solver Posted June 25, 2014 Author Share Posted June 25, 2014 Ah the datacore thing helps. If it's like a datacore, it means you can get a free research after the mission has happened. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 25, 2014 Share Posted June 25, 2014 That's-a right, boss! Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 25, 2014 Share Posted June 25, 2014 Max, sorry, I did not understand that last request. You want base attacks to be disabled until a certain tech or what?Mikhail, you just basically mean customisation of the time until crashed UFOs disappear like they always did, right? Sorry, I am a bit slow today. Nope, he is looking for an asset unique to this type of missions so that he can make it unlock a relevant research explaining the particular type of mission in the Lore+ mod. It appears there is nothing that can be used for this purpose currently which means he either has to exclude it from the mod altogether or trigger it early, throwing a potential spoiler at the players. EDIT: Oops, you guys beat me to it, sorry Quote Link to comment Share on other sites More sharing options...
Mikhail Ragulin Posted June 25, 2014 Share Posted June 25, 2014 Mikhail, you just basically mean customisation of the time until crashed UFOs disappear like they always did, right? Sorry, I am a bit slow today. Yes. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 25, 2014 Author Share Posted June 25, 2014 For the alien mission datacore, it's not superbly elegant, but a possibility I see is that it could be put into the relevant XML file, like AM_Terror for terror missions. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 25, 2014 Share Posted June 25, 2014 Once upon a time, I worked with Java and Perl, so I appreciate the desire for elegant solutions, but if there's a means I would be enormously grateful. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 25, 2014 Author Share Posted June 25, 2014 Perl .. elegant WARNING: Conflicting concepts detected. Attempts to reconcile with reality failed. Shutting down intelligence circuits. Entering extended hibernation. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 25, 2014 Share Posted June 25, 2014 WARNING: Conflicting concepts detected.Attempts to reconcile with reality failed. Shutting down intelligence circuits. Entering extended hibernation. No! Wake up! Somebody's gotta do CE 0.22! *Pushes restart button* Quote Link to comment Share on other sites More sharing options...
Skitso Posted June 26, 2014 Share Posted June 26, 2014 Please, make ufo doors un-closable to prevent ufo door cheesing. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 26, 2014 Share Posted June 26, 2014 Please, make ufo doors un-closable to prevent ufo door cheesing. +1 this. Easiest way to do it, I think, would be to link it to the auto-close function. So if a door auto-closes, then you can't close it manually, while if it doesn't auto-close, then you can. Quote Link to comment Share on other sites More sharing options...
catmorbid Posted June 26, 2014 Share Posted June 26, 2014 Do new APdamage and BraveryDamage work with gasses? And no, I'm not looking to create stinky bombs, but rather a radioactive cloud that would (unrealistically quickly) make anyone really weak while causing relatively low damage. Quote Link to comment Share on other sites More sharing options...
Anderty Posted June 26, 2014 Share Posted June 26, 2014 +1 this. Easiest way to do it, I think, would be to link it to the auto-close function. So if a door auto-closes, then you can't close it manually, while if it doesn't auto-close, then you can. Just destroy door. Solved. Next? Um, when we can touch now version, compatible with 1.07? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 27, 2014 Share Posted June 27, 2014 (edited) Please, make ufo doors un-closable to prevent ufo door cheesing. +1 - Completely needed... doors readjustment that Skitso - Medal system mod - Moddble random encounter "Local forces bla bla bla" - Flee pathing moddable - Show Stun and Armor status Poor solver This is too much work Thank you for all your effort Solver. Edited June 28, 2014 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted June 27, 2014 Share Posted June 27, 2014 Are recoverable vehicles a possibility now? Opening it up to modders I mean, not actually implementing it. Thank you for all your effort Solver. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 27, 2014 Author Share Posted June 27, 2014 What does that refer to? Vehicles that get resurrected upon destruction like airplanes do? Quote Link to comment Share on other sites More sharing options...
catmorbid Posted June 27, 2014 Share Posted June 27, 2014 I''d like Secondary Area of Effect for explosions. E.g. you could have primary radius at 1.5 doing 100 incendiary then a secondary radius at 5 doing 40 kinetic. Maybe have a boolean to determine if primary targets also receive secondary effect or not. It could be used either way for different purposes. In fact, why limit the number of secondary AOE's, just make it open-ended so we could have say 5 different AOE effects if necessary all with different radiuses Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted June 27, 2014 Share Posted June 27, 2014 What does that refer to? Vehicles that get resurrected upon destruction like airplanes do? Yes. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 28, 2014 Share Posted June 28, 2014 @Solver, I run a test about armor Psionic attack defense and the system work sweet and perfect! Thank you! Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 28, 2014 Share Posted June 28, 2014 Has the ability to demolish a base mentioned before? Quote Link to comment Share on other sites More sharing options...
Solver Posted June 28, 2014 Author Share Posted June 28, 2014 I have just uploaded 0.22. There is nothing new in the build itself, but I've merged it with 1.07 from the Experimental branch, so they are now compatible. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 28, 2014 Share Posted June 28, 2014 Does that mean it contains 1.07, thus installing it will install 1.07 as well if you are running 1.06 atm? Quote Link to comment Share on other sites More sharing options...
Solver Posted June 28, 2014 Author Share Posted June 28, 2014 If you are running 1.06 and install 0.22, you'll get some strange thing and it may even crash. The CE 0.22 only contains those changes from 1.07 that are in the executable, but 1.07 also did things like bug fixing in the final mission, and fixes for passive command aliens from GJ that are in other XML files. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted June 28, 2014 Share Posted June 28, 2014 Great, time to check whether Humble Bundle finally decided to upload V1.07... Quote Link to comment Share on other sites More sharing options...
Sentelin Posted June 28, 2014 Share Posted June 28, 2014 (edited) Well it's ok to keep 0.21 CE as long as you don't want to update to 1.07 no ones force you to do it.Anyway Solver I have one small request.Categories in researches.xml are hard coded,so I can't create new categories like I can in Xenopedia. Another one maybe not small is being able to assign custom sounds to each alien rank ("Guards,Soldiers .. Non-Combats) of same alien race (Ceasean,Sebillian,Harridan ..).Right now all ranks of certian alien race share same sounds (for death and injured) and I can't assign or change how would individuals sound (and this is of extremely importance to me).I hope I made this clear and that you understood. Edited June 28, 2014 by Sentelin Quote Link to comment Share on other sites More sharing options...
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