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Topics - The Reaver of Darkness

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76
Work In Progress / Aircraft Storage?
« on: June 23, 2017, 07:35:49 am »
I'm trying to find a way to store my aircraft such that I can hold more at my base than I have hangars available for keeping them in a ready state. I want to be able to stow the craft without fuel or equipment so that I can put them into a hangar later when I want to switch them out.


Does anyone know any possible way to mod this feature in? I was thinking perhaps a 1x1 facility that can store an aircraft but can't launch it. Is there a way to set a facility to store an aircraft without fuel and equipment? And if so, is there a way to transfer it to an open hangar?

77
Released Mods / Blue Plasmas
« on: June 20, 2017, 06:54:44 pm »
I made some blue plasma gun art based on the plasma rifle.
If you like these graphics, check out my other work on red/blue lasers: https://openxcom.org/forum/index.php/topic,4804.0.html
I made the heavy laser and laser pistol look similar to the laser rifle.


Here's all of the plasma weapons I have:


Spoiler Old image:

I've incorporated the art into my major mod, applying it to the automatic plasma weapons.

Here's a video showing my plasma guns in action:

I believe I'll be releasing my full mod soon, though it will likely remain in development for some time yet. I'm tidying up a few things but it's very playable and pretty well polished overall. I'd also like to make the clips all look alike, but I'm tired of doing graphics for now.


edit: BluePlasmas2 contains the new clip graphics as well as updated plasma rifle graphics.

edit: I just found Chiko's graphics. So Shadow used Chiko's weapon designs, which I borrowed for my mod. I see that Shadow brought the pistol designs closer to the original motif and made the Terran variants blue, which I like very much. Chiko also has a set of red/blue lasers and blue plasmas that are remarkably similar to mine. And to think I could have saved myself all this trouble. Oh well, Chiko didn't make a heavy laser like I did, and my plasma pistol is different.
https://openxcom.org/forum/index.php/topic,383.0.html

78
Work In Progress / Seeking players who use explosives often
« on: June 19, 2017, 05:47:51 am »
I'm making a "total conversion"/faithful mod for X-Com but I have a strange quirk in which I avoid using explosive devices when playing X-Com. So I'm looking for players who love to blow up terrain in order to win battles. If you like using explosive weapons, I'd like your input.

I am providing a copy of my current developmental version for my full mod, or you can check out my individual mods by searching Reaver in the openxcom forums or mod portal.

You don't have to test these mods to give me useful feedback. I want to know what you guys think are good damage, explosion radius, and cost values for various weapons. I want to know what you think of the explosive techs I have added. Have you used explosives from other mods or tweaked your own values? What worked best for you?

My goal is to make the game offer the player an array of choices which enable them to make decisions based on their needs, such that difficult situations can be challenging rather than crushing, and if you play well you will do well. I want a game that obliterates the new player just like the original X-Com, but which seems almost like child's play to a veteran--though just the same I want harder difficulties to challenge even veterans. I want every technology to seem useful at times so nothing is completely redundant, I want any technology to be well balanced such that it is unique and effective, but not overpowered. So if you're a veteran of using explosives, optimally you should feel that your playstyle is valid but not necessarily the best way to play.

Here is a gallery of images featuring explosives from my mod used on the field: http://imgur.com/gallery/oIyli

79
Work In Progress / How do I reveal all enemy units on base defense?
« on: February 19, 2017, 08:23:44 pm »
A lot of players find base defense missions annoying because your base can be very large and complex, and the aliens can wind up hiding in weird places. Most veteran players choose to build their bases in a defensive style which puts their soldiers in the chokepoint between the hangars/access lift and the rest of the base. But why can't the base come equipped with security cameras? I'd like to eliminate last alien hunts from base defense missions so we can focus on the more fun parts where there's action happening.

I know the base defense mission automatically reveals the terrain, and I'm thinking it would be fairly easy to simply not hide the aliens' image on the battlefield even if no soldiers see the alien. You'd still have to search with your eyes to find the aliens.


I am also interested in other modding possibilities to add base security, including but not limited to:
 * aliens show up as radar blips on the map or battlescape
 * security station facility which can shoot at aliens
 * weapon installments that can shoot aliens
 * individual security cameras which count as a unit to provide sight to a specific area

80
Work In Progress / [DONE] Making more UFO sizes attack your base
« on: February 19, 2017, 06:14:40 am »
I'm sure this has been discussed before but I can't figure out what keywords to use to find it.

I want more UFO sizes to attack your base, so it's not always a battleship, especially earlier on. If I could make first or second-month attacks tend toward being a large scout, then there'd be some purpose for installing 1-2 missile defense early in the game. As it stands, it's plasma or fusion defense, before that no point in putting up any at all. Also, battleships traveling 5000 knots have a high chance of avoiding detection all the way to your base, while any slower ship has a much higher chance of being detected in transit, giving you a chance to react and shoot it down. Lastly, most ships can be caught by Firestorm but battleship can only be caught by Avenger.

Ideally I'd like to be able to make all of these changes:
1.) make final retaliation ship spawn type vary
2.) make ship type choice weighted based on progression (maybe alien tech level)
3.) make alien deployment depend on the attacking ship

If I can do at least the first piece, I'll be happy. If the attacking ship varied between battleship and terror ship, there's no need to change the deployment since their crews are roughly equal, but the hit points of the incoming ship would depend greatly on which ship was attacking you.

81
Released Mods / Super Rich - A Reaver's X Mod for When You're Very Rich
« on: February 18, 2017, 07:09:20 am »
I am building this mod for my Reaver's X mod series, however I am trying to keep it compatible with vanilla X-Com. It should work correctly without any other mods, but the attribute balance of things may fit better in my version of the game.

This mod gives you expensive things to spend your money on. They aren't that much more powerful than the cheap versions, but a little can make a lot of difference. Generally these won't be worth the money but if you get your income ahead of your expenses, you may find yourself with some excess money you don't know how to spend. Well now you have a way to waste money!!

The mod folder comes with a set of segment rulesets and matching segment folders. The folders are draft versions and don't affect the mod. You can pull any one of them out and use it as a standalone mod, however they may not have all of the final fixes applied and thus can be buggy.

-----------------------


Super Air Weapons

Predator Missiles: These missiles have power similar to Stingrays but range more like Avalanche. They can easily bring down terror ships if you've got the armor to stand up to one. This is a great way to spend extra funds in the early game -- as long as you're spending the funds on missiles and not on new aircraft...

Blazer Cannon: This is a laser weapon with range comparable to the Laser Beam and power closer to the Pulse Cannon. It's not all that expensive and not all that exciting, either. A good stepping stone for the slightly rich.

Plasma Torpedoes: These combine the sheer power of "light" fusion balls with the elerium efficiency of a plasma weapon, and with a greater ammo capacity to boot! A set of these can take down anything, and they'll do it messy! Prepare to spend a lot more greenbacks than goldybits to power this thing. Research plasma beam and fusion missile to build these.

Craft Fusion Beam: We thought it wasn't possible, but it turns out enough money can do almost anything you want it to! This weapon costs no elerium at all to fire, but each shot is pretty expensive and it's very expensive to fully load the weapon. It mimics the attributes of the old Plasma Beam for nostalgia. Research fusion defense to build these.



Super Soldiers

Super Soldier: Serum technology can greatly enhance soldier combat prowess at great cost to their long-term health and sanity. If the paycheck is high enough, you just might be able to convince them to sign this waiver right here... You can hire these after you research Medi Kit.

Super soldiers have their maximum starting attributes and attribute caps increased significantly, but have a particularly large advantage to their minimum starting attributes. You won't get any bad soldiers, though they still vary from one to the next. Their psionic attributes are the same as vanilla including their minimum values, which is still a lot higher than the 60/60 from Reaver's Soldier Classes, though you might have to recycle a few to get good psi strength ratings.

Super Armor: This armor has the toughness of the power suit plus the flying capability from the flying suit. It also has the TU bonus they both have, the strength bonus of the power suit, the accuracy bonus of the flying suit, and an additional bonus to health. If you're particularly good at losing soldiers, the high price on this armor might even be a financial investment.



Super Tanks:

Each super tank has guardian tank armor and health with assault tank speed, accuracy, and reactions. They are very expensive initially but cheap to maintain. If they use ammo, they take assault tank ammo.





Planned projects:


Super Aircraft:

Super Interceptor: Same attributes as the vanilla interceptor, making it a lot stronger than the Interceptor, Punisher, or Marauder from Reaver's Armada.

Super Transport: Same capacity as the 18 troop Custodian, same speed as the 1140 knot Skyranger, possibly also with enhanced fuel to enable long-range patrol capability.

Manticore: Bit of everything. This is a low-tech elerium-powered craft with speed between the Sparrow and Lightning, one weapon, hit points similar to the Marauder, room for a few soldiers, along with low fuel consumption and a strong radar. It'll stay afloat for a couple days which is more than enough time to get to the other side of the planet.

Conquerer: It's the old Avenger. You know you missed that ship when I nerfed it. This one is far more expensive to build, however.

Except for the Conquerer and Manticore, these aircraft are not only expensive but also have high rental rates. If you're keeping them around, you'll want to make sure you have ample income.



Super Ground Weapons:

There will be one super ground weapon for each basic weapon type: AP, laser, plasma, and launcher. The first three will have weight a bit under the heavy weapons, but rate of fire closer to the rifles. They will be fairly accurate but will hit nearly as hard as heavy weapons, meanwhile they will have good rates on all three shot types. In Reaver's Ground Weapons, the automatic weapons have lousy snap and aimed shots, while the semi-auto weapons have either lousy auto shots (rifles) or no auto shot (pistols and heavies).

Super Launcher: this weapon will load clips containing five rounds each which can be given waypoints like the blaster bomb, but come in a variety of damage types and power values, including AP.




Known Bugs

If you install this without Reaver's Tanks, you'll have assault tank ammo options without the tanks. This is for the super tanks, but might be slightly off-putting.

82
I'm running into a problem with modding tanks. I want the plasma tanks to cost elerium to fire, so I gave them an ammo type. But it doesn't seem like I can set an amount of ammo on the clip. While the clipSize function on soldier weapon clips determines how much ammo is in the clip, for tank ammo it instead determines how many shots the tank can hold.

Can anyone tell me how to make tank clips that give more than 1 ammo?

83
Playthroughs / Fastest Game Over Ever
« on: February 13, 2017, 12:10:00 pm »
I got a base defense mission four days into the game, and all I did before that was buy a bit of stuff and shoot down one small scout.



I never had this happen in the original game. In fact, I don't think I ever had a base defense mission before April until I played openxcom. Now the first one usually comes no later than March.

84
Work In Progress / Any mods that take the blood off unconscious aliens?
« on: February 12, 2017, 10:33:04 pm »
I wanted to check if such a mod already exists; if it does not exist I might make it.

85
Playthroughs / Perfect Terror Mission!
« on: February 12, 2017, 11:52:24 am »
This is the first time I've ever seen a perfect terror mission report!



Snakemen, no less.


I wonder if my Lightning mod is a bit overpowered. I can take out several units early on in most terror missions. While it puts my soldiers in danger quickly, it also allows them to take full advantage of the first turn. Last terror mission only one civilian died.

86
Released Mods / Can I get help naming my mod?
« on: February 12, 2017, 04:12:37 am »
I've been working for some time (years) on several mods that are all meant to fit together as one megamod to adjust the game experience, but I'm having difficulty coming up with a catchy name for the mod. I'd like to one day have my own mod board on here, but thus far my mods haven't gotten much notoriety, so I'm trying to get the word out.

The biggest difficulty I'm having with naming my mod is that its theme is just balance more than anything. It's faithful to the original vanilla experience, and adds new content/features/items only where I feel there were holes in the original game. I'm basically trying to complete the original game and produce something that looks and feels like it could have come from MicroProse twenty years ago, but which is very well balanced and pleasant to play, lacking bugs, and gives the player enough options that they always feel they can find solutions to the problems the game presents to them.

So could I get some ideas for a main title for my mod?


You can see my mods here:
https://www.openxcom.com/search/reaver

87
Work In Progress / I can't change UFO weapon ranges [solved]
« on: February 09, 2017, 03:00:55 pm »
Can anyone tell me what I'm doing wrong here? It seems very straightforward, yet as I change the range value, nothing changes in-game.

Code:
  - type: STR_SUPPLY_SHIP
    size: STR_LARGE
    sprite: 7
    damageMax: 2200
    speedMax: 3200
    accel: 6
    power: 60
    range: 50
    score: 400
    reload: 24
    breakOffTime: 3000

I changed range from 36 to 50, I also tried 20 and 60, but no matter what I change it to, all supply ships in-game have a range of 36. The mod is installed and turned on. All of my other mods are working fine.

88
Work In Progress / How incendiary works
« on: August 15, 2016, 07:59:38 am »
I did a fairly extensive test with incendiary ammo in both GOG's X-Com (presumably the same as the original) and OpenXcom.


Incendiary in OpenXcom:
A shot (any power) deals around 5-10 damage to the unit, seemingly (very) slightly reduced by under armor. 2x2 units take double damage. I'm not sure how the sustained damage works, didn't test that much.

Reapers appear to take more damage exactly based on their incendiary weakness (1.7).



Incendiary in GOG X-Com:
The initial incendiary shot deals 1 damage to units, with a low chance of dealing a bit more (possibly due to direct hits). Ending the turn or having any of your soldiers fire a weapon will trigger a damage cycle for all units standing in fire. I did not test if alien weapons' fire triggers a damage cycle. The first damage cycle does around 5-10 damage and they ramp up, killing a soldier in around 3-6 turns.

I was unable to test incendiary against reapers.





I want to know what the rest of you know about incendiary. It's a difficult subject so tell me all you know! I'll try to update the OP as info comes in.
P.S.: If you have experimental data, make sure you mention which version of X-Com it comes from! (TFTD info welcome too!)


edit 7/25/2017: Assessment: The original game had incendiary deal either 1 or 5-10 damage per incendiary hit, then if they were lit or standing in fire, they took fire damage each fire damage tick. Setting off any incendiary weapon would cause every unit on fire or in fire to take one fire damage tick. (This is the Funky Fire bug.) Openxcom has incendiary deal 1 or 5-10 damage per hit but the chance of 1 is said in the UFOPaedia article to be equal to the chance of any other number (1/7 by default). The Funky Fire bug is removed. Incendiary ignores armor completely and 2x2 units can have 4x damage dealt to them. It's still not a lot of damage even to reapers, but it can be a way to kill sectopods or cyberdiscs if your other weapons cannot penetrate their armor.

89
Work In Progress / A Better Inventory Slot Layout
« on: August 13, 2016, 05:30:34 am »
Am I the only one who would do this?







A BETTER INVENTORY LAYOUT

I'm thinking there needs to be more 2x1 slots. There's plenty of 1x2 slots, and plenty of 2x1 objects. I'm trying to find a way to make the leg slots work as a 2x1 but it's difficult to squeeze them in.

Anyone have any ideas?

90
Work In Progress / Medi-kit Bugs
« on: August 12, 2016, 02:49:41 am »
I was making my own version of the medi-kit and during testing I discovered a few strange effects:


1.) When I set the wound recovery to 3, it allowed a soldier to be brought to negative fatal wounds, which caused the soldier to heal more each turn, even going above his max health.

2.) When the ruleset states "flatRate: false", it shows the correct time unit cost but charges the flat rate time unit cost. For instance, if it costs 30% of TU and a soldier with 51 max TU tries to use it, it'll say that it costs 15 TU but it will charge 30 TU to use.

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