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Csimbi

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Everything posted by Csimbi

  1. Uploaded to Google. Downloads: the mod, the source. Let's hope this lasts longer.
  2. Or, it may be a bad proxy server.
  3. Look who's back. Feeling nostalgic again? I am about to start as well ;-)
  4. Csimbi

    Modding tools

    FYI, Termite moved the xBig Tool to SourceForge - in case anyone feels up to the challenge...
  5. First, I found xbig 1.01 by Rick. Then I figured that this tool sucks since it cannot repack the files into the archive. So, I kept looking for something better. Then, I found the xBIG Tool. It is GUI-driven, and able to repack the files as well. Did You find any other tools? Please post it here. Thanks.
  6. Howdy, I tried to google for setting the accuracy for a new weapon (for Aftershock). I ended up at this post. Unfortunately, the information in that message is incorrect. Looking at some other values randomly I came up with a solution. The "accuracy" means more like "effective range" - the actual accuracy is calculated by the game in run-time. The game seems to calculate the actual accuracy this way: in-game accuracy = accuracy / range * 100 Note that the game seems to round up the result (well, at least on the UI). I am not a member on the forum I referenced above and I would not want to sign up to post just this message - so if there is anyone here willing to drop a PM to TrashMan regarding this, you are welcome to do so. And, this is of course the way to calculate the accuracy You need to put in the equipment.txt file: accuracy = in-game accuracy / 100 *range Example: ... name STR "Laser sniper rifle" ... range FLT 180 accuracy FLT 145 ... 145/180*100=80.555555; this shows up in the game as 81%. Edit: Added example.
  7. Nevermind, found the problem. I forgot to add it to research_item.txt.
  8. I added a weapon. it shows up fine in the game and I can manufacture and use it just fine in the missions. But. It does not show up in the glossary properly (not even if I change it to "initial knowledge"). I added this to pack.txt: STR_RES ID "Equipment/458::SHORT_NAME" LOCALE "My weapon" END_OF_STR_RES STR_RES ID "Equipment/458::NAME" LOCALE "This is my weapon" END_OF_STR_RES STR_RES ID "Equipment/458::SHORT_DESCRIPTION" LOCALE "Blah. <BR>Blah.<BR>Blah." END_OF_STR_RES What else do I need to change to make sure it shows up in the glossary? Thank You.
  9. Then it works of course. That is why I called out explicitly that it crashes during loading the tutorial.
  10. I have removed all MODs, there is no other MOD installed. But the solution I wrote above works. BTW. it crashes only when You start a new game with the tutorial enabled. I m pretty sure those people did not play the tutorial...
  11. Actually, I think I have found the problem. One must not change the following record in \share\configs\units\squad.txt (otherwise the game crashes): SubSquad RECORD id INT 27 name STR "Laputa Reticulan remnants" member_min INT 7 member_max INT 7 phase_boost FLT 0.1 END_OF_SubSquadI am yet to try my first mission though...
  12. Hi everyone, I am trying to play the Heroic Assault. When I start a new game (with tutorial on), Aftershock crashes at about 17% of loading. Same goes for all of these mods: Alien Assault, Alien Assault 2, Advanced Assault, Advanced Assault 2, Challenge. No matter what I tried, it always crashes. Can anyone start a new game (with tutorial) without a crash? I am using 1.2 patch. Thanks. P.S. I saw the link to the feedback thread, but it does not exist anymore - so I decided to post it here.
  13. Afterlight is coming soon, so I played Aftermath, and now it's time for Aftershock. So far, I've spent more time on the update than playing it, but yes, I like it so far. Thanks. ***Edit Even though the extra maps are nice, I removed them - got tired over re-loading over and over again... Other than that, it's great.
  14. No, I did not. Well, I guess this is His thread, so I expect Him to do either one of these things: - reply saying it's OK (basically rubber-stamping it), - ask for removing it (which is fine with me as well since it's His creation anyway), - He will check it out, make changes if needed and upload as final version (which would be the best thing for the gamers).
  15. Howdy, I grew impatient waiting for an update, therefore I updated this MOD according to Weapon Rebalance 3.17- Downloads: the mod, the source. Enjoy.
  16. Take a robot with 4 rocket launchers ;-)
  17. Yes, I could move the wrecks to the trash on the "storage" screen, but that did not remove the robots from the "people" screen. Hmmm. Gonna have to try this game on hard difficulty, too. (I played on easy.)
  18. Ok, finished the game. Man, those Martian bots were useless - I had to scroll a lot because of them. A pity that there is no dismiss button...
  19. Same thing with explosive devices such as dynamite. ***Edit You can destroy objects with the rocket launcher as well - therefore You do not need to carry a technician around. A robot with 4 rocket launchers simply rocks... One shot, and it's gone...
  20. I just bought a new computer. The old one was probably so slow that I did not even realize that they were flying, LOL
  21. Are You sure? I am almost at the end (two Beast missions left only), all others except the Reticulans have been defeated... So, can You tell me how can I dismiss them regardless of what You might be best for me? Thanks.
  22. I do not mean to hijack this thread, but I would like to add something here. I made on of them fly by sniper fire. First, I was laughing my head off when I saw them flying. Then, I realized what I have seen: great psychics. I was truly impressed. I tried to repeat the flyby caused by sniper rifle fire, however I could not reproduce it. Gotta opt for rockets the next time I play this game ;-) One more thing: once I hit a Beast and it fell off a cliff - but it appears that He did not get damaged by the fall. Isn't this a bug?
  23. Hi there, I am tired of scrolling down trough all those broken Martian robots I have accumulated over the time. The robots I manufacture are way superior to those Martian bots. So, I would like to get rid of them, but I found no obvious way. I cannot drag their icon to the inactive tab, the delete key does not work, etc. Hence the obvious question: how can I dismiss the robots I do not need anymore? Thank You.
  24. Ok, I let them capture a few. The beasts have captured 7 areas within quite a short period, but all mission where "kill all", "destroy marked object" or "destroy marked enemy". So I went to a "destroy marked object" mission, but when I got close to the object I realized that I did not bring any technicians with explosives. So, I aborted the mission. Interestingly the mission did not disappear though - it turned into a capture mission with an alchemist to capture. So I grabbed Him. I let time go quickly again, then another mission (which was already there) turned into a capture mission as well. This time I got the shaman. Now the only thing I need is a commander - but I've never seen such unit in combat, so I'm a bit worried. Or does commander mean the chief/captain/matriarch units? Thanks for the suggestion again, it worked... But now I need to re-take those areas... ***Edit Typo fix.
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