Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chiko

Pages: 1 [2] 3 4 ... 12
16
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: September 27, 2015, 07:08:15 pm »
Hey there, long time no see. It's been too long. Luckily, modding this game is not hard so I won't have to relearn how to do stuff in it. xD

17
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: September 27, 2015, 05:09:02 pm »
It's been a while. My internet connection is a little better now and I have a bit more spare time in my hands so I guess it's time to keep updating this mod.

I have a list of things I wrote down but I think imma rebalance some things first, like the sniper rifles. Their snap shot is too accurate... I'll probably reduce it from 70% to 50% hit chance. I added snap shot so soldiers could use reaction fire with their rifles so less accuracy for them should be more rebalanced.

18
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: June 16, 2015, 10:15:13 pm »
New update uploaded. More info in the main page.

19
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: May 06, 2015, 06:51:13 pm »
I just uploaded a new update. It includes most of the changes mentioned in my previous post. More information in the main page. :3

20
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: May 04, 2015, 06:59:21 pm »
I moved like next to Antartica so I'll have little free time these days. I also have no internet in the place I'm staying but I've made some progress.

Since there's no way for me to add new damage types, I'll just rename them and adjust the damage/armor values.

Laser damage will be replaced by Shock damage, which will cause lots of damage to machines or aliens like floaters, since they are part machine. Laser weapons will deal heat damage but really little, since I made most characters weaker to that damage type.

Shock weapons will be the first researchable human energy weapons instead of laser weapons. These guns will fire bolts of electric current but will have limitations. There will be no ammo for them but their range will be limited. After researching shock pistol, rifle and cannon, Laser weapons will be available.

After that, I will add an extra research after plasma weapon adaptation, which will allow players to manufacture ammo types for plasma guns, one that will deal heat damage and another for shock damage.

21
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 27, 2015, 08:36:05 pm »
I'll just add snap shot to the Spitfire, maybe allow it to fire 3 snap shots max.

Don't know about the Auto Cannon, though. Its low TUs cost, increased ammo capacity and low accuracy make it more like to damage the environment and potential cover rather than to kill a single alien so it might end up doing more friendly fire than anything else in reaction fire. I'll just leave it like that.

I was also thinking about adding an elerium fueled Spitfire ammo but since maxRange cannot be tied to ammo, it would require a new weapon instead. Maybe I could make it an ammo type for the Adapted Plasma Weapons so they can deal fire damage.

22
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 27, 2015, 04:59:43 pm »
Reaction fire is only ever snap fire, iirc.
Oh noes... that would also mean the Auto Cannon has no reaction fire either. It only has auto mode too. D:

23
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 27, 2015, 04:40:53 pm »
Can't confirm that, I'm getting proper reaction shots even with maxRange=1 weapons. There must be another reason for that.
Hmm... maybe it's the fact that the Spitfire only fires in auto mode? I think there's no such way as auto mode reaction fire.

24
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 27, 2015, 05:07:13 am »
Hmm... It seems messing with the maxRange in a weapon disables the reaction shot. Agents with Spitfire Cannons just stay there even with full action points. Reaction Fire would be a double edge sword because of the short range and explosive bolts but it would still be nice against Chrysalids.

25
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 26, 2015, 07:17:46 pm »
Alright, new mod update. It includes:

-Added a new weapon, Spitfire Canon. It's basically a flamethrower that fires 5 bolts at short range. It's as useful as it's dangerous to use since the bolts explode and leave flames on the ground.
-Alien Grenade is now called Fusion Grenade.
-Blaster Launcher now called Fusion Blaster.
-Researching any Fusion Tech (Fusion Grenade, Fusion Blaster or Blaster Bomb) will give you the Alien Fusion Weapons Ufopedia Entry.
-Soon after researching a fusion weapon, your agents will be allowed to use them but manufacturing them won't be possible.
-Upon researching all Fusion Weapons, a new research will appear, Fusion Technology Adaptation.
-Researching that will allow you to manufacture fusion grenades and will unlock the rest of the fusion adaptation research, including Craft, HWP and Facility Weapons.
-Stun Liquid now called Stun Polymer.
-Changed the background image for the stun polymer research.
-Craft Stingray and Avalanche missiles have a different firing sound.
-Fixed the bug that unlocked autopsy research even though you already had them unlocked.

26
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 25, 2015, 06:06:05 am »
Hmm... actually, Imma reduce those numbers a little bit. Walking over fire should not instakill the next turn. :P

Also, is there a way to change the explosive sound of bullets that explode? The Spitfire Cannon fires 5 firebolts with really low accuracy to it works like "spread" firing. But I'd like to remove the explosion sound and just add a new one. Is it possible?

27
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: April 24, 2015, 11:31:04 pm »
Thanks, lads. Glad to be back!

Also, I followed Yrizoud's suggestion on fire resistance and it works like a charm. Fire is actually hazardous now.

-Unarmored characters, human or alien, will be 2.5x to 3x weak to damage.
-Lightly armored characters will receive the normal 1x damage.
-Armored characters, including HWPs, will be unafected by the new changes.
-Characters weak to fire will be 4x to 4.5x weak to fire.

I've thought about making a HWP with a Spitfire cannon too, now that this is possible. It will probably have a slightly longer range.

28
Work In Progress / Re: Chiko's Alternate Xcom
« on: April 24, 2015, 08:45:30 am »
It's been a while but I finally managed to drag myself into modding this game again. I'm moving to another city so I will have less free time than before but I'm also giving the other games I'm modding a rest plus I found all my mod files after my old lappy died so I have all the tools to keep at it. I just need to remember how to mod all the things. xD

Sooo... I see here the next thing to change is Fusion Weapons and I see I was also working in a flamethrower weapon called Spitfire, which was basically a short range fireball thrower. I remember I abandoned the concept because fire damage did almost no damage no matter the damage set in the code. Is that different now or is that still the same?

Oh, I also changed the thread a bit since it's no longer a sprite repository. :P

29
Work In Progress / Re: New weapon graphics
« on: July 28, 2014, 09:05:17 am »
Sorry about the inactivity, lads. I've been hooked on a new game plus job stuff but I will come back eventually. :3

30
Work In Progress / Re: New weapon graphics
« on: July 08, 2014, 11:10:03 pm »
Thanks for the link. I was looking for Tank sprites the other day. Also, what's the split me button for? every time I try to use it, it just goes all Internal Server Error on me.

Pages: 1 [2] 3 4 ... 12