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drages

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Posts posted by drages

  1. Max let me ask u something else..

    May i get more then 1 item after manufacture.. for example I collect 1 alien plasma rifle and I used them to manufacture more then one part.

    1 rifle - manufacture (dismantle alien rifle) - 1 energy cube 1 rifle part 5 alloy..

    It's like a reverse engineering... can I do that?

    2. Question

    Can i manufacture same thing from different items... i want to create 1 rifle.. 5 alloy or 3 allieum or 2 alien rifle. . Is it possible to code?

    3. Question

    Thx!

  2. I stucked badly..

    I created ammo.xblood . I put it to a vipers belt and ceasens noncombatand.. at gc editor mod, i killed a viper and checked the ammo and it was there.. then i finished mission with V... but there was no ammo.xblood at brifing.. i write strings,items,ammo,aiprob..

    How cant i get that drop even i see it at ground as drop.. is it becouse an ammo without weapon?

    what can i do them drop something to make me use them as manufacture element?

    I realy out of answers now..

    max help me!!

  3. 7 hangar? What did u do... i could handle with 5.. 7 is much.. at least for beginning.. so other bases 4 is more then enough.. I always use active 3 aircraft per base..

    so about main tane. . It's all about disassembly .. you need to do go for ufos as much as u can.. a battleship gives about 1 m. .

    But if u put every base tons of plane u can't handle so good..

  4. ok,this is my first playthrougt with this mod..

    i have three bases the main base for intercept & recover other 2 for intercept & research/manifacture so in the first base i haven't enough space and so in the others(i have build a lot of AA because i have seen in this mod alien will pretty well attack ma periferical bases) so i will to build another 4th base only to resarch?

    Did u full all the 3 bases? I don't use much aa.. 3 is enough at beginning. I put 3 lab 2 factory at beginning. Then when I put 2. Base I demolish 2 fac and put 1 lab and 2 more aa.. or just put 4 aa.. 2. Base became 4 even 5 factory manufacture base. And 3. Base I add some labs total öf 50 researchers..

  5. Stun gas can be different.. it can be special for aliens. But baton could be ok from the start..

    I think stun is not so usefull at this game.. u don't need much alive alien.. I am working on a mod about this.. maybe like eueu2012 u will need alive aliens to produce something..

    stun and emp weapons should be in game.. same as incinerate and chemical ones.. game has 4 main 2 side damage type but % 80 of the game is about only ballistic and energy.. it's a shame.. nearly every mod worked on more powerful ballistic weapons..

    För example androns are robot but we shoot them to death with bullets.. think about terminator. . At least higher rank androns should be bulletproof.. and then emp guns should talk there..

  6. Don't cannon fodder ur units.. move slow.. wait for reaction shots rather thrn full assault. Lasers and Coyote is good mix. Laser rifle is very good at this mod specially at bases. Yeah update ur transport and get a scimitar as cannon fodder .. get a alien base to bust your lab and manifacture.

    40 50 laborer is best for this mod as soon as posible because there is much to research.

    Andron s are easy with lasers and emp bombs..

  7. Hey,

    I was working on XMT aliens.. i want them to drop blood.. bigger aliens (vipers at mod) drops more blood..

    I tried to first "xblood" as item to their belt.. didnt work..

    I changed xblood type to ammo, but again after battle no dropped..

    <Equipments>

    <Equipment>

    <PrimaryWeapon name="weapon.qspray" />

    <Belt>

    <Item name="ammo.xblood" />

    <Item name="ammo.xblood" />

    <Item name="ammo.xblood" />

    <Item name="ammo.xblood" />

    <Item name="ammo.xblood" />

    </Belt>

    </Equipment>

    and

    <Row ss:AutoFitHeight="0">

    <Cell ss:StyleID="s74"><Data ss:Type="String">ammo.xblood</Data></Cell>

    <Cell ss:StyleID="s71"><Data ss:Type="Number">200</Data></Cell>

    <Cell ss:StyleID="s71"/>

    <Cell ss:StyleID="s71"><Data ss:Type="String">Uncapped</Data></Cell>

    <Cell ss:StyleID="s71"><Data ss:Type="String">weapons/airplane/rocket</Data></Cell>

    <Cell ss:StyleID="s72"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>

    <Cell ss:StyleID="s71"><Data ss:Type="Number">1</Data></Cell>

    </Row>

    i want to use it to craft chemical weapon, but no luck.. they dont drop anything.. or i missed something..

    what should i do? or any dead one can drop something additional to its corpse?

    <Items killed="Items.XqueenCorpse" stunned="Items.Xqueen" /> here can i add more items to drop with corpse?

    thx!

  8. I try to add all aliens their proper Pedia files and dead/alive versions.. i worked on research item ufopedia and aiprops...

    But after i done everything, after gc battle at report, i saw "viper cyst" and "minor viper corpse"... but i didnt see anything like that at the files.. i searched it at those files but no chance..

    I even changed viper name to xenomorh drone,warrior blabla...

    so how can i find them?

  9. So for example, when i create a gas with blue fire effect i create, it will make the same with a smoke isnt it? I just want to make flames special for plasma and chemical.. is there a special difference from "fire" and "smoke"?

    Chemical maybe cut from the game but i am happy there is a type of this.. i want to use it at alien tech part at XMT..

    Yep i will want a dead animation entegration..

    I read most of forum but didnt notice that weapons.. they would guide me well!

  10. I played UFO from the beginning day at amiga 500..

    I always returned to play it.. but after you play something for 20 years.. there was not much left.. i played every mod about it..

    So after so many game tries like UFO.. i liked best the UFO After____ series.. until Xeonauts finished..

    Now i will give my next 20 years to play it and to make mods for it.. its so nice to able to add something you dreamed of for years..

    There is no return for me to old UFO's after this.. I am so thankfull to Chriss and his team.. i wish he works for this game for entire life.. but he already gave long years for this game..

    And with CE the game will be nearly fully moderable with ease..

  11. Hi ppl of earths final defence..

    I wanted to check the "chemical" type damage to use it at my new weapon mod..

    I checked the weapon_gc and saw there is only smoke and stun grenade..

    so i can understand that this game doesnt have any chemical weapon using weapon..

    <Ammo name="ammo.none" damage="0" stunDamage="5" mitigation="0"> this is from stun grenade.. so its chemical but no chemical damage.. just 5 stun damage.. then i am asking.. if its zero, why its chemical? why is there a chemical damage type? can i use it at normal weapon bullets? Why did u not use nerve or toxid gas?

    And its only 5 stun damage but it gives 20-30 damage at game.. so how is it calculating? Hmm i checked the gas_cl and i think its the real damage..

    Is the stun point of a enemy or human, is same with the HP or its 100?

    Can i assign different dead animation (for example green body explosion, or melt down for my chemicals)?

    Is EMP only for androns and drones? I couldnt find the EMP damage code at weapon_GL..

    where can i find "fire" damage, when u pass fire.. should i create a gas to make a special tile damage like "fire"?

    For example a soldier in a stun gas, and next turn when u move it, it steps and takes stun damage, but he continiue to walk without harm after that.. so what can i do to add same gas dmg after he steps at every gas tile..?

    Thx!!!

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