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Posts posted by Khall
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Ok, made the end turn button smaller and first attempt at the buttons.
https://www.dropbox.com/s/or1qu9be4s4j4r9/Select%20Next%20Soldier%20UI.rar
I'll do the small versions and the buttons as separate images if we decide on a final solution
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First attempt. I made the top of the button level with the bottom of the corner, though I'm not sure if that leaves enough room for the pictures. Can move it down further if so.
https://www.dropbox.com/s/or1qu9be4s4j4r9/Select%20Next%20Soldier%20UI.rar
(Good incentive)
I'll do one with a shorter button tomorrow
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An short paragraph in ballistic weapons explaining the role of carbines and in MAG weaponry, adding carbines to the list of weapons that were developed. The other weapon tiers don't mention weapon types, so I left them alone.
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Yep, it should work with all non-portrait mods, just got to change a few numbers in soldiernames.xml, and that's it.
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Ok, I've done some more work on this:
- Fixed up a few existing portraits
- Added 4 more new Mediterranean portraits
- Added 8 new Northern portraits
Some of the new portraits:
Updated download link. You'll need to alter the "soldiernames.xml" to use the larger pool, updated instructions in OP to new numbers.
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Yeah I think adding overdamage to the alien grenades, plasma cannon, the medium and heavy drone cannon, and praetor gun would be a good idea. If overdamage could also only occur at -20 hp (putting the "over" in "overdamage" ) when you have no chance of survival anyway that would be great.
The only point of having a second strike team right now is to do ground missions and collect resources, which has already been pointed out as a resource sink in itself. Shifting the relationship boost away slightly from purely air interceptions to ground missions will make it more worthwhile.
Another way of making a resource sink throughout the game apart from replacing lost equipment is to not make advanced aircraft missiles and weapons upgradeable, instead you have to produce them yourself (for a very small cost in alenium/alloys, don't want to make them too scarce). Apart from the resource sink, it will add some more complexity and micromanagement in the geoscape and aircraft loadouts, however it will require some rebalancing and is a pretty big change in itself, which some people might not like.
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Sorry I missed this, found the problem and tested the weapons, updated download is in the OP. Also added new plasma and MAG carbine weapon sounds. Btw how are you finding the carbines balance-wise?
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This mod adds new portraits and unlocks some custom ones to bring the amount of male portraits up to 105 from 36, and female portraits up to 27 from 22. This mod is for people who want more variation in portraits. but in the default art style.
What it does:
Male:
- Adds 9 new African portraits (12 from 3)
- Adds 13 new Asian portraits (18 from 5)
- Adds 18 new Mediterranean portraits and unlocks 2 custom portraits (28 from 8)
- Adds 15 new Northern portraits and unlocks 12 custom portraits (47 from 20)
Female:
- Unlocks 1 unused Mediterranean portrait (8 from 7)
- Adds 1 new Northern portrait and unlocks 3 unused portraits (13 from 9)
E.g.
The new portraits were created by mixing and matching different elements of existing portraits in photoshop. I still need to create female portraits, go over my portraits that I'm not happy with and just generally make more portraits. I'll add it to the completed mod section when I consider it more completed
But there's enough in it to add some much need variety.
Installation instructions:
1. Download the mod and extract it
2. Add the downloaded "soldierimage" and "soldierimagefemale" folders to their respective folders in "assets"
3. Open "soldiernames.xml" with notepad
4. Change this
<Ethnicity name="afri" count="[b]3[/b]" /> <Ethnicity name="asi" count="[b]5[/b]" /> <Ethnicity name="med" count="[b]8[/b]" /> <Ethnicity name="nor" count="[b]20[/b]" />
to this
<Ethnicity name="afri" count="[b]12[/b]" /> <Ethnicity name="asi" count="[b]18[/b]" /> <Ethnicity name="med" count="[b]28[/b]" /> <Ethnicity name="nor" count="[b]47[/b]" />
5. Open "soldiernamesfemale.xml" with notepad
6. Change this
<Ethnicity name="afri" count="[b]3[/b]" /> <Ethnicity name="asi" count="[b]3[/b]" /> <Ethnicity name="med" count="[b]7[/b]" /> <Ethnicity name="nor" count="[b]9[/b]" />
to this
<Ethnicity name="afri" count="[b]3[/b]" /> <Ethnicity name="asi" count="[b]3[/b]" /> <Ethnicity name="med" count="[b]8[/b]" /> <Ethnicity name="nor" count="[b]13[/b]" />
to allow use of the new portraits.
Download:
https://www.dropbox.com/s/cjusz73c6j8p2e3/Khall%27s%20More%20Portraits.rar
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Could you re-enable the ability to have an actual, destroyable transport aircraft when transporting things from one base to another. I always thought it was cool you had to protect it.
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Theoretically it would be possible to create semi-transparent random ground submaps that you could overlay on existing submaps for a brown/green mask. But It would take a lot of work to get right and look natural. I might look into it after I'm done.
The other thing that might be of interest is this, by Skitso:
http://www.goldhawkinteractive.com/forums/showthread.php/9098-Skitso-s-Color-Grading
Maybe that would work well if added to this tileset, I don't know
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Ah that's where the spectre files are, I must have unpacked them ages ago and forgot about them, I did a reinstall today and was confused where they were
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In the "units/xenonaut" folder you need to create a folder with the weapon name for each armour: e.g. "units/xenonaut/armour.basic/weapon.modifiedhandgun". In the "armour.basic/weapon.modifiedhandgun" folder, copy the animations from "armour.basic/weapon.pistol" to it. Do the same for the different armour types.
(I've just noticed the soldier_spectre files are gone btw, I would have just said copy that instead of the animations)
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Updated to new version, then spent the last few hours hunting a new bug that meant aliens had no weapons, turned out I had an extra "<" in "weapons_gc"
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I'll have a look
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The reason I used the AK47 is because the art and sprite assets are already in the game, and it seemed a shame to let them go to waste. Let me know if there are any issues and I'll fix them up
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I was thinking about doing that, still working through the village props, have done the industrial props that can be reused and made some tall fences for LOS breakers. Just need to get round to doing rural roads (which I am not looking forward to) and some vehicles to have a decent set of tiles for villages. Once I've done that, I'll see about railways. Been busy lately, so progress is a bit slow at the moment, but it'll pickup soon.
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The problem with "always do it's best to win and throw any other consideration out of the window" is that overtime it becomes predictable, and makes easier for the player to counter. Occasionally taking the less statistically optimal approach will surprise the player, who cannot rely on the alien doing what it is "supposed" to. A good example is the aliens sometimes charging out of the UFO. The best thing to do would be to have them all camping, covering the door. But the possibility they might counter attack, even though it is more risky and not the optimal strategy, keeps the player on his toes and makes it harder
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Just a trivial thing, can you make it so using the quick reload will drop the current magazine on the ground, instead of vanishing into thin air. Just something that bugs me, because manual reload puts the spent magazine automatically in your pack. Plus it would look cool seeing spent magazines everywhere. The ground images for ammo will need to be made, but that's easy enough to do for anyone with Photoshop.
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I was able to get oneshot weapons to work a while a go:
The code is included in the thread, the most important thing is the use of IsMonoUse, which I set to 1. Once you used the DHVRL it automatically disappeared. This was a while ago, but should still be possible. Though I do remember having some problems when manufacturing them, the ammo wouldn't load automatically in the soldier equip screen even though it was set to infinite, I never got round to solving it. Hope it helps
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Maybe an article on alien psionic powers, I don't feel they are explained very well in the base game (I still have no idea which powers require LOS, who has what powers, etc) and you would think that the proven existance of psionics would be a bigger news, I thinks its mentioned briefly in the caesan and praetor autopsies and that's it
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Sorry I haven't updated this in a while, been busy
Updated download for v1.06
Also added new laser carbine sounds, will redo the rest when I have time
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Ok, I've finished the tall grass and the tree stumps and made the grass on rocks the same texture
Overall look
I think that concludes the wilderness part of the tileset so far, unless there are any more suggestions (which are very welcome), so I'll start work on rural village props now. I've updated OP with a new download link with all the changes and some more images from ground combat.
Bonus for the farm tileset:
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Well I've made adjustments to a lot of props (bushes, rocks, logs, trees) and the grass, mainly contrast and brightness changes, to make it less arctic looking. Here's some comparisons
New rock vs old rock
Old tree vs new tree
Overall New vs Old
Just altering the rest of the current props before I add anything new. I'll finish this and add tall grass and new tree stumps before I update the download
Artist (or "artist") wanted - GC panel modifications for 'select next soldier'
in Modding Discussion
Posted
Adjusted it slightly so the buttons bigger and the end turn smaller, and a bit more of a gap between them
https://www.dropbox.com/s/or1qu9be4s4j4r9/Select%20Next%20Soldier%20UI.rar
I'll send a PM with my request.