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DerelictableX

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About DerelictableX

  • Birthday 04/07/1988

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  1. You can download the standalone version of the map template changer tool from the consequence mod topic.
  2. Map Template Changer Tool standalone version added to the first post.
  3. Maybe, however i can't test it in the following 2-3 months, because I don't have the game now.
  4. The Reticulans cannot climb ladders in the game originally, and they don't have climb animation, so I didn't enable the climb for them.
  5. Well, I don't know the exact answers for these questions, but I think these cutted maps aren't compatible with the game's territory system. For example, no "ship areas" on the geosphere screen, nor subarctic areas, etc.
  6. I don't know why they said this, but I just added some areas to the maps. However, I don't know how to add/change encounter areas.
  7. Well, I never tried to change the units' stats, so I don't know how are they works. 4. The game mostly adds the units by pairs, so 2 from unit 1, then 2 from unit 2, etc. Sometimes in circle, sometimes not. 5. You can define them with the squad_unit.txt 6. The AI unit files using almost all lines, except these: loadSaveMimeName STR storeItemId INT toolTipString ERROR_SIMPLE_TYPE But yes, if you change the items in equipment.txt, the AI units' equipment change too.
  8. But, if you drop the images from "share\textures\interface\opt\ufopedia", and cut the ufopedia images of the new weapons into new images, and make models for these images, you can reduce your mod's size. And if you use Sigget's Total Commander plug-in with "all compression" mode, your mod's size will be ~40MB as against ~130MB.
  9. I think, you can check the accuracy formula here: http://forum.altargames.com//index.php?sho...curacy&st=0
  10. Hi! 1. I simply used notepad to modify them, maybe Okim can help you with the in-game squad editor. 2. I think, it's impossible to make AOE effect with 'gun' type. 3. I don't know what that effect does, nor some others. 4. I don't understand properly this, but i think there's no way to change the "heal permanent" ability, nor any others. But of course, you can swap all abilities. 5. You can add slots for everything, without graphic model, but I think it's impossible to use the "target body parts" without modifying the game's exe. 6. You can use the "unused" abilities I think. 7. I don't think this bug can be changed with a simple mod. 8. I dont' know if the dodge effect works or not. However the stealth skill works, but it must be a very high number, and you cannot change with the "effect INT 12", just with the "effect INT 23".
  11. Yes, but you must add this underbarrel type to the "empty" underbarrel grenade launcher too.
  12. You can copy the "Classic underbarrel" in the hardpoint.txt and replace it's number (and name if you want).
  13. It's possible, but if you equip a soldier with a cultist armor, you can equip him/her with a helmet too, and that's looks weird. However, the laputian heavy armor cannot be equipped with a helmet, but I think there's no way to make another "heavy armor template" without modifying the game's exe.
  14. If you copy the Underbarrel grenade launcher, for example, and replace these lines: model STR "tactical/models/weapons/humans/under_gren.txt" iface_model STR "tactical/models/weapons/humans/under_gren.txt" with the following: model STR "tactical/models/empty.txt" iface_model STR "tactical/models/empty.txt"
  15. Well, only 1 ammo type can be loaded at the same time in a weapon
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