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Posts posted by Axiomatic
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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
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Clicking the 'Link Submap' button and selecting one only activates the mode (similarly to 'Paint Tile'). You still need to place the link somewhere in the submap (top-left corner in this case).
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)?
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Not quite sure what you mean - do you mean "A reaper should be able to reach upwards from a lower level to a higher level with a melee attack" or "A reaper that is not on ground level should be able to attack flying targets which are next to the Reaper but are impassable because the target is flying".
EDIT: If you mean the first proposition, then you need some kind of animation that isn't crappy for that otherwise it would look like a bug every time the Reaper did it.
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?
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For instance, 5 morale events are not enough to get +2 BRV, 7 kills (and more shooting) are not enough to get +2 ACC, etc. So yes, what's the threshold?
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>
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You should consistently be able to get +2 a mission if you meet the requirements, plus the Corporal promotion bonus if it applies.
Why only Corporal promotion?
Is it possible to set bonus to all promotion?
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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)?
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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).
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Sure, you are welcome to do the work of converting those submaps to the format matching the new UFO submaps. And it'd be also necessary to check how they affect game balance, because at least before opening doors could trigger reaction fire these UFO layouts with small rooms had made the game noticeably easier.
It might actually be probably simpler to just create additional new UFO interiors anew.
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
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Also has this problem.
I downloaded it from here http://www.goldhawkinteractive.com/forums/downloads.php?do=cat&id=10
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[*]All UFO submap have been reworded to use linked submaps in order to avoid duplication and allow greater flexibility (for example, there can be variations in the damaged UFO hull image if multiple submaps are placed in maps/ufos/shared/ufotype/hull_damaged).
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.
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Really? That's weird. I was pretty sure that was working fine. I will check it my end, but can you also check to make sure you don't have another mod activated that's interfering?
There is no other mods, which can affect on this.
In new game still "10/50"
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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.
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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)
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Mega useful feature, thanks!
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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?
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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?
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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?
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Please, update Lore+.
Version in X:CE RC4 modpack don't include "Espionage3" event
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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.
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Additional UFO interiors
in Mapping Discussion
Posted
Thanks a lot for your helps and valuable comments.
I'll try to do it.