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Axiomatic

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Everything posted by Axiomatic

  1. I do not hope, nevertheless want to ask. Is it possible to do specific UFO maps, which will be used with dependence on main crew's races (androns/caesans/sebilians) or UFO mission (scout/ground attack/...)?
  2. Thanks a lot for your helps and valuable comments. I'll try to do it.
  3. Here is 2 versions of interiors for lightscout. On first variant image on the center of floor was splited by wall (marked by red arrow). It's not pretty, but I can't change it properly (because maps\ufos\shared\lightscout\base\lightscout_layout.xml can't be linked to specified "inside" submaps). Please correct, if I'm wrong. What do you think about these micro maps ? Are there some mistakes in your opinion? Additional UFO interiors 0.1.zip Additional UFO interiors 0.1.zip
  4. I copied files from XCE to Xenonauts\assets\maps, then created additional submaps for inside and inside_damaged folders. After open Xenonauts\assets\maps\ufos\Landed\lightscout\lightscout_layout.xml When I tried to change Xenonauts\assets\maps\ufos\shared\lightscout\inside\lightscout_layout.xml to lightscout_layout_alt_2.xml (pressed "Link submap" then selected file then checked top-left corner) there is nothing happens. When I rename lightscout_layout_alt_2 to lightscout_layout.xml and select another file, I received a correct result. it seems that the editor always links lightscout_layout, no matter what file was chosen. And if I try to load submap from any other folder (even named as lightscout_layout), I receive message "Not a valid submap" Also, why Xenonauts\assets\maps\ufos\Landed\lightscout\lightscout_layout_alt_2.xml is not built as lightscout_layout.xml (with submaps)?
  5. When I wrote this, I meant sense of your first phrase. But your second sentence seems too decent to be implemented (if this is not so now) May be current animation is still suitable assuming that reaper can sting in foot?
  6. In Community edition version you can adjust threshold and speed of progression soldiers through edit gameconfig.xml <soldierDevelopment> <!-- Soldiers develop their attributes by using them. Each time the soldier performs a certain action, he will gain a "progress point" in that attribute. Once he reaches the "pointsToProgress" value, the attribute will increase by one point. These progress points are cumulative and are stored from mission to mission. --> <APProgress pointsToProgress="250" maxPointsInSingleBattle="500" globalMaxProgress="98" comment="A progress point is earned every time a soldier spends a TU on a mission" /> <strengthProgress pointsToProgress="20" maxPointsInSingleBattle="20" globalMaxProgress="98" strengthCoeff="80" comment="Points are given when soldier moves one tile while carrying more than strengthCoeff percent of its maximum carry weight" /> <accuracyProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="98" comment="Points are given when a soldier attempts to fire at a valid hostile enemy within weapon range * 1.5" /> <reflexesProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="98" comment="A progress point is gained when a soldier performs a Reaction Fire test (it doesn't matter whether he passes or fails it)" /> <braveryProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="98" comment="A progress point is earned whenever a soldier panics in battle" /> <resilienceProgress pointsToProgress="5" globalMaxProgress="97" comment="A progress points is earned every time the soldier gets a skillup in any other attribute" /> </soldierDevelopment>
  7. Why only Corporal promotion? Is it possible to set bonus to all promotion?
  8. Some more question, please. As I understand, in XCE 0.34+ crashed UFO different from landed just damaged hull and datacore? Is other interiors tiles the same? Gameconfig.xml have such settings: <powerCoresExplodeChance value="20" comment="The chance that UFO power cores will explode on UFO crash." /> <powerCoreExplosionRadius value="5.0" comment="The blast radius of the power core when it explodes on crash"/> <powerCoreFireChance value="60" comment ="The % chance a tile will be affected by fire when the power cores explode"/> <killCrewOnCrashChance value="25" comment="The chance for an alien to be killed on UFO crash when power cores don't explode." /> <killCrewOnPowerCoreExplodedChance value="25" comment="The chance for an alien to be killed on UFO crash when power cores explode." /> What is PowerCore? Is it DataCore? If not, where is it placed (to estimate powerCoreExplosionRadius)?
  9. By the way. What is the difference between wall_ne and wall_sw tiles?
  10. Ok, I copied files as said before. Create new submap in Xenonauts\assets\maps\ufos\shared\lightscout\layout_alt_2\lightscout_layout_alt_2.xml After this I loaded Xenonauts\assets\maps\ufos\shared\lightscout\inside\lightscout_layout_alt.xml and try to change submap to just created, but without any result, only info window appeared. What am I doing wrong? P.S. After I changed link to submap by manual edit file (as text at F4).
  11. It's just idea. What do you think if reapers can bite even on 2nd level (flying xenonauts or targets stay near the edge). Their height and apendages allow to do it. Is it possible to realize in code?
  12. I'm run Xenonauts\assets\mods\xce\GCSubmapEditor.exe and tried to open, for example Xenonauts\assets\mods\xce\maps\ufos\Landed\lightscout\lightscout_layout.xml or Xenonauts\assets\mods\xce\maps\ufos\shared\lightscout\layout\lightscout_layout.xml But there is not happens. Unpacked Game Tiles I placed to Xenonauts\assets\tiles What I did wrong? How I can load layouts? Thank you
  13. Also has this problem. I downloaded it from here http://www.goldhawkinteractive.com/forums/downloads.php?do=cat&id=10
  14. Hello all. Сonsidering the above, would be great to include in standard mod pack alternate UFO interiors from "Fire in the Hole". It will increase diversity of GC gameplay.
  15. There is no other mods, which can affect on this. In new game still "10/50"
  16. It seems that inventory actions in GC require too much time. <HandsFreeingAP>16</HandsFreeingAP> <HandDragAP>12</HandDragAP> <BackpackDragAP>24</BackpackDragAP> <BeltDragAP>16</BeltDragAP> <GroundDragAP>4</GroundDragAP> <ExplosiveArmingAP>20</ExplosiveArmingAP> <ExplosiveUnarmingAP>10</ExplosiveUnarmingAP> May be slightly reduced HandDragAP and BeltDragAP? In GC fresh medkit shown as 10/50.
  17. I started new game and discover that increasing range and accuracy added "reality feeling". Crossfire on existing maps now is more deadly And idea with small pistols are perfect! Kabill, do you thinking to do some (5-20%) additional weapons resistance depending on alien type? For example: Kinetic resistance - androns, drones Energy resistance - ceasans, wraiths It can conduce to use in GC weapons of two main type. Also it corresponding with changed tiers (kinetic-laser-MAG-plasma)
  18. What about this mod? http://www.goldhawkinteractive.com/forums/showthread.php/11251-X-CE-0-24-Select-Next-Soldier-buttons
  19. I will test more. If it not difficult, just for my understanding, please explain. How calculating chance of picking maps? Isn't chance = 1/x, than x - all available maps for this GC type and UFO?
  20. if I understand correctly, at this mod there isn't map for huge UFO. What happens if huge UFO will be shutdown under tropical zone?
  21. I will test more. If it not difficult, just for my understanding, please answer. How calculating chance of picking maps? Isn't chance = 1/x, than x - all available maps for this GC type and ship?
  22. Please, update Lore+. Version in X:CE RC4 modpack don't include "Espionage3" event
  23. Hey all Does anyone know method to decrease chance of picking maps from these packs? Don't get me wrong, they good enough, but slightly similar. If modpack activated (in X:CE 0.34 RC4), chance to meet other maps greatly decreased.
  24. Interesting mod. Some comments: 1. Will be better to create script which upgrade existing medical centers to rose medical after its research (like laboratory/workshop after research base upgrade 2. Damage of turrets is insufficiently to shut down more advanced ufo.
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