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BolaDePel

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  1. It can be considered a bug, but you can exterminate the martians (even by accident in your case) before completing all their associated research. You can still complete the game without this research, but it will be harder. You may want to start a new game and perform terraformation a bit slower this time.
  2. I remember that the original UFO:Extraterestrials suffered several delays and the launch date kept moving forward for about 2 years, so my bet is that the game will be released some time around spring 2013 .
  3. If you move the engineer near the mine before using the kit it's possible that it may accidentally detonate if you are too close. It works best if you place the engineer on one side of the minefield (to avoid activating other mines when you disable one) but not too close and then you can use the kit on the nearest mine, and repeat the process while there are mines left.
  4. Unless you have a corrupted file in your game (wich would be very unlikely, unless you have a mod that does not work properly), the mine disabling kit works correctly (apart of the bug that makes it keep using ammunition after the mine has already been disabled and you need to cancel the action). You need to click on one of the icons on the side of the kit (i think it looks like a hand, but i don't remember exactly), and then click over the mine you want to disable. If there are multiple mines together you need to be careful, target the one closer to you to avoid setting off the others.
  5. One character with driver training is enough, the effect is not accumulative as far as i know. Planetology training does accumulate its effects, and multiple characters will make building installations much faster (especially with major planetology).
  6. You need to research the medicine technology. It's available from the start of the game.
  7. I guess can't load the clones textures and uses the default ones. Maybe the mod file is corrupted or something. If you unpack the mod file there should be 4 files inside the folder units/textures/beasts: beastman_basic_clone1_diff.dds beastman_basic_clone1_self.dds beastman_basic_clone2_diff.dds beastman_basic_clone2_self.dds I guess redownloading the mod file may solve the issue.
  8. The hard way would be to edit character.txt to create some new characters. The easy way would be to just add the same character multiple times (there is no limitation about that in the game). But you should be careful about alliances, when you change your relationship with any of the reticulan factions those characters may be removed automatically by the game.
  9. I will think about it if i make a new version, maybe after a new AL patch. But it's not that difficult to just copy a couple of files to the game folder, so it's not really a priority.
  10. You need to add them manually from a script. You will find the code required in function ReticulanRebels() of the file game\scripts\strategic\meeting.lua. Another possibility that i have not tested would be to create a new reticulan subrace and add some characters of that subrace to the character.txt file with the line: showtriggerid STR "StartEvent" that way they would be added to your troops at the start of the game, but i don't know if it would work properly. You would also need to modify file subrace.txt to add the new subrace (maybe a copy of the reticulan rebels, to be able to use the same armors).
  11. With this mod you can only create human and beastman soldiers. When you get an alliance with one of the reticulan factions, you will get three reticulans (soldiers and soldiers/scientists). From my experiments and some mails with PetteriB, we found that the game does not handle properly the creation of new subraces, so to create reticulan clones they would be created of rebel or expedition subrace, BUT when you changed your relationship status (make or break an alliance) you would loose them automatically (it's how the game was programmed). The same would happen with martian clones, i guess (i only tested reticulans and beastmen), even if you created martian clones you would loose them when you made an alliance with them (the game would remove them when it detected any relationship change). The beastmen clones work well because you can never change you relationship with them. Maybe a future patch of the game can modify the way subraces are handled to make possible to create new types of clones. If you want to try it yourself, feel free to copy wathever you need from the mod files to create your own (or anyone else who wants to create a derivate mod for that matter). About minor suit training, while it would be possible to create such training (and modify their armours to add capacity for the new movement types), they lack the animation files needed to show these stances on screen (a proned reticulan would look the same as a standing one). When the game does not find a proper animation file, it uses the default one, like the beastmen trainings in my mod. The beastmen do not have a running animation, so when the clones run they just move faster, but they look like walking. The same happens with swords, they do not have a melee animation, so they use swords with the same animation they use with rifles. Another possibility would be to create new reticulan characters (like Frankie) to be manually added to your troops when you made an alliance with one of the reticulan factions, keeping in mind that you will loose them when you changed your relationship with them. That may also be possible to be improved with a new patch of the game, because now Frankie has to be added manually (the game has the characters hard-coded, so it only handles properly the default reticulans).
  12. The basic clones are level 5 (human) and level 4 (beastman) without trainings. The advanced clones are level 8 with some trainings. Advanced human clones are created with Olga's special training to be useful when they are available later in the game. There are some limitations to the way clones are created because the game can not handle new subraces, and beastman clones only support one armour each. Maybe this system can be improved someday if PetteriB can fix it in some new patch . PD: Can you add some screenshots to the file download section?
  13. UFO Afterlight Reticulan Mod 2.0 (clones edition) This mod is an upgrade of the Reticulan mod 1.0 with several new features. The biggest addition is the technology to create human and beastman clones that can fight alongside with your soldiers. This game does not allow to get any more soldiers than the predefined ones (drones not included). But you can get martian robot bodies after robots missions and repair them after researching the appropiate technology. This mod uses the same trick: you can produce cloned bodies than can be "repaired", and then you can use them as any other of your soldiers. An annoying side effect of this technique is that the clones are "repaired" with only 1 HP like the martian drones, so they need a lot of healing before you can use them. There are also a lot of other changes in this mod, with new items, technologies and trainings. Look at the included readme.txt for details. http://www.strategycore.co.uk/site/assets/files/1899/news-thumbnail_swords.jpg http://www.strategycore.co.uk/site/assets/files/1899/news-thumbnail_equipment01.jpg http://www.strategycore.co.uk/site/assets/files/1899/news-thumbnail_production.jpg Click here to visit the download page.
  14. To have all soldiers at the start of the game you need to use a mod, there are some in the files section. To unlock them "manually": The twins show up at the start of the game if a character dies, so you can let Tabbie die after the alliance with reticulans (he goes away anyway when the alliance breaks) to get them. Rita shows up always automatically around mid-game. If one of your scientists dies she will be soldier-scientist, otherwise she will be soldier-technician. Olga shows up after Harald retires late in the game. She also shows up if Harald dies before that (but without her special training).
  15. Hello I think it's not possible to enable proning and crawling for reticulans, but i enabled running with new trainings in the reticulan mod (although their walking and running animations look the same to me, but at least they move faster). I have not checked martians, but it's not possible to enable running, proning or crawling for beastmen. The reason is that they lack the animation files needed to perform such actions (you can check it if you search for a folder named anims or something like that in the gamedata files, i don't remember the exact path right now). It may be possible to create the missing animation files, but i guess it would require a great deal of knowledge about 3d animation.
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