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Messages - Duque Atreides

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16
Discussion / Re: Advanced Combat Armour
« on: July 14, 2012, 11:23:22 pm »
Hi. I´m trying to use this armour in my regular game. Well, i want to do this armour a research from alien ligth armour and the nanocomposite armour a research from alien medium armour. I try frist to make a new armour from nanocomposites (coding) and i was succesfully, but not with advanced combat armour. I tryed to use this armour as a known technology from the begining of the game, but it dosen´t works.

There´s any problem with this armour? Thanks

17
Newbie Coding / Re: Language files
« on: July 14, 2012, 11:18:10 pm »
Ok, i understand now. Thanks!

18
Newbie Coding / Re: Language files
« on: July 14, 2012, 09:41:53 pm »
Ok, sorry but i don´t understand very well. I am making a mod and i want to add a new armour. I have the armour (is based on nanocomposite armour image), but i don´t know how to do the research text files, i mean, description, pre research text and post-research text.

Thanks

19
Bugs in older version (2.4) / Re: Slow battle between ships problem
« on: July 14, 2012, 08:09:20 pm »
If you don´t mach the speed of the ufo, this not happen. So, i don´t use armor on aircraft.

20
Newbie Coding / Language files
« on: July 09, 2012, 02:15:08 am »
Hi. im trying to translate a file (tech), but i don´t found the text files. Where they are?

21
Discussion / Re: Enemy on Earth Question
« on: July 08, 2012, 10:47:30 pm »
When an UFO is shoot down over Antartica, and it isn´t recovered, there´s nation unhappiness?

22
Newbie Coding / Re: Some basic modding questions
« on: June 24, 2012, 02:32:49 am »
Another question.

When i finished to work the .pk3 file, how to zip it? Compressed? Normal? full compressed?

Thanks

23
Newbie Coding / Re: Some basic modding questions
« on: June 24, 2012, 01:33:12 am »
Thanks!

24
Tactics / Re: Keeping the Nations Happy in 2.4
« on: June 24, 2012, 01:31:52 am »
Mail?

25
Newbie Coding / Re: Some basic modding questions
« on: June 19, 2012, 03:38:51 am »
What program is necessary to mod this files? *.ufo? I try to open it with notepad, but it see strange.

26
Discussion / Re: My observations on the game
« on: June 10, 2012, 11:40:20 pm »
Sorry for use this thread, but i don´t belive that is necessary open a new one for this question.

There is any importance to shot a enemy or a soldier from back or by side? I mean, the character is more weak from the sides or back? What about the head?

27
Artwork / Re: Armor model updates
« on: June 03, 2012, 08:26:00 pm »
When will be released this armors and where i can download it, if isn´t finished yet? They are awesome!

And, how can i load them on the game? I´m playing 2.4 and in multiplayer, the CCCP don´t work.

Another question; why in multiplayer is the advanced combat armor available, but not in campaing?

Thanks

28
Tactics / Re: Keeping the Nations Happy in 2.4
« on: June 02, 2012, 07:13:02 pm »
I classified my bases in: Headquartes (HQ), Airbase (AB), Manufacture base (MB) and Radar base (RB)

First one; Europe. I build it on Slovakia (HQ). I have my laboratories here.

Second one; Korea. This is an AB, for cover North America, Oceania, Asia, Russia and support Europe air wing (well, "wing" :D)

Third one. Poland. My MB. I build it very near the HQ, so, i can build a sam defensive pattern, using three SAM and the HQ SAM. I can defend my HQ, MB and the Ufo Yard with only three SAMs sites and my HQ defenses.



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Fourth, Venezuela. Another AB. Cover entire american continent, Pacific and Atlantic. It can support the far west Europe.

Fifth. Australia. A radar base.

Six. Canada (west coast). Radar base.

Seven. Angola. Radar base.

Eight. India AB. I build it at the southest point of India. This is a support base to engage ufos flying Oceania, Africa and cover the Firebird flight from HQ to any point of Asia and Oceania. I have an empty large hangar here for the Firebird if i need run for cover.

In Antartica, i have an array of SAMs and one Radar. I catch  up many ufos here!

29
Discussion / Difficulty; alien shooting
« on: May 26, 2012, 11:11:17 pm »
I can see that the aliens don´t uses all the shooting types of their weapons. Is this a matter of difficulty? The AI makes snap shots everytime?


30
Discussion / Re: How much Reaction Fire?
« on: May 25, 2012, 05:06:40 am »
There are two major problems with RF:
#1: TUs for a shot comprise raising, aiming, triggering (==0) and reloading.
Of course this can be *very* different for different weapons. Think assault gun vs. RL. Those differences are NOT defined in the weapon scripts.
#2: oc aiming at a door where we expect an alien to come out would require almost 0 TUs to RF.
But what if the alien steps out of *another* door that is still in the viewing range of the shooter ??

That's why RF is like it is now...strictly according to TUs. Bare with me.

Well...

In my proposal, the differences between weapons comes with the TUs required. It´s supposed that a reaction with a machine gun will do because the shooter is in ready position. By the way, it´s irrelevant because the game do not make diferences between a suprising alien walking in front of a suprised soldier, or a waiting soldier.

If you are aiming at a door, and the alien comes from another, the TUs needed to face to the door must be added to the sum. If it is less than the TUs used by the alien, the soldier react.

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