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Post by 10101 on Apr 14, 2013 11:11:40 GMT -5
A new version is here: - An Avanger as startlocation.
- Primary weaponspawn moved from SA to autoequip.
Warning:Aliens now have weapons in XCOMs turn1. So you might run into the situation of not being able to leave the Skyranger etc. without being shot down by alien reactionfire (again). Attachments:
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Post by 10101 on Apr 16, 2013 13:20:20 GMT -5
So we get to 3.4 with some minor changes: - Made the Terrorship a littlebit larger to get more room into the interior.
- Tweaked the Scoring a bit to make things more interesting.
I have to confess, it's mean to rate those soldiers to their importance with the rookies getting the short end of the stick. To their relief the tracked tank is even more expendable so feel free to catch some bullets with him (The hover tank, that costs Elerium to build on the other hand.. ). As a general rule you should try loosing your tanks before loosing your soldiers (They will thank you for it ) PS: The main challange is to get things done without loosing anything at all. I'd really like if i could give a big package of points, if you manage to do that, but i don't know how.
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Post by 10101 on Apr 16, 2013 13:22:49 GMT -5
grml. And as always i should add that file... Attachments:
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Post by ozfer on Apr 16, 2013 17:02:18 GMT -5
I'll give this a try. Sounds really awesome from what I see here.
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Post by Kyzrati on Apr 19, 2013 8:02:10 GMT -5
Yeah, 10101's been doing a great job on it, so definitely try it out and give him some feedback. (Welcome, btw!)
I just returned this evening and I'll try to get ready for an official release on this soon, but I've been away for so long I'll be a bit busy in the short term. I should put together a tank movement sound first.
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Post by Kyzrati on Apr 21, 2013 2:08:50 GMT -5
I've put together some tank movement sounds and added them to the core data, but it isn't uploaded anywhere yet (your mod would be the first to include it). Is the last uploaded file your current version? If so I'll add the necessary references and put together your mod for release with the new resources on my end. If you've still got more changes to make, I'll wait.
For now there is no way to distinguish the tracked and hover tank without making them separate races (entities cannot override the race step sound yet...), so I've only got a tracked sound which would also be used for a hover tank if you've got one--it's actually not all that obvious, anyway.
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Post by 10101 on Apr 21, 2013 2:55:04 GMT -5
At this moment i tried tweaking the scoring a littlebit more to be in line with ufopaedia.org. But as long as scenario.xt doesn't support DYNAMIC_KILLED down to DYNAMIC_KILLED_28 i won't be able to get all those race-class-combos in there.
The problem is, that in the original every alien nets its own score, but they all are summed into a single number.
Despite that, everything i could add from now on would be beyond the original (won't prevent me from doing that, but first i wanted to be as close to the original as i could), so that are things for the future.
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Post by 10101 on Apr 21, 2013 3:22:02 GMT -5
Could get into some trouble here. Attachments:
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Post by 10101 on Apr 21, 2013 3:42:21 GMT -5
Quickfix with only a minor change in scoring. PS: "Argh!... some attempt of ... mind control! ... must ... resist!... Nooo!.. Must.. build.. Terrormission...." Attachments:
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Post by Kyzrati on Apr 21, 2013 20:40:48 GMT -5
I've packaged up your mod which you can download here to test out and get the new files. I'll be releasing this as soon as I write up the post.
Copy over all the data to your end, since I not only made the tank sound addition, but also fixed a few typos and small grammatical issues I came across in your data files. Not a thorough check, but while skimming over them I noticed a few little things here and there.
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Post by 10101 on Apr 22, 2013 0:45:13 GMT -5
Feel free to correct anything you find. Nice to hear that tracked tank actually driving instead of walking.
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Post by Kyzrati on Apr 22, 2013 8:27:44 GMT -5
Yep, always nice to have sounds to go with everything! I see I still need to do proper destruction sounds for tanks, but I'll get back to sound effects at a later time. For now it's finally time to move on to something else.
Farm's uploaded and posted.
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Post by Kyzrati on Apr 22, 2013 9:13:10 GMT -5
I made a quick update to your object files so that tanks can push through most any normal barriers, and re-uploaded the mod. This makes sense and I didn't really take it into account a long time ago when I set those values.
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