OpenXcom Forum
Modding => Released Mods => Topic started by: Kronos913 on October 31, 2022, 02:39:15 am
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Current version: https://mod.io/g/openxcom/m/kronos-mof-218
New version of my mod. Many new changes have been added. Plans to add little things
-The main idea of this mod is to make it possible to play with one base, without auxiliary ones. All modules have better characteristics, however, their cost is much higher.
-You cannot produce alien weapons or UFO components. However, you can use trophies and assemble your own ships from them.
-Laser weapons require alien surgery
-Basic interceptors can catch small UFOs
-Flying suits require flyer corpses
-You can kill a randomly captured floater (soldier, navigator, engineer)
-Plasma hovertank equipped with a motion scanner
-Blaster hovertank is equipped with a laser cannon (tank has 2 weapons)
-You can make a hovertank from the wreckage of the Cyberdisk
-Can repair expensive armor and hovertanks
-Significantly more salvaged parts are required to produce hovertanks
-Regular and laser rifles have a built-in shocker
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Fixed the archive - removed the garbage from the warehouse that remained after the tests
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Added:
-Improved versions of the rifle and pistol
-Added laser hovertank
-Can extract the laser from the sectopods
-Both laser tanks have a motion scanner
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Added:
-Blaster hovertank also has a motion scanner
-Added motion scanner to flying armor
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Added:
-New Alien Alloy Interceptor (Stronger than regular Interceptor, but weaker than Firestorm)
-New alien alloy cannon for aircraft
-Earth aircraft rockets have one common launcher
-FUSION launcher uses regular blaster missiles
-Removed gravity shield as it is built into laser and plasma AA
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Added:
- Elerium missiles for aircraft and for manual installation
-New flying tank for Elerium missiles
They are very powerful, but they cannot turn like blasters.
-New stun tank that shoots three types of grenades and has two scanners on board: a motion scanner and a brain scanner. Looks like an interesting war machine
-Sorted items in ufopedia
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Added Alien Alloy Super Rifle that combines Laser Pistol and Heavy Earth Cannon
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I was interested in this mod and hope that it will only get more interesting in the future. At least for now, this rebalancing allows you to go through the original game, but in a slightly different style, rather than an over-expansion with the addition of a lot of new content.
But looking through the Russian-language text I noticed several typos. I think it is better to correct them right now.
Here they are:
STR_EASY_PSIONIC_UFOPEDIA: "При помощи развлечений пришельцев мы можем начинать проводить пси-тренировки для солдат. Однако, для того чтобы более детально изучить эту технологию, нам нужно захватить живого пришелься с пси-способностями"
"живого пришельца"
STR_HOVERTANK_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115. Теперь, ракетная установка стала отличным дополнением к обычному лазерному ховертанку"
STR_EL_HAND_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115."
In both cases "используя эллериум-115"
STR_HOVERTANK_STUN_UFOPEDIA: "На этот танк установлена метательная установка пришельцев. Тяжелая броня и встроенный мозговой сканер позволят пробираться в гущу противников, чтобы взять живьём нужного врага. А для самообороны, в арсенале есть гранаты поражающего действия. Для полного снаряжение, ему нужно по 8 оглушающих и тяжелых гранат, а так же 30 лёгких гранат."
"Для полного снаряжения. But I think the right thing to do would be "Для полной зарядки"
STR_SUPER_RIFLE_UFOPEDIA: "Дальнейшая обработка сплавов пришельцев позволила создать винтовку, которая может стрелять снарядами от тяжелой пушки. Помимо этого, в конструкцию винтовки добавлено крепление для лазерного пистолета, превратив ее в универсальное оружие. Внимание: для того, чтобы в бою иметь втроенный лазерный пистолет, необходимо добавить лазерный пистолет в снаряжение!"
"чтобы в бою иметь встроенный"
P.S. To normally see my own corrections I had to turn off auto-translation in my browser (I read in Russian), otherwise Google translates them from Russian to Russian and twists everything.
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Small addition:
More for the fan, chainsaw added from DooM. Used original bigsprite and the sound of the attack
yergnoor
Thanks, I'll fix the typos
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-Added shotgun
-Fixed some typos in ufopedia
-Fixed a bug with chainsaw sprites
-Changed the color of the improved interceptor
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Added Siege Tank. A very strong and very expensive ground tank.
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-Siege tank turret sprite replaced with original siege tank sprite from Dune 2
-To create a firestorm, you need to interrogate an alien engineer
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-Now, after unlocking psi technology, you can recruit soldiers who are guaranteed to have a psi level of 80+. However, the cost of buying a soldier increases by 10 times
-Added light machine gun from DooM with original sprites
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Added BFG9000 - a powerful weapon capable of defeating any opponent with one shot. However, its ammo is made from alien weapon ammo, which the player cannot produce.
Also, added a sword as a melee weapon. It does not penetrate armor well, but it perfectly destroys weakly protected units.
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Fixed a bug with the conversion of plasma cartridges. And recalculated the required number of plasma rounds to create BFG batteries
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-Now you can return countries to the project (I thought for a long time how to implement this)
-Slightly more complicated research tree. Living engineers and navigators now unlock more research
-Improved laboratory and workshop must be researched before building
-Plasma and blaster airguns are one object with manual
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-Plasma tank now requires ammo. They are made by parsing clips from alien weapons. 1 Heavy Plasma clip gives 35 tank rounds
-Stun tank will result in a more standard formula: heavy laser + secondary weapon
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I found a few more typos in the Russian-language text. This time I put the remarks in a text file, which is attached. It is all in Russian, but you seem to understand it.
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Yes, understand. If I didn’t understand, there would be no translation into russian.
Thanks, I'll fix it for the next update
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If only someone could reread the English version =))
Because I write long texts of ufopedia through a translator
I wonder what countries the players who are interested in my mod are from? In the future, as there is time, I will think about adding more languages
So far, English and russian are the two most popular languages in Europe.
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-Fixed text errors
-Fixed sectopod hit animation
-For a plasma airgun, you need to disassemble clips for alien weapons. This creates extra work for engineers, but ammunition is spent more economically.
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Can anyone suggest how to use this correctly?
requiresBuyCountry: STR_USA
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-Added AIM-9 Sidewinder missile, which is slightly better than the Stinger, but slightly more expensive and requires US in the project.
-Added Turkey to the list of countries
ps
Not sure if the "requiresBuyCountry" parameter works correctly. I don't know how to test it. I tried to remove the USA from the list of countries - the rocket did not disappear in the store. I would be grateful if you tell me how to test it. The code:
requiresBuyCountry: STR_USA
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Probably the most difficult update package - it took a lot of time to fix all the crashes of the game.
Added Bayraktar. Of course, this is not that famous drone from the real world, but the same company. A fast drone with a light laser and two rockets with a very long sight range. Good in open areas.
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Not sure if the "requiresBuyCountry" parameter works correctly. I don't know how to test it. I tried to remove the USA from the list of countries - the rocket did not disappear in the store. I would be grateful if you tell me how to test it. The code:
requiresBuyCountry: STR_USA
removing country from the list of countries doesn't do anything
to test it, you need a country that has signed a pact with aliens
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-Added "Black Armor". With it, you can no longer be afraid of night missions. Also grants immunity to Chryssalid Zombification.
-Added submachine gun MP 38/40
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In the new update, which is still in development, I have added new missions for the aliens. But I don't know how to quickly test it.
The main code was copied from the code of the original game. Only the race and type of operation was corrected so that the UFO was launched from the base
- type: STR_ALIEN_INFILTRATION_2
points: 150 #Pact score only awarded on month end
objective: 1
siteType: STR_ALIEN_BASE_ASSAULT
spawnZone: 4 #Mission zone for alien bases
raceWeights: {} #Special case, race comes from base
operationType: 4
waves:
- ufo: STR_SMALL_SCOUT
count: 1
trajectory: P0
timer: 16500
- ufo: STR_MEDIUM_SCOUT
count: 1
trajectory: P1
timer: 15000
- ufo: STR_MEDIUM_SCOUT
count: 1
trajectory: P6
timer: 13800
- ufo: STR_LARGE_SCOUT
count: 1
trajectory: P7
timer: 9000
- ufo: STR_LARGE_SCOUT
count: 1
trajectory: P7
timer: 60
- ufo: STR_TERROR_SHIP
count: 1
trajectory: P7
timer: 60
- ufo: STR_SUPPLY_SHIP
count: 1
trajectory: P7
timer: 60
- ufo: STR_BATTLESHIP
count: 2
trajectory: P7
timer: 60
I'm especially interested in the periodicity with which missions will appear?
Will there be a separate timer for each base? And if there are 11 bases, will there be 12 times higher alien activity on each mission?
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-Added new alien missions. They duplicate the existing ones, but start from the alien base. As planned, it should add meaning to the presence of alien bases.
-Added Gauss weapon. It has the same power as a laser, but the type of attack is like a firearm. Essentially, it needs something more powerful than firearms, until there are enough materials to create enough lasers.
-Added F-16 as initial fighter. According to the characteristics, it is almost like a steam grabber, but the price is somewhat lower and you cannot change weapons on it.
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-Added Hovertank/Gauss (as powerful as a laser, but has a higher rate of fire)
-Combat aircraft and weapons are separated in ufopedia
-Changed the zones of some countries (one of the "old" countries partially covered the territory of one of the added ones. This is fixed)
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Added super rifle grenades. They can be crafted with Alien Grenade, Alien Stun Bomb, or Alien Clips.
Also, I myself discovered a bug and I don’t understand how to fix it: for some reason, the plasma tank does not consume ammo - their number in the warehouse does not decrease. Help me find what the problem is. I see that in other mods a similar mount of built-in weapons was made
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Added armor in the form of a flying tank: a hovertank, inside of which a soldier sits. Onboard weapons - heavy laser and psi
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Added ornithopter from Dune 2
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-Fixed a bug with plasma hovertank ammo
-Added acid projectiles for the super rifle. Made from the corpses of some terrorists, or living individuals
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Fixed bases with Bayraktar - now it consumes rockets normally
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Did another check of the correctness of the Russian-language text in this mod. The typos I found are in the attached file.
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Typos fixed
Regarding Bayraktar:
This is a small reference to the real-life Bayraktar TB2 drone.
However, the year in the game is 1999, not 2022. And the graphic template used is very different from the real drone.
Because it is not the same device. But the same company.
The company is called Baykar Makina. And its drones are called Bayraktar - the name of the founder.
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Thanks for the clarification. Perhaps I should have searched the Internet for information about it myself, but for some reason I thought it was something fictional.
Although I noticed a lot of references in the texts, but to "fictional" - to various books, games, and movies.
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Fixed bug
In the last archive, I forgot to remove the things that were used for tests from the starter kit. Now corrected
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Hi!
Thanks for this awesome mod. I'm enjoyninig again this great game, but i have noticed some bugs and crashes:
- Super rifle can't be reloaded with heavy cannon projectiles or grenades so i can't use it.
- When a new 80+ PSI soldier arrives to your base, game crashes.
- When you watch the black armour entrace in the ufopedia or when you watch the ineventrory of a soldier that wearing it, game crashes.
Suggestions:
it's possible to add a manual counter to the nuember of scientist or engeniers (and the nuember of objects to make) to add to a project, for exaple a field that you can write 100 or 1000 or a button of max cuantity?
Thanks again.
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it's possible to add a manual counter to the nuember of scientist or engeniers (and the nuember of objects to make) to add to a project, for exaple a field that you can write 100 or 1000 or a
That's probably a feature requesst for OXCE, and a large enough UI change it's not likely to be accepted.
Unless the mod regularly requires you to operate with hundreds of staff or items, you can use the mouse wheel to move staff/item values a customisable (in the game options) amount at once. You can also hover over staff numbers in the overall manufacture/research screens and use the mouse wheel. Or CTRL + mouse wheel to change staff by one if more precision is required.
...button of max cuantity?
Right-click.
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-Fixed a bug with a stunning hovertank
-Added an improved laser module for the super rifle. It is slightly stronger, but requires a lot more resources and cannot be used on its own from a rifle.
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Added a few more super rifle ammo types
I'm thinking about creating some more weapons with 2 types of attacks
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Added a rifles with underbarrel module
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Fixed russian language for version: 2.26
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Fixed russian language for version: 2.26
Можете отметить, что именно вы исправили?
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I checked his file and found four changes. Three of them are quite reasonable.
I did not check the text myself, but I noticed another typo.
All results are in the file.
P.S. I myself thought it was too early to check, I would wait for a few more updates.
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diff файл прилагаю
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I checked his file and found four changes. Three of them are quite reasonable.
I did not check the text myself, but I noticed another typo.
All results are in the file.
P.S. I myself thought it was too early to check, I would wait for a few more updates.
# Он заменил "из оружия пришельцев" на "с оружия пришельцев"
В этом предложении два раза встречается "из". Можно придумать, как по другому сформулировать.
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-Fixed a bug with a mixed crew (previously there was a soldier instead of a commander)
-Added some bonuses to black armor
-Fixed a few typos
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Fixed another bug in the research tree
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-Added muton skin armor
-Ground tanks got melee attack (special attack - tank icon)
-New sections added to ufopedia
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-Added a standard tank firing explosive shells (weaker than a rocket tank, but 30 rounds)
-Added armored ground laser and plasma tanks
-Added new sections to ufopedia
-Strengthened melee attack of tanks
-Hovertanks returned original wreckage
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Added plasma tank repair
And now a big test is planned
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Правильнее писать вместо
Броня сделанная из кожи убитого мутона с вставкой пластин
Броня сделанная из кожи убитого мутона со вставкой пластин
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-Fixed a number of bugs in production and research
-Plasma defense does not require a power source, but needs more heavy plasmas and ammo for them
-Reduced single ammo size (less storage space)
-Fixed description of the residential module
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-Reduced maintenance of kerosene aircraft to 100 thousand
-Reduced base funding by 1 million (because the item is higher)
-Reduced speed of F-16 and interceptor, but added the ability to install an improved engine
-The F-16 can be equipped with an improved air gun
-Fixed a typo in Ornithopter description
- Interceptors, F-16s and Ranger can increase detection range with alien locator
-Firestorm, Lightning and Avenger have a locator added to their design
-For Firestorm, you need to learn the hyperwave decoder
-Earth planes have increased repair speed
-Firestorm has less consumption and higher refueling speed
-Improved workshop is required to produce the Avenger
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Checked the Russian texts of the mod. Found a couple of typos and a couple of places where it would be better to change the text a bit.
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Checked the Russian texts of the mod. Found a couple of typos and a couple of places where it would be better to change the text a bit.
На счет Мстителя подумал, что лучше "является комбинированием"
I noticed that there are usually 10 downloads for each version of the mod
If I find the time, I'm thinking about making a few more versions, at least with the help of Google translator
Can't promise it will be soon, but what other languages would you like to see in the mod?
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I noticed that there are usually 10 downloads for each version of the mod
Are there any statistics on downloads on the mod portal?
I today gave a small review of this mod on the Russian site, where users download versions of OpenXcom on Android. But the link was given to the mod portal, so if anyone is interested, they will download it from there.
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-Fixed typos
-Locator increases weapon accuracy. Because, in fact, the creation of a hyperwave decoder makes the detection radius irrelevant
- Ornithopter accuracy increased, because the locator cannot be installed on it
-The power of the upgraded laser module has been increased to the level of a laser rifle. Because the module is too expensive to manufacture (requires rare spare parts)
Are there any statistics on downloads on the mod portal?
I today gave a small review of this mod on the Russian site, where users download versions of OpenXcom on Android. But the link was given to the mod portal, so if anyone is interested, they will download it from there.
Напишите, пожалуйста, в ЛС текст обзора
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-Fixed a bug in the production of acid grenades
-Fixed method of saving corpses of living aliens
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-Fixed several bugs
-Replaced the description of the UFO power source and navigation unit. Now ufopedia says that they cannot be reproduced, but trophies can be used
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-For the production of alien alloys, it is necessary to interrogate the engineer. But you can use them without
-Fixed description of alien alloys in ufopedia
-Reduced the cost of the STINGRAY rocket (so that it makes sense against the background of more powerful ones)
-Fixed the rocket description in ufopedia
-Changed the creation time of laser and plasma defenses. Now 30
After testing the game, I'm thinking about creating a way to spend what accumulates in large quantities in warehouses
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Fixed: in the previous version, I forgot to write one line in the translations
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-Added improved engine for transport aircraft
-Added a block of plasma grenades (for a heavy gun and a super rifle) - each grenade costs a little less, but unused grenades from an opened clip burn out
-Added version of black armor, where instead of a scanner - the ability to carry out psi attacks
-Psi amp requires alien entertainment to produce
-For the Avenger, you need to open plasma and laser air guns and the production of alien alloys
-The Avenger has more combat weapons (3), but at the same time 1 laser and 1 plasma guns are fixed
-Reduced range of the laser gun to the range of a combat UFO shot
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-Fixed a bug with a block of plasma grenades
-Added super grenade block
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-Fixed range effect on siege tank accuracy
-Increased chainsaw accuracy
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-Slightly reduced the range of the air-to-air blaster missile
-Added improved medical kit from the corpse of a muton
-Changed description of Lightning
-Added plasma gun from DooM
-Added rewards and bonuses
--Chryssylid kills give tangible bonuses to soldiers
--Bonuses for killing any monsters with a chainsaw
--Bonuses for killing any monsters with weapons from DooM (chainsaw, shotgun, machine gun, BFG, plasmagun)
--Bonuses for killing any monsters from MP 38/40
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Еще парочка исправлений
В первом случае
s/блок/оборудование/ и s/навиратора/навигатора/
Во втором
s/земли/Земли/
P.S.
еще в описании винтовки
"Винтовка адаптированна" - с одной "н" нужно
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-Fixed several typos
-Fixed listOrder for BFG ammo
-3x2 weapons now block the second hand
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Uploaded 2.32.2 to the mod page
But there is only one difference - the new look of the turret for missile hovertanks
When I draw more turrets, I will upload 2.32.3 here
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Added new sprites for turrets:
Armored laser tank
laser hovertank
Rocket hovertank
Blaster hovertank
Gaus hovertank
Stun hovertank
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-The plasma tank turret has been changed. Now all types of attacks can be distinguished by the color of the weapon (blue - cannon, purple - cannon with explosive shells, red - laser, yellow - Gauss, green - plasma)
-Added combined hovertank Plasma+Gauss. It took me a long time to draw a unique turret. Looks different on the left and right side
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Добрый.
Планируется ли какая-нибудь предыстория, или отправная точка в уфопедии?
Планируются ли какие-то особые/уникальные/ключевые миссии ?
Которые не только будут открывать какие-то ветки исследований, а делать сюжетные повороты.
Например, в TWoTS+ много уникальных миссий, проходя которые - развивается сюжет.
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Добрый.
Планируется ли какая-нибудь предыстория, или отправная точка в уфопедии?
Планируются ли какие-то особые/уникальные/ключевые миссии ?
Которые не только будут открывать какие-то ветки исследований, а делать сюжетные повороты.
Например, в TWoTS+ много уникальных миссий, проходя которые - развивается сюжет.
Я пока не разобрался, как написать новый тип миссий.
У меня нет каких-то вспомогательных программ, я пишу в блокноте + перерисовываю в фотошопе спрайты. Некоторые спрайты (например, чёрной брони), честно признаюсь, стащил с чужих модов
Но вообще у меня есть мысли на счет того, чтобы продлить позднюю часть игры, когда уже дошел до Мстителя и топового оружия. То есть, усложнить открытие финальной миссии.
Касательно уфопедии - я пока не совсем понимаю географию пользователей своего мода. Так сложилось, что я неплохо знаю русский язык и могу помимо английской версии, делать русскоязычную. Но я не уверен, что сложные сюжетные тексты будет комфортно читать людям, которые плохо понимают что один что другой язык.
Потому я стараюсь делать статьи в уфопедии больше с упором на геймплейную информацию.
Только когда речь идет о чем-то, что взято с других олдскульных игр (DooM, Dune-2 и т.д.) - стараюсь в уфопедии намекнуть, откуда взято
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Added Rocket Launcher from DooM
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-Edited the capacity of cargo planes: now 1x1 drones are counted as soldiers. This means that drones do not reduce the number of tanks, you can take a lot of drones, drones can be loaded with lightning (if someone uses it). In ufopedia, the last line of the description of the characteristics of the aircraft was cut off so that it was not misleading.
-Updated Siege Tank sprites. This is still a recolor of the sprites of the standard tank, but not so rough, and the color scheme was chosen to be more similar to the original from the Dune-2 game.
-Sidewinder only available for F-16. Made for a balance between the F-16 and the Interceptor: The F-16 has a cool rocket for the early game, but the Interceptor can mount new weapons late in the game.
-Added new psi hovertank with a gauss cannon.
-Both psi hovertanks got their turrets. Their guns (like other tanks) match the color of the weapon (red and yellow), but the turret is purple.
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-Fixed the number of weapon slots for the upgraded Interceptor
-Added another jet engine for F-16 and Interceptor.
-Improved Interceptor has armor. F-16 and standard Interceptor can get a similar bonus using final jet engine assembly
-Added a new marker for fighters (F-16, both interceptors, Firestorm and Avenger). In fact, the same yellow cross, but with a "filled" accent
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The test version of the new one is coming. You need to check if it will work well for everyone.
Check if two icons are displayed when wearing black psi armor? All OK?
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In the Android version of OXCE, the icons are displayed. Scanning works, but Super Skills apparently has not been activated yet.
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Try to choose soldiers who have a psi skill. Skills of soldiers - so far only psi. I'm testing how it works in order to add 2-3 more skills further
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Yes it is clear. Now everything works.
But I wonder if it is possible to make some other skills based on the power of psi, but different from those that were in the original game? For example, pyrokinesis. So that the target of the attack is engulfed in flames, causing damage depending on the psi-strength of the fighter and with a chance to set fire to the enemy. In addition, the attack is not blocked by armor, since it is psychic.
Just a little fantasy.
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-Added skill "Master MP 38/40", which appears after 10 kills with the weapon and allows you to spend significantly less time shooting
-Increased the price of MP 38/40 and ammo, because at the initial stage of the game the weapon is strong
p.s.
-In the test version, the ability to use the psi-amp without hands through special skills was added. Also, some types of armor have a built-in version of the psi-amp, which does not take up space in the inventory.
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-Reduced soldier bonuses
-Added a bonus for the heavy laser (applies to the weapons of the psi-hovertank)
-Added a skill that gives a double shot to a heavy laser (opens after 20 kills with a heavy laser)
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Checked the Russian-language text of the mod. The results are in the file.
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-Added bonuses for super rifle
-Added a flying suit with a psi amplifier
-Slightly reduced time bonus for manned tanks
-Armor repair moved to a separate production category
-Manned tanks moved to a separate production category
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-Added super rifle version with gauss pistol
-Gauss weapons have small damage bonuses with increasing soldier's accuracy skill
-Added bonuses for destroying enemies with psi-tank weapons
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-Changed the mechanics of melee attack accuracy for all weapons (except for built-in alien weapons)
-Heavy plasma shoots 2 times in auto mode
-Heavy Laser and Heavy Gauss have a bonus to accuracy from strength
-Added tank armor (ground, but with the ability to attack with tracks)
-Reduced Sectopod damage to 90, like all heavy lasers
-Added "MP 38/40 experience", which gives bonuses to the weapon
-As an experiment, added "wound bonuses" to Mp 38/40
-Due to many new bonuses to Mp 38/40, the special skill has been removed
-The bonus growth scale for MP 38/40 has been edited - for maximum weapon effectiveness, a soldier will need to kill 20 enemies
-Increased the price of weapons Mp 38/40 by 2 times
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Fixed a bug in the research name
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Fixed a bug with the new tank armor
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I tried the idea of adding an alien tankman to the Sectopod. I abandoned the idea for two reasons:
1. It is impossible to draw the remains of a sectopod normally
2. The tanker always spawns in the top cell, so when shooting at the sectopod with automatic fire, you need to aim at the top cell - if the sectopod is destroyed earlier, the remaining shots can immediately kill the tanker.
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-The accuracy of weapons of armored tanks has been slightly reduced (Because the shooting accuracy of a soldier is higher than the shooting accuracy of a tank)
-Added reward for completing missions alone
-Added a tank with an Mg-42 machine gun
-Mutons received a melee attack
-New article in Ufopedia about mutons
-Added a new bonus to soldiers for using a melee attack of a muton under control
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- "Muton puppeteer" has been replaced with a "puppeteer": any implanted alien weapon counts (applies to all terrorists), but more kills are needed for bonuses)
-The space in the warehouse occupied by alien alloys and Eleria has been reduced by 5 times (for the late stage of the game, when there is an abundance of trophies)
-Changed requirements for the "tanker" skill
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Hi all. I haven't had time to mod for a long time... Small balance adjustments:
-Reduced bonuses for soldiers
-MP40 base accuracy slightly reduced
-Changed accuracy modifiers for heavy laser and heavy gauss
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Just tried v2.40.2, can't start mod per attached error.
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Does anyone else have a similar error? So that I can understand what the problem is. Everything started fine for me
In your log, three aircraft caused the error, but I didn’t touch them in any way in this update
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Just tried a fresh install of v2.40.2 rather than overwriting v2.40.1 on OXCE, BRUTAL AI and OXC. Same error message for OXCE and BRUTAL AI but a different error message for OXC-see attached.
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Очередная порция исправлений русскоязычных ресурсов
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Dmitry, а можете написать, в каком именно слове где ошибка? Потому как читаю "до" и "после" и не везде нахожу разницу
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в STR_PLASMAGUN_UFOPEDIA добавлена запятая
в STR_HOVERTANK_PLASMA_GAUSS_UFOPEDIA "ленты" заменено на "заряды"
в STR_SUPER_RIFLE_GAUSS_UFOPEDIA "закреплено" заменено на "смонтировано" (можно заменить на "скомпоновано")
в STR_TANK_MG42_UFOPEDIA убрано "на танк" - тавтология
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-Added three new countries (Austria, Czech Republic and Hungary)
-Added several cities on the map
-Added mogilization - hiring cheap but weak soldiers
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In OpenXcom Extended 7.12 the mod no longer runs. According to the error indicated in the log:
"[ERROR] During linking rulesets of crafts:
Error for 'STR_AVENGER': Default HWP capacity cannot be negative.
Error for 'STR_LIGHTNING': Default HWP capacity cannot be negative.
Error for 'STR_SKYRANGER': Default HWP capacity cannot be negative."
Discovered the reason - changes in the operation of OXCE. Now the vehicles argument in the Kronos_Mod_crafts.rul file cannot be specified as negative. Here is from its description:
"vehicles - Amount of vehicles this craft can carry. Note: in OXCE, it's the amount of vehicles and 2x2 soldiers. In OXCE, it can also have a value of -1, which means unlimited. Since OXCE v7.10, value -1 is not supported anymore."
Changing to explicitly indicating the number of tanks transported removes the error.
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-Fixed a bug with black armor/psi
-Alien psi weapons are displayed normally
-Added acid grenade block
-Fixed the problem with ships, which was indicated by the player above
-Psi-soldiers have the opportunity to heal through “special skills”, and a first aid kit is sewn into flying and black armor with a psi device
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-Added new versions of the flying suit and black armor with a built-in first aid kit. And to access the first aid kit you need stage 10 of the “doctor” achievement
-Added armor made of snakeman skin
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There is not much time for the game, but they are gradually preparing to add a new opponent to the game. In general, the idea itself is not new, but it will look somewhat different than in other mods.
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-Added the ability for experienced soldiers to see the characteristics of the alien (transformation of the soldier after research is required)
-Added a new enemy - an alien collaborator, a conditionally new mission (collaborators terrorize cities) and a new weapon that they use
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-Added alien language and the need to capture the commander of the alien accomplices.
-Reduced the accuracy of the super rifle to normal levels
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-Gauss weapons have their own type of damage (80% damage for Mutons versus 60% for a weapon)
-Added ion weapons
-Added tank of alien accomplices
-Reduced the time it takes to use the brain probe
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-Added alien microchips
-Added new drone
-Changed research and materials required to create drones
-Ellerium rockets were removed due to inappropriateness with the main ideas of the mod
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-Added two new drones
-The drone with missiles has been redesigned - now it needs regular missiles
-The stun hovertank has been transferred - the weapon is combined on one slot and now it has two scanners
-Slightly increased the accuracy of hovertanks
-Laser hovertank scanner moved to special weapon
-Optimized program code for tanks
-Added a new air cannon (Ufopedia has an Easter egg for fans of the best movie of all time)
-Added block of stun grenades
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In the final mission, the useless terrorist arsonist is replaced by the Muton king. Even stronger and more durable than an ordinary muton. Also, information about the Muton King can be found out when interrogating a medic.
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-Fixed several bugs with purchases
-Added a new aircraft (Firestorm clone)
-Added a number of studies that are necessary for the Avenger, as well as several components necessary for production
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-Fixed collaborator armor disassembly bug
-Added images to inventory menu of main aliens
-All production that requires an improved laboratory now consumes a little ellerium
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-Added Alien Sensor Device. Needed for drones and black armor
-Added new section to UFOpedia
-Fixed display of alien "armor"
-Added new armor made of muton skin
-Reworked UFOpedia article for super rifle
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-Fixed two English translation errors
-If you capture a collaborator alive, you can use his armor
-Fixed a bug with the final armor item
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-Added Celatid farm (needed for producing acid ammo)
-Added wall-piercing shells (have high damage to walls)
-Somewhat reworked sword and chainsaw
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- The air defense system has been reworked. Now all air defense systems require ammo (the laser works on Elleria-115).
- The power of the air defense has been adjusted. It is still stronger than in the original game, but has more reasonable indicators
- An improved hangar has been added, which is also an air defense system (1/4 of the power of the plasma air defense)
- A small error in the ufopedia has been fixed
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-Added new weapon (like super rifle, only for autocannon shells)
-Added several new ammo for autocannon
-Changed MG-42 damage
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- Fixed two bugs
- Added a new housing module that speeds up the healing process for soldiers
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- Fixed two errors
- Added a bonus for destroying tanks of accomplices. Considering that at the initial stage of the game this task is very problematic
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Fixed one mistake
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-Added a new skill
-Collaborator grenades are only available after researching the grenade launcher
-Added sound for the Air Defense Angara
-Reduced psi-vision because it is very imbalanced when PSI appears
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Fixed one mistake
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-Enhanced missiles for the missile tank
-Returned the flying missile tank
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Just want to show this mod some love. The joy of getting some weaponry which can finally take out the tanks was such joy after having to about so many terror missions.
Absolutely loved the special green armour, too.
Thanks for the mod, very fun
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-Added enhanced ammo for Gauss weapons. Their power is in the middle between laser and plasma weapons
-Added enhanced ammo for some types of firearms
-Corrected description of MP 38/40
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Syntax error in `Kronos_Mod_Items.rul` on line 1178
`weight: 1.5` is invalid, weight cannot be a decimal number, only integer
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-Fixed several bugs
-Added new achievement "Demolitionist"
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-Added purple laser (effective against mutons)
-Added new achievement for soldiers
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-Added a new weapon - a crossbow. Effective against living enemies, but useless against robots.
-Also, fixed several errors with purple lasers.
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-Added a new weapon - a crossbow. Effective against living enemies, but useless against robots.
-Also, fixed several errors with purple lasers.
I am encountering an error as follows;
ERROR: During linking rulesets of items:
Error for 'STR_HWP_CANNON_SHELLS_EXPLOSIVE' : Wrong index 26 for surfaces set x1.pck (please note that the index in the ruleset is smaller, by several thousands)
This is verbatim as copied from a screenshot. This happens regardless of which version of OpenXcom used, standard or extended.
Just thought you should know.
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At what point does this error occur?
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At what point does this error occur?
As the game starts, during the DOS4G int screen.
EDIT: This only happens when the mod is enabled. Moving the Kronos folder out of the mod directory allows the game to boot up normally. Also I use independent installs of OXCE for each mod I play so they can not interfere with each other.
I can attach the log file if that would be helpful.
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As the game starts, during the DOS4G int screen.
EDIT: This only happens when the mod is enabled. Moving the Kronos folder out of the mod directory allows the game to boot up normally. Also I use independent installs of OXCE for each mod I play so they can not interfere with each other.
I can attach the log file if that would be helpful.
I had some glitches with OXCE-8, but OXCE-7 works fine. I myself do not understand what the problem is yet. But I will now review what I have with this element, maybe I will find something there.
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I had some glitches with OXCE-8, but OXCE-7 works fine. I myself do not understand what the problem is yet. But I will now review what I have with this element, maybe I will find something there.
Ah yes! That's likely the problem, I'm using 8.1. May have missed that 7 was required.. What exact version have you been testing with and I'll use that in a separate game folder?
EDIT:
Just grabbed 7.15 from the OXCE download page. Also saw 8.2 and will give that a try. Maybe there's a fix?
EDIT2:
Just tried both versions, same error results. See attached log files.
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I had some glitches with OXCE-8, but OXCE-7 works fine. I myself do not understand what the problem is yet. But I will now review what I have with this element, maybe I will find something there.
Turn "Lazy Loading" off (in Advanced Options) to see the error.
Just tried both versions, same error results. See attached log files.
Turn "Lazy Loading" on to ignore the error during startup.
(it will crash later though once the game tries to use it)
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I see what the issue is. You've essentially modified the vanilla tank shell to be HE instead of AP without changing any other values. The vanilla definition of this shell uses hitAnimation: 26 and since it's damage type is 1 it'll use the vanilla HIT.PCK sprites indexed there. When you change the damage type to 3 it no longer looks for the animation in that image, but rather in X1.PCK and there's no animation indexed at position 26 in vanilla nor do you add any yourself via extraSprites, you only have the single "skull cloud" explosion at index 0.
Simplest solution, change hitAnimation's value to 0.
Fancier solution, add a custom explosion via extraSprites at an available index and reference that index instead.
PS: you probably want to change the hitSound value to 0 too. No crashes here, but it'll (probably) be weird to hear the metallic "dong" sound when the shell explodes on hit.
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Turn "Lazy Loading" on to ignore the error during startup.
(it will crash later though once the game tries to use it)
Just tried and it worked. Did this with OXCE 7.15. Thank You!
I know what item it is(I don't use tanks the way that I play) so I'll do my best to avoid it until Kronos can figure it out and apply a fix.
@Kronos
I hope the log files are helpful. If there's anything else I can do or try for you let me know and I'll do my best.
EDIT: Lovin' the chainsaw! Very "Doom 95" vibe going on! I like it!
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Ah yes! That's likely the problem, I'm using 8.1. May have missed that 7 was required.. What exact version have you been testing with and I'll use that in a separate game folder?
EDIT:
Just grabbed 7.15 from the OXCE download page. Also saw 8.2 and will give that a try. Maybe there's a fix?
EDIT2:
Just tried both versions, same error results. See attached log files.
Strange... I don't have any problems. I even tried updating to version 8. Now everything works in 8 too.
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Just tried and it worked. Did this with OXCE 7.15. Thank You!
I know what item it is(I don't use tanks the way that I play) so I'll do my best to avoid it until Kronos can figure it out and apply a fix.
@Kronos
I hope the log files are helpful. If there's anything else I can do or try for you let me know and I'll do my best.
EDIT: Lovin' the chainsaw! Very "Doom 95" vibe going on! I like it!
Finally figured it out. Fixed the error. Will be in the new update package.
p.s. The chainsaw is indeed taken from Doom. As are several other types of weapons.
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-Fixed one bug
-Added "Pistol Master" skill with minimal bonuses
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-Fixed one bug
-Added "Pistol Master" skill with minimal bonuses
Just tested. It works perfectly with lazyloading off in both 7.15 and 8.2. Save game has no issues either. Very cool!
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-Alien surgery added to the list of requirements for the Advanced Workshop
-The Advanced Lab requires an interrogation room
-Added "Plasma Engine" for the F-16 and Interceptor
-Added "Plasma Interceptor"
-Added Stun Bolt for the Crossbow
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-Added plasma armor (armor against plasma weapons)
-Added improved storages, with which you can forget about overflowing the base
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Added "dark lightning" - the ability of the Ethereal Commander to attack with an electric charge. The player's soldier can also learn this, but it is quite difficult - you need to either kill 10 Ethereal Commanders, or take psi-control of the Ethereal Commander and destroy enemies with his super-weapon.