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zzz

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Posts posted by zzz

  1. 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

  2. not generating a crashsite is not a bug, that is working as intended. It's just displaying the wrong message. Escort ships will AFAIK not generate crashsites even when they are by themselves.

    Bombers has also been reported to not generate any crashsite so I'm assuming they are escorts as well.

    i'm imagine how many times you already said this.

  3. Corvettes might very well carry navigation, but

    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.

    research.JPG

    research.JPG

    research.thumb.JPG.bd7f7db23fa664283f497

  4. This means that even if you ended up with the same layout of warehouses and plants,
    T

    It 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.

  5. Are they planning to create some maps and it's random on which map you land,

    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.

    Also: Are they planning to add more research options?

    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.

  6. 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).

    With glitch:

    screenmap.JPG

    Other starting position:

    scout1.JPG

    screenmap.JPG

    scout1.JPG

    screenmap.JPG.d3c0f18214b4b8a3bdabaa93c1

    scout1.JPG.88c34f517bd7b9a4566c54d690eeb

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