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[MOD] - MIAB - Interface and Balance Mod - V0.9
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[MOD] - MIAB - Interface and Balance Mod - V0.9
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Knight
Sergeant first class
Sergeant first class


Joined: 04 Jun 2007
Posts: 153
Location: Germany

PostPosted: Wed Jun 20, 2007 5:56 pm    Post subject: Reply with quote
 
Then put them back to era 3 Wink

Since other aliens are more demanding it will come as a relief when it comes to face vipons/chasers.


_________________
Eddy. You just can´t kill someone because the way he looks at you Shocked

http://www.youtube.com/watch?v=tysvNGGFN3M
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Iskandar
Warrant officer
Warrant officer


Joined: 03 May 2007
Posts: 330

PostPosted: Wed Jun 20, 2007 6:09 pm    Post subject: Reply with quote
 
yeah, I'm definitely leaning that way. it'd be the most trivial of fixes to re-add chasers to era 3.

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Wed Jun 20, 2007 6:19 pm    Post subject: Reply with quote
 
illegal youth - your layout is made for the spawn point stuff, which is an invalid premise unfortuantely.
My layout is designed so that you have instant and constant access to 5 slots able to fit adv base facilities in (the 2*1 buildings), as well as giving the option of using 2 of those slots for a fourth hangar.

Iskandar wrote:

Mori: have an urgent problem with your mod. as it turns out, you've COMPLETELY removed stasis grenades from the game!


I'm well aware of this and have already fixed it Cool . It was brought to my attention a few days ago in a thread in the gameplay forum (jetau I believe was the first to notice it). Thanks though. Wink
New alien collection in MIAB will be this:
era 1 - chasers, vipons
era 2 - vipons, destroyers
era 3 - chasers, preachers
era 4 - phantoms (unchanged).

Basically made it so vipons & chasers only appear twice rather than three times as a main race.

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illegal youth
Sergeant first class
Sergeant first class


Joined: 16 May 2007
Posts: 179
Location: baltimore, usa

PostPosted: Wed Jun 20, 2007 8:46 pm    Post subject: Reply with quote
 
Moriarty wrote:

illegal youth - your layout is made for the spawn point stuff, which is an invalid premise unfortuantely.
My layout is designed so that you have instant and constant access to 5 slots able to fit adv base facilities in (the 2*1 buildings), as well as giving the option of using 2 of those slots for a fourth hangar.



that is quite unfortunate. after finding out that the empty sections have corridors (i guess i never bothered to look in my empty sections before...), i realize that even with all alien spawn points moved to the hangers, there's no way to force a choke point.

your layout does make a lot more sense in this context. thanks for the improvement!

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MaximKat
Corporal
Corporal


Joined: 15 Jun 2007
Posts: 44

PostPosted: Thu Jun 21, 2007 8:55 pm    Post subject: Reply with quote
 
what about some quick fix for impatient ones for stasis grenade problems?

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Thu Jun 21, 2007 9:28 pm    Post subject: Reply with quote
 
MaximKat wrote:

what about some quick fix for impatient ones for stasis grenade problems?


I'll try and get the next version of MIAB out by tomorrow. Be patient young padawan. Wink
No promises though.

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owl208
Colonel
Colonel


Joined: 22 Feb 2007
Posts: 751
Location: Waaay back in the Holler

PostPosted: Fri Jun 22, 2007 3:12 am    Post subject: Reply with quote
 
Moriarty wrote:

MaximKat wrote:

what about some quick fix for impatient ones for stasis grenade problems?


I'll try and get the next version of MIAB out by tomorrow. Be patient young padawan. Wink No promises though.



Yesss, Master Moriarty. As Master Yoda says, "There is no Do! There is only Do-Do!" Laughing Laughing

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Fri Jun 22, 2007 5:54 pm    Post subject: Reply with quote
 
Ok, I've uploaded a copy of MIAB version 1.

Main features:
    Tank experience.
    Placeable first base.
    Minor tank re-balancing
    Bug fixes

Full list below.
Note: Requires Patch #1.

This is a BETA version. Probably best not to include it in the FM just yet.

Due to the number of changes I've made to things that could easily corrupt a game, I've decided to to make this a beta version. So you should maybe expect a couple more bugs than usual. Whilst it should be safe to load your saves with this mod, I advise that you don't save over any games you want to keep with it. It works fine for me, but just in case. Wink

Warning - this mod will make savegames slightly incompatible with vanilla. This is a result of the "place first base" and "multiple bases in a state" mods. It won't crash if you try and load with vanilla, but you may see some odd base behaviour. Sorry, nothing I can do about this.

But now I've scared you all off with my disclaimers, it should be relatively safe.



Download it here:

http://www.savefile.com/files/831580


Changelog from 0.9 to v1 beta for those interested:
Quote:

The "20mins" time now runs slower - makes for easier watching/participating of geoscape combat.
re-ordered UFOpedia buildings - there is now some sort of logic behind it.
re-ordered ufopedia race listing
re-ordered centaurus parts.
Added the UFOpedia mod
UFOPedia now shows armour info for researched aliens.
Courtesy of Iskandar - will update scanner range to cover possibility of selling radar.
Increased max speed difference for bullet speed and scroll speed.
Mini-map re-implemented. End key or numpad Divide key will trigger it on and off.
All CAFTanks now have a rank of 1. (hammer was 9, cyclops was 6).
No longer possible to rename tank drivers (result of tank experience mod).
Removed destroyer as era 3 main race. New era main race setup:
era 1 - chasers, vipons
era 2 - vipons, destroyers
era 3 - chasers, preachers
era 4 - phantoms (unchanged).
Changed layout of main base.
Changed for base placement in the bases array. Was done by stateid. now just incremental.
Now possible to place multiple bases in any state.
remove "repeating" function of promotion buttons - it was slightly buggy anyway.
All tank weapons now have 50% more ammo.
Minor changes to some tank balance
- Cyclops has more movement (still the slowest) but slightly increased perception and shooting, making it one of the best sharp-shooter tanks.
- Proper tanks given higher perception and slightly higher vitality. Accuracy also increase a little.
Now asks you to confirm whether you want to quit without spending all promotion points first.





Feel free to try it and report any bugs.



Edit - couple of known bugs on the promotion screen, purely visual. Rather than spend hours tryng to fix them (i've already spent hours come to think of it), I figured I'd release and get back to them later. Wink

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SyDaemon
Sergeant
Sergeant


Joined: 09 Jun 2007
Posts: 119

PostPosted: Sat Jun 23, 2007 12:57 am    Post subject: Reply with quote
 
This feels almost as if a UFO:ET Expansion pack has just been released! Thank you so much. Most of the changes sound terrific.

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SyDaemon
Sergeant
Sergeant


Joined: 09 Jun 2007
Posts: 119

PostPosted: Sat Jun 23, 2007 5:39 am    Post subject: Reply with quote
 
Now that Iskandar is possibly leaving us for good Crying or Very sad I have no choice but to attempt to merge the fixes I need. First and foremost, I am dying to have stasis grenades back into the game.

Moriarty, would you mind posting the code changes for the race setup here? I believe I'm not the only want wishing to get back the stasis grenades from the chasers.

EDIT: Found it!
File: data\scripts\tests\config.xsv
Line: 19391

Code:

2
 {
      className AlienRace
      mainRace
      {
          className CVector
          0 "Chaser"  <-- was "Destroyer", change back to "Chaser" here
          1 "Krtek"
      }
      supportRace
      {
          className CVector
          0 "Trilobit"
          1 "Telemat"
          2 "C10mz"
      }
}


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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Sat Jun 23, 2007 9:47 am    Post subject: Reply with quote
 
Yep, that's the line SyDaemon.


Anyone encountering problems? Heck, anyone trying it after my dire warnings? Smile

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MaximKat
Corporal
Corporal


Joined: 15 Jun 2007
Posts: 44

PostPosted: Sat Jun 23, 2007 8:24 pm    Post subject: Reply with quote
 
Can anybody upload version 0.9 to some hosting? I wan't to look for changes between those versions and maybe try to incorporate them into frankenmod Rolling Eyes

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Sat Jun 23, 2007 9:08 pm    Post subject: Reply with quote
 
MaximKat wrote:

Can anybody upload version 0.9 to some hosting? I wan't to look for changes between those versions and maybe try to incorporate them into frankenmod Rolling Eyes


It's a beta, you're not supposed to merge it.
Of course, if no-one reports how it's working it'll stay a beta for a very long time. Twisted Evil

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MaximKat
Corporal
Corporal


Joined: 15 Jun 2007
Posts: 44

PostPosted: Sat Jun 23, 2007 9:47 pm    Post subject: Reply with quote
 
Moriarty wrote:

[
It's a beta, you're not supposed to merge it.
Of course, if no-one reports how it's working it'll stay a beta for a very long time. Twisted Evil

and lots of people won't use it unless it is combined with bman's Wink wicked circle, he-he

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Sun Jun 24, 2007 9:08 pm    Post subject: Reply with quote
 
Very wicked. But I'm in no hurry. They're the ones missing out on the tank mod. Twisted Evil

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