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Falidell

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  1. well it would seem that it can't be done still...unless i is are DERP.
  2. is it currently possible to add in custom Alien Missions? what i'm looking to accomplish: i like the current Missions but they aren't customizable enough for my liking so i will be adding some in to make up for it. heavy Air Superiority [table=width: 500, class: grid, align: center] [tr] [td]Ticker [/td] [td]200[/td] [td]Begin in 2 months[/td] [/tr] [tr] [td]Chance[/td] [td]10[/td] [td]%[/td] [/tr] [tr] [td]Escort chance[/td] [td]1000[/td] [td]100%[/td] [/tr] [tr] [td]Once per wave[/td] [td]True[/td] [td][/td] [/tr] [tr] [td]m:airplane.alien.corvette[/td] [td]0[/td] [td]Main Default[/td] [/tr] [tr] [td]m:airplane.alien.cruiser[/td] [td]100[/td] [td]Main 1 month after[/td] [/tr] [tr] [td]m:airplane.alien.strikecruiser[/td] [td]250[/td] [td]Main 2.5 months after[/td] [/tr] [tr] [td]e:airplane.alien.scout[/td] [td]0[/td] [td]Default Escort[/td] [/tr] [tr] [td]e:airplane.alien.corvette[/td] [td]100[/td] [td]escort after month[/td] [/tr] [tr] [td]e:airplane.alien.cruiser[/td] [td]200[/td] [td]escort after 2 months[/td] [/tr] [tr] [td]e:airplane.alien.strikecruiser[/td] [td]400[/td] [td]escort after 4 months[/td] [/tr] [/table] are we able to just Add this kind of stuff in without changing Default ones?
  3. na usually i can get a guy to take a few hits and MOST of the time they just get to visit nurse Sexy for a week or so they won't die too often if i pull them back to support positions away from the front lines. i'll have to give that a try thanks for the tip wraith
  4. thats another helpfull piece of intel and i feel slow now because i usually don't get lasers untill the 3rd month lol my last game lasted 1 year 8 months!!! =(((((( due to me not having enough money to build labortories and hiring scientist so research was slllloooowwww. even at 4 labs 60 scientist.. plus the money required to actually manufacture the stuffs like lasers, plasmas, wolf armours, and such EEEK edit: however that screen of the excell doc really does help me out on how to plan my changes on the game i actually really enjoyed the 1 year 8 month game so i think i'll change things to last about that long. lengthen the tickers and such so that way i don't feel rushed for money.. think i'll increase the damages on the alien weapons tho.. so they don't hit often but they will kill you without armor. making trained solders more valuable and worth naming. as it stand i usually only lose 1 guy on a battleship crash site. too safe
  5. i Feel Derp didn't even know that stuff was in GameConfig.xml thank you very much guys for your help with this. it's been bugging me for a while. edit: my aim was to make my own modifications to these tickers for personal use. i felt like the big guns showed up too soon for me to catch up with the research portion of the game and that there wasn't enough fighters and interceptors to take down my fighters, and base attacks didn't come often enough( average 1 time each complete game) among other things.. basically i felt some portions are too easy and others too hard.. i also changed a variable to make ufos be "Destroyed" more often. forcing me to be careful if i needed some money or an item to research from the ufo i am attacking... basically my very own personal balance changes
  6. well see i already have some forest maps oh btw stinky your farm houses are making good use in 5/20 of my forest maps and for my own personal fun with the game i got rid of industrial maps all together by modding the: assets\earth\continentmasks\tilesetmask1 && tilesetmask2 which determine where on the geoscope what map you'll get they over lap so in some areas you can get either desert or middle east within the same spot. i just never really like the industrial tileset. stinky has made them more enjoyable but even with the variety i've only liked buildings in terror sites. farms are acceptable because i like green. more to the point yea we could do a lot more stuff with a more generic naming system and have it make sense.
  7. so a wave happens 6 times in a month on 1st 6th 11th 16th 21st 26th makes sense i'll test this out to verify later thankyou wraith_magus that solves the "when are the waves" now for the ticker numbers What is a ticker.. what values do the ufos give to the ticker shooting down versus not shooting.. what value is time to ticker. numbers i require numbers om nom nom numbers lol
  8. i am also confused about the tickers and their exact mechanics. also just for clearification #4. according to the AM_BaseAttacks: corvettes, landingships, and carriers can do the base attacks and nothing else. so by not all you mean no Cruisers?
  9. hmm ok, thankyou trashman = ) do we have any indication of time value for tickers and/or ticker increase amount for shooting down UFOs?
  10. How exactly do these things work? ex this is the air superiority Alien Mission Ticker :: 150 <<▬▬Whats this mean Chance :: 20 <<▬▬ i understand this one i think Escort chance :: 500 <<▬▬Whats this mean as far as what the number Actually means Once per wave :: TRUE <<▬▬ when is a wave? m:airplane.alien.fighter :: 0 <<▬▬Whats this mean m:airplane.alien.heavyfighter :: 300 <<▬▬Whats this mean m:airplane.alien.interceptor :: 500 <<▬▬Whats this mean e:airplane.alien.fighter :: 0 <<▬▬Whats this mean e:airplane.alien.heavyfighter :: 300 <<▬▬Whats this mean e:airplane.alien.interceptor :: 500 <<▬▬Whats this mean what i'm looking for What the numbers actually mean? what kind of scale are these numbers from ex. 0-1000 or do they even have a scale? does lowering the tickers mean they show up earlier? if so does that mean that these numbers represent a certain amount of time?
  11. yea i agree lol plus it's really boring when you run in to nothing but farms for a while.... and in the Desert you'd either run into a base or just Desert with no buildings i don't see why we can't do this with "Temerate" aka Farms i've already made a few forest levels and they look good in my opinion =) Edit Something i just threw together in 5 minutes
  12. as the title states: Change the name of the tile set from farm to Temperate more versified: Forest maps no new tiles needed to be added everything is already there to be used things just kinda make sense with this simple change
  13. i've had a chance to play one of your corevette levels that feature the: storage unit. 22x17 StinkFactory 24x16 submaps and i have to say i really like the feel they give to the level. it almost feels like a terror mission in those buildings
  14. well with my current strategy i rarely suffer any losses or even get hit. the reason i don't use shields is that i just never needed them and i'm playing on normal and on a corvette landing site for example the most I've ever lost is 1 out of my 8 troop team. i've had roughly 8 this time around and i've only lost 4 guys. those smokes really help so i bring a lot of them. as well as every other non-lethal grenade. 3-5 each type per Stunner troop. i do actually use a lot of c4 as well.. to level down buildings and such. and take down walls sense grenades utterly SUCK they're horrible can't toss farther then 4 squares?! damage area of 2? screw those grenades. Bullets lots of Bullets, smoke gets me in smoke blocks their reaction firer. flashbang suppresses them Stun Rod Takes em down. anyone i can't get in the room within 1 turn gets bullets thats why i open the door first to see who is in there. though that only works on scouts and light scouts. for bigger ships i smoke the first room entirely set in positions around consoles and such and toss a bunch of stun grenades around the edges of the room sense they are always there.
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