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Messages - Valis

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46
Discussion / Re: Was wondering if anyone else had the same thought...
« on: March 17, 2009, 02:56:16 pm »
Er, no it wouldn't. Master of Orion is a totally different game, and UFO:AI doesn't really lend itself well for it. For one thing, the only real-time part in the game is the geoscape, and that isn't even 2D (the 2D geoscape notwithstanding. It isn't "real" 2D as movement speeds differ depending on how close to the equator you are).

That would have to be changed :>

MoO2 was a different game but I do not want to clone it bit by bit. A combination of both would suit me fine. It is probably not achievable by me and my rusty C++ knowledge but I can dream :)

47
Discussion / Re: Was wondering if anyone else had the same thought...
« on: March 17, 2009, 11:13:39 am »
I was thinking as i was playing UFO: AI that, with a tweaked ruleset and some modifications, it would make an excellent Swords & Sorcery type roleplaying game. I was just wondering if anyone else had thought the same thing.

Not sure how one would handle this, lord knows i'm no good at programming or making maps (i can design them on paper, but making them in 3d stumps me.) but the style of play just seems to fit, like a more complex version of the old AD&D gold box games.

Oh, and on a closing note, UFO: AI is an incredible experience and i'm having more fun with it than i did with the original Xcom, I am eagerly (but patiently) awaiting v2.3, your hard work is much appreciated, and i'll try to help if i can find a place where my skills can be used.

I had the exact same thought :D My attempts to mod this game is an exercise to do a total conversion mod. Maybe some kind of adventure game at first but my main goal is to make a Master of Orion 2 clone in real time. The engine, that UFO:AI provides now, would be almost perfect for that.

48
User modifications / Re: Help with moding
« on: March 17, 2009, 11:09:43 am »
Do you mean I can add any files with the extention 'ufo' and they will be 'precompiled' into the game on startup? That would be great. I will rearange my MODs asap.

49
Tactics / Re: Super-aliens or Alien heroes
« on: March 17, 2009, 11:04:11 am »
But that better armour would have to be found by the victorious PHALANX soldiers, then could be researched and then produced. This would have a too big game inpact so armour changes [super armour] is probably out of the question.

Mutations for that matter are probably on the TO DO list. Maybe not as mutations but if the soldiers will have implants then they will have some base to be researched on. Such mutated specimen of aliens could very be such base for those human-machine upgrades.

50
User modifications / Re: Help with moding
« on: March 16, 2009, 08:47:42 pm »
Wow, nice. I will have to dig into that on the weekend.


Another question then:
For now I modify game files.

1. Can I add new files to the game?
2. Also, can files have mixed content? For example can a file contain research and weapon definition.

I aim at the goal of only adding file sets that could complement each other so for example someone who wants to incorporate 2 mods into the game does not have to merge the files. It would also the more secure not to mingle with the orginal files.

51
User modifications / [UFO:AI v2.2.1 MOD] Holy Hand Grenade
« on: March 16, 2009, 08:42:49 pm »

This is a simple MOD that adds the famous artefact :) It is not meant ot be balanced or taken seriously. Just for kicks :P


Install info: The attached file should be unzipped to the following directory:
<your game directory>\base\ufos
i.e.
E:\Games\UFOAI-2.2.1\base\ufos

Change log:

Quote
v0.1
   
    * Added: Holy Hand Grenade from Antioch - available after researching plasma [any, I hope I understand this righ, if you research any plasma weapon then you get to research this artefact]
   
TO DO: - write new particles for it, preferably some kind of A-bomb effect ;)
--> http://ufoai.ninex.info/wiki/index.php/UFO-Scripts/ptl_*.ufo

Disclaimer: This is modified code from the game UFO:AI v.2.2.1 available under the GNU General Public License (GPL) and as the license states the MOD it self is also available under the same license.

[attachment deleted by admin]

52
Tactics / Re: Your Tactics
« on: March 16, 2009, 10:54:28 am »
What I meant was I like the idea of having a decent assault/sniper weapon (i.e. the bolter) and are concerned it is not that good. This really is a balancing issue that will be taken care of when the game is finished, until then it is the realm of the modder (not me  ???)

We are planning to thave a request thread in the moding section. Try to articulate your balancing ideas and we can provide you with the appropriate file changes.

53
User modifications / Re: Help with moding
« on: March 16, 2009, 08:38:33 am »
http://www.youtube.com/watch?v=xOrgLj9lOwk

Nay, I already consulted this film before posting here aobut it ;)

Quote
maybe you forgot to rename the weapon_mod definition inside of the copied plasmagrenade spec? it must have the same name as the item you are trying to create.

I think that was the only one line I did not check :/ Now it works and I will post it later afternoon. The blast is not so fun to look at, are there any other animations for the blast I could use, for example the rocket launcher? Will it work with something like a granade?

54
User modifications / Help with moding
« on: March 15, 2009, 12:18:50 am »
I need a little help with one thing I want to do.

Just for fun I wanted to add the Holey Hand Grenade from Antioch to the game. For that I copied the research and the weapon description for the plasma granade. With no modifications to the specs of the granade I wanted to see if it works. When I am testing it the granade is researchable, producable, equipable but I can not get it to pop up the fire mode menus and throw/lob it :/

I am talking here about modding the base 2.2.1. I see there plasma grenade is in a diffrent file than the rest of the weapons I moded in the other thread. Is there something I missed?

For your information I wanted it to have 9 'lob' modes named like 'Lob after1', 'Lob after 2' and s on ;) and only the right one would deal damage :D

55
Well, lets just prepare a post like that and I think the mods will be happy to sticky it.

I propose that we force on the moders a special naming convention that I started so every one sees what is in the thread. I propose such naming conventions for finished mods that they involve at least the version to witch they are intended to.

A request sticky thread could also avoid unnecessary thread spamming.

56
Design / Re: Plasma powered flamethrower?
« on: March 14, 2009, 05:55:38 pm »
Quote
Cool.  If we're going to have Mods floating around, might as well have more than one to choose from.

Off course, the more the better. We all will have different values and views and can learn from each other.

My mod is available under: http://ufoai.ninex.info/forum/index.php?topic=3388.0

Can someone test it? For now it is a version for 2.2.1 but later I will do a version for the latest trunk.

57
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: March 14, 2009, 05:52:25 pm »
*reserved*

TO DO:
- add a power armour
- get rid of most side-arms as they are not used at all
- suggestions?

58
User modifications / [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: March 14, 2009, 05:51:14 pm »
    Quote
    Woo..
    I'm ahead, I'm a man
    I'm the first mammal to wear pants, yeah
    I'm at peace with my lust
    I can kill 'cause in God I trust, yeah
    It's evolution, baby

    [...]
    Do The Evolution - Pearl Jam                             

    My first MOD for the game. I decided to do something for those who can not[or just do not want to] compile the unstable dev version. This is a fan MOD and has nothing to do with plans/changes of the developer team. The dev team can but DOES NOT have to incorporate these changes into the main game as some changes are obviously unbalanced or just stupid ;). Use this mod at your own risk, usually there is no support for modified programs as no quality can be assured.

    Install info: The attached file should be unzipped to the following directory:
    <your game directory>\base\ufos
    i.e.
    E:\Games\UFOAI-2.2.1\base\ufos

    Change log:
    Quote
    v0.2
    • Extracted all changes to a new file.
    • Added: New ammo for bolter rifle - Explosive rounds
    • Added: New base defence system after researching Alien Astrogation - longer range and slightly bigger accuracy than the Mk. I missiles

    Quote
    v0.1
    • Change building: Laboratories does not need command centre to work, they now need a powerplant
    • Change building: Team Room also dependant on Powerplant, not command Centre
    • Added: Sniper Rifle Mk II + ammo - available after researching kerrnblades
    • Added: Plasma Jet Flamethrower + ammo - available after researching any plasma weapon
    • Added: Multitarget Destroyer + Rocket Pack[ammo] - available from the start, only self produce, no buy option, 2 fire mode, Aimed shot with 2 rockets and 'Seek&Destroy' with 4 rackets
    • Added: Rapid Fire Machinegun + ammo - available from the start, only self produce, no buy option
    • Change weapon: Normal rocket launcher has now 8 ammo
    • Change weapon: Riot Shotgun ammo increased to 12
    • Change weapon: Sniper Rifle ammo increased to 9

    Disclaimer: This is modified code from the game UFO:AI v.2.2.1 available under the GNU General Public License (GPL) and as the license states the MOD it self is also available under the same license.[/list]

    [attachment deleted by admin]

    59
    Feature Requests / Re: Finding SVN number - ubuntu 2.3 builds
    « on: March 14, 2009, 08:33:38 am »
    A good practice before reporting a bug is to update your svn checkout again and look if the bug is still present in the latest code. Then you can see the trunk version via your browser when browsing the sourcforge project.

    60
    Design / Re: Plasma powered flamethrower?
    « on: March 14, 2009, 08:25:57 am »
    I already did my modifications and I plan to upload it today. I need to test them first and as I have a little ;) hangover I want to wait till it passes so I do not deliver some ill code.

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