OpenXcom Forum
Modding => Released Mods => Topic started by: Roxis231 on July 26, 2014, 12:25:46 am
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Recently I've been reading several bits of X-com background fluff (X-com, TFTD, Intercepter, Apocalypse Ect), and discovered that in X-Com Interceptor, you can make more powerful Lasers by using a peace of Elerium-115 as a focusing crystal.
With this in mind, I have designed a Mod that allows you to build more powerful Laser weapons.
These become avalible after you research Laser Weapons, Alien Alloys and Elerium-115
The weapon's have increased power but at the cost of decreased fire speed (ie costs more Tu's) and limited Ammo. ( 18/09/14 - Tanks now have a Auto-Fire mode )
Though this mod is game usable, I'm still tweeking it for Improvements. If there are any major changes I'll note them in the first post.
Warning : Version 0.93 onward now uses a single ruleset - If you have a older version, You will need to delete all the older resoures and rulesets - they are NOT compatable with any newer versions. (V0.93 or newer)
Current Version Now on the Mod Site (https://www.openxcom.com/mod/optical-elerium)
Due to the shutdown of the old modsite (Openxcom.com) and other matters, this mod (and All my UFO mods) have been temporarly shifted to Google Drive - Link HERE (https://drive.google.com/drive/folders/1riWtopgraRXQp1ovgm2TNcz7hDjXRXPF?usp=sharing)
Update change log: 13/06/15 V0.94
Changes:
- V0.94 is now compatable with the 7/5/15 nightly or newer
Problems
- Not compatable with any versions before V0.93-3b
Edit 27/07/14 Updated to V0.7
Edit 3/08/14 Updated to V0.8 (Including tanks)
Edit 12/08/14 Added V0.83 beta rulesets for anyone who wishes to test them - feedback will be honestly accepted.
Edit: 26/08/14 Updated to V0.9
EDIT: Damm - Missed problem with E.Laser Cannon Manufacture, Ruleset update 02/09/14 V0.91
Edit: 18/09/14 Update to V0.92
Edit 4/12/14 Update to V0.93-3b
Edit 17/02/15 Update to V0.93-4b (I will leave this up for those who still use OpenXcom 1.0)
Edit 13/06/15 Update to V0.94
Edit 25/08/15 Update to V0.94b
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Update 29/07/14 V0.7
Changes:
- Made some slight changes to damage level's and text
- Added a Craft version (uses default graphics)
- Fixed transperancy problem - solders now show up
Problems
- Pistol and Rifle HandOb's are still out of allinment.
- Still default graphics for Ship weapons and Ammo clips.
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So when is the HWP coming out so I can put it into the HWP compilation/rebalance that I'm making? :P
That aside, what else do have planned for the mod?
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At this point in time
no. posably.
In the base game both the Laser Tank and the Plasma Hovertank have a power rateing of 110 - exactly the same as my L3A3 Heavy Laser Rifle. (and less than a Heavy plasma at 115)
As this is suposed to be at a level between basic lasers and plasma, there would be a problem with it.
The only thing I can think of is if I rebalance the laser tank and plasma tank. but as the power levels of the troop weapons and craft weapons are on diffrent scales, this will take a bit of thought. (and right now I don't exactly have that much free time.)
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At this point in time no. posably.
In the base game both the Laser Tank and the Plasma Hovertank have a power rateing of 110 - exactly the same as my L3A3 Heavy Laser Rifle. (and less than a Heavy plasma at 115)
As this is suposed to be at a level between basic lasers and plasma, there would be a problem with it.
The only thing I can think of is if I rebalance the laser tank and plasma tank. but as the power levels of the troop weapons and craft weapons are on diffrent scales, this will take a bit of thought. (and right now I don't exactly have that much free time.)
Hm. Well that's kinda sucks now doesn't it :P
I love this mod though. I used it even after I got Heavy Plasmas. The sprites are awesome and the damage is even better. It would be nice to see a different ruleset where the L3A3 Heavy Laser gets autoshot.
Also, word of advice, (realistically speaking) you got the numbers backwards. IRL, the when the military improves a model of tank or a weapon, they use the last number to signify it (Ex. M1 Abrams, M1A1 Abrams, M1A2 Abrams) So realistically speaking, the elerium laser weapons should go L2A1 (since it's the second model, not the improvement), L2A2, L2A3 and L2A4 (Hopefully L2A5 - Elerium Laser Tank)
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Also, word of advice, (realistically speaking) you got the numbers backwards. IRL, the when the military improves a model of tank or a weapon, they use the last number to signify it (Ex. M1 Abrams, M1A1 Abrams, M1A2 Abrams) So realistically speaking, the elerium laser weapons should go L2A1 (since it's the second model, not the improvement), L2A2, L2A3 and L2A4 (Hopefully L2A5 - Elerium Laser Tank)
Oh - I did not know that is how they made the numbering.
Since I am nether in the Military or from the US, I worked it out as:
First number - ie L1-4 - is weapon type - Laser pistol, Laser Rifle ect, and A3 is the improvement - ie A1 - Prototype, A2 - Laser Pistol, Rifle ect, A-3 - Elerium Laser Pistol, Rifle ect.
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I've now added a second ruleset that lets you play with a Tank version. However if you use this ruleset it has to change the power/price of the plasma and Fusion hovertanks to remain consistant.
Still can't figure out how to make a hovertank version though.
Plasma Hovertank - power increased to 133, production cost increased to $1,027,726
Fusion Hovertank - production cost increased to $996,428
HWP Fusion Rounds - power increased to 155, production cost increased to $16,607
Update 03/08/14 V0.8
Changes:
- Made some slight changes to Ufopedia text.
- Fixed graphics problem - Pistol and Rifle HandOb's now fixed.
- Added extra ruleset to give you Elerium Laser tanks. (see above)
- Replaced Ammo Clip graphics with new ones
Problems
- Still default graphics for Ship weapons.
- Still default graphics for Tanks.
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Hi! I was just taking a look at your mod. I am going to give it a try for my next playthrough. I think it will be interesting to have an intermediate weapon between the vanilla lasers and plasma.
One thing that I'm not sure of, though, is that the weapons have the same manufacturing cost and time requirements as the normal lasers. As more advanced weapons, wouldn't they have a higher cost?
It would also help to make them into the next step, instead of a replacement for the lasers. If all you have to do to get these is a few more research projects, why not wait until it's done to outfit the squad? If not only do they require research and a piece of Elerium, but also more time and money to produce, they become less tempting immediately, and more of something you do "when you have time", waiting for the plasma weapons (of course this mostly makes sense in games that delay plasma..)
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One thing that I'm not sure of, though, is that the weapons have the same manufacturing cost and time requirements as the normal lasers. As more advanced weapons, wouldn't they have a higher cost?
It would also help to make them into the next step, instead of a replacement for the lasers. If all you have to do to get these is a few more research projects, why not wait until it's done to outfit the squad? If not only do they require research and a piece of Elerium, but also more time and money to produce, they become less tempting immediately, and more of something you do "when you have time", waiting for the plasma weapons (of course this mostly makes sense in games that delay plasma..)
Oh... I didn't think of this, I thought the cost of the ammo clips would compensate. I'd have to look at the costs of the laser vs plasma to find a compromise.
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The alien ammo for clips does make a difference, for sure. Although plasma requires Elerium for clips, which is even more rare.
It was mostly just a thought when looking into the ruleset, I am looking forward to seeing what you make of it.
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I've been trialing a number of small changes, nothing major just small tweeks to make the weapons mid range compared to laser/plasma weapons.
I'm still on good a graphics so those are still default at the moment. (unless some one gives me a hand - the clips especaly)
Other than that it might be a while before the mod gets updated.
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Oh, alright. I'll wait for your next update then. Or if you'd like, you can share the rules file and I'll be happy to play test it!
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Oh, alright. I'll wait for your next update then. Or if you'd like, you can share the rules file and I'll be happy to play test it!
Sure I'll send them to you in a P.M. here it is. (sorry can't send them by P.M.)
Oops - found a major error - now fixed
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Hi! Sorry for the slow response..
I like what you did with the changes. Less power means it is less of a super efficient plasma replacement. I will be looking at the selling costs soon.
A few things I noticed (and somehow failed to mention before..?):
- When referencing the new sprites, you have some as *.Gif, instead of *.gif. On Windows it doesn't matter, but for a Linux user like me, it makes the mod crash.
- The mod changes the name of regular laser weapons, but misses the heavy laser, since that one is "STR_HEAVY_LASER", not "STR_LASER_HEAVY_RIFLE".
- The ufopaedia article for "Further Elerium-115 research" doesn't require anything, so you can see it at anytime. Also, maybe it would fit better in the "Alien Artefacts" section, right below Elerium-115, than in the weapons section?
Another, not really necessary to change thing:
I use a mod which flips the laser research tree (start by discovering the tank, then heavy laser (optional craft weapon too), then rifle, then pistol (optional sniper rifle and scatter laser). This makes the naming convention pretty awkward, especially with the renaming.
I simply removed the renaming line from your ruleset and changed the new weapons to "Elerium Laser X". I was wondering if you might consider a more "neutral" name series? It would also make it more compatible with optional laser weapons.
Nice work on the multiple lines for the ufopaedia, btw. I didn't know you could do that!
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- When referencing the new sprites, you have some as *.Gif, instead of *.gif. On Windows it doesn't matter, but for a Linux user like me, it makes the mod crash.
Thanks - I'll change it ASAP
- The ufopaedia article for "Further Elerium-115 research" doesn't require anything, so you can see it at anytime. Also, maybe it would fit better in the "Alien Artefacts" section, right below Elerium-115, than in the weapons section?
Odd - I thought I had fixed that, I'll have to have another look.
Nice work on the multiple lines for the ufopaedia, btw. I didn't know you could do that!
I didn't know that either untill I found it in Aldorn's Modding Ufopaedia ruleset, so all credit goes to him.
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Update 26/08/14 V0.9
Changes:
- Made some slight changes to Ufopedia text.
- Replaced Ugly Ammo Clip graphics with Improved versions.
- Reduced Research costs to speed up usage.
Problems
- Still default graphics for Ship weapons.
- Still default graphics for Tanks.
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love the new graphics keep up the good work
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Thanks
Currently working on the ship weapons, the tanks are then next on the list.
Still need feedback on how the mod plays though - any thoughts would help.
EDIT: Damm - Missed problem with E.Laser Cannon Manufacture, Ruleset update
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i can test this some for you alltho i do like the old lazers more then needing elirum
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I'm really after feedback on things like : Ammo more shots or less, Research faster or slower, Manufacturing prices/costs, are the weapons too powerful/too weak, Weapon range more/less : that sort of thing.
But sure, if you want to go ahead, any testing is always helpful ( and appreciated. )
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Update change log: 18/09/14 V0.92
Changes:
- Made some slight changes to Ufopedia text.
- Added graphics for Ship Weapons.
- Added BIGOBS picture for Tanks.
- Tanks now have Auto-Fire mode and Limited Ammo.
Problems
- Still default graphics for Tanks Turrets.
Preview - Included is a Preview of the sprite chart I intend to use for the Tank turrets ( IF I can get it to work! )
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UPDATE: 27/9/14
I've almost finished with the tanks ( just the corpses and hovertank to go ), added a sniper rifle, and have begun a overhaul/streamline of the ruleset.
At this point in time, there is no update but hopefully I will have one within the next month.
For those who are watching this thread, I've included a couple of graphics previews.
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I wasn't expecting you to post today! Anyway, I've done a little work on your ruleset, I don't know if it's anything you yourself haven't already dealt with. There may be a little rebalancing, seeing as how my game is heavily rebalanced. I've tried to get it back as close to the old balance as possible. Anyhow, take a look and see if anything in here might speed things up a little for you. I've mainly moved stats around to clips to make it fit in a little more with conventional clipped weapons, not sure if that's actually useful. The exact order they appear in may be a little bungled.
Note: I haven't tested it yet.
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I've done a little work on your ruleset, I don't know if it's anything you yourself haven't already dealt with. There may be a little rebalancing, seeing as how my game is heavily rebalanced. I've tried to get it back as close to the old balance as possible. Anyhow, take a look and see if anything in here might speed things up a little for you. I've mainly moved stats around to clips to make it fit in a little more with conventional clipped weapons, not sure if that's actually useful. The exact order they appear in may be a little bungled.
I'll look into it, but the large ammo size was deliberate, so that may not change.
However the ruleset is undergoing a major rework, mostly to remove excess code and/or duplicated info.
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Regarding the Heavy laser, are you planning to let it as it is or will you take the last "brown" part off it and make it full "laser-rifley"?
I saw the other ones. The pistol is simple yet well-done and the planned sniper rifle is very nice.
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UPDATE: 13/10/14
Graphics are almost finished ( still just the corpses to go ), Still working on overhaul/streamline of the ruleset.
I plan to have it ready for testing soonish ( 2 - 3 weeks ), I'm currently backlogged with course work and house D.I.Y. problems.
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17/10/14
QUICK UPDATE: Hovertank graphics finished but only half sprited, I still have to work them into the code yet. The Ruleset overhaul/streamline is going ok but slow.
Included: Preview for Hovertank v0.5
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Update change log: 4/12/14 V0.93-3b
Changes:
- Streamline/Updated Ruleset
- Slight change to graphics
Problems
- Not compatable with older versions.
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Update change log: 17/02/14 V0.93-4b
Changes:
- Changed manufacture of clips, You now get 5 clips from each unit of Alien Alloy.
Problems
- Not compatable with any versions before V0.93-3b
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My work on this may have slowed down due to home problems (a stay in hospital, a lost harddrive and haveing to house/babysit for family) but it hasn't stopped.
I still need translations for the ufopedia texts though - if any one is willing to help please just PM me the translation, and I'll try to add it to the next update.
Thanks.
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Updated for the May 7th Changes.
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Two quick question to anyone watching this Post/Mod
Which Languages do you want to be added to the mod?
And is anyone willing to translate for me? (I'll have to use Google translate otherwise.)
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Here is slovak translation of your mod :)
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If you need somebody for German translation, I could help.
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i hope there is someone to do greek translating,i could but im too bored
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If you need somebody for German translation, I could help.
i hope there is someone to do greek translating,i could but im too bored
Thanks, If you could translate and attach a copy or PM/Email to me, it would be great.
The reason I'm asking for help is that I would like translations done by people who speak/understand the lanuage rather than a computer done translation, (IE Google translate) as it makes for a better translation.
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Thanks, If you could translate and attach a copy or PM/Email to me, it would be great.
Version 0.94 is the current one, i presume?
The reason I'm asking for help is that I would like translations done by people who speak/understand the lanuage rather than a computer done translation, (IE Google translate) as it makes for a better translation.
I find, that those automated translations are crap, most of the time. That's kind of funny, though. We can build voice-understanding software, but no translation program seems to do the trick properly.
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Well, anyways, here's the rule-file with German translations. If somebody wants to do some polishing, feel free to go ahead.
While on the subject: I noticed, that the nightly doesn't seem to respond on setting the language in the configuration file to »de«. Am I doing something wrong there, or does the nightly not include translations?
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And one suggestion, as I'm playing your mod now: Maybe it'd be better to call it »Advanced Elerium-115 Research«. »Further« sounds a little bit dull to me.
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And now with corrected umlauts... :-[
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Sorry to spam you to this extend, but I noticed something about the elerium laser pistol: In the description it says, that it had a higher accuracy than the normal laser pistol. I've just checked: The accuracy of those two is identical. Is that on purpose, or will there be a correction of that?
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I noticed something about the elerium laser pistol: In the description it says, that it had a higher accuracy than the normal laser pistol. I've just checked: The accuracy of those two is identical. Is that on purpose, or will there be a correction of that?
Huh, that's odd. I'll have a look into it, and yes it should be more accurate, 1-2% if I remember correctly.
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I have updated the Mod with French, German, Slovak and Chinese translations, and have also shifted it to the Mod Site.
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Hi All - This is being posted in all my threads.
This is a Note to everyone who uses my Mods.
On Monday morning, when I went to turn my PC on, there was a bang and smoke started to flow from the power supply. While my drives and data are intact, the power supply and motherboard are toast. (I'm posting this from a borrowed laptop at the local library)
I have got a replacement lined up, but I'm currently waiting for some parts to arrive. (They should be here in a week/week and a half) I'm sorry but untill my PC is back up and running I have to put any changes/fixes to my mods on hold.
However please keep any suggestions/requests/bug reports comeing in. I can still work with these - I just can't make any changes till I get my new PC.
Roxis231
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Links for Download now updated.