OpenXcom Forum

Modding => Released Mods => 40k => Topic started by: Firaa on September 27, 2019, 06:22:56 am

Title: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: Firaa on September 27, 2019, 06:22:56 am
Well here this is. I originally set out with the idea that it'd be "pretty freakin' sweet" to have a Relic Blade in my late-game army, and I just sort-of accidentally made 40+ weapons. The new focus was adding/overhauling melee weapons - I mean, it's 40k, and prolonged fire fights are for Tau. There are a few non-melee weapons, as well. I've used a number of scripts with these weapons. The only weapon with a custom codex image is currently the Hand Flamer, brought to you by bulletdesigner. The other codex images are of the closest comparable weapon (Power Weapons use Power Sword, etc) I've also played through an assault campaign using these weapons, so I'm somewhat certain that this won't make anything explode. I designed a lot of the late-game weapons with my Randomized Stat Caps script (https://openxcom.org/forum/index.php/topic,7416.0.html) in mind, but it's not even remotely required to use these weapons. Some of these could use a little extra polish, but I'm happy enough to share this as it is for now.

Alternate chapter weapon skins exist for the Blood Angels and Imperial Fists. You can find them in the AlternateChapters folder. You can switch to them if you are using the appropriate chapter change mods by simply overwriting the default images with the other chapter images. They only change the skin of weapons added with this mod, although most weapons are genetic types.

Global changes
Melee fatigue - Melee accuracy is reduced on low energy (full accuracy at 50% energy, 50% accuracy at 0% energy). This is just a test to make energy preservation and energy depletion weapons more valuable. Excessive sprinting will make melee sloppy, and weapons that harm a target's energy can make a melee enemy much less dangerous. If you dislike this, you can easily and safely disable it by deleting the script underneath meleeMultiplierBonusStats, offset 1.
Melee weight penalty - Melee attacks from weapons with weight higher than the unit's strength are reduced in power proportional to the missing strength. A 100 damage hit by a unit with 40 strength holding a melee weapon that weighs 50 units, will become an 80 power hit. With the increased melee weapon variety, this means that throwing a Heavy Thunder Hammer on everybody regardless of capabilities is NOT a viable solution. No games of "plant the power axe in the plague lord" amongst your retinue of 30 untrained guardsmen base defenders.

Power weapon technology availability varies by strategy, and has been re-balanced as a mid-game weapon type. Each Space Marine doctrine unlocks one power weapon with Sergeant armor, and two others with their doctrine-specific armor. Researching the technology that unlocks Venerable Dreadnoughts also unlocks the final power weapon.
Master-crafted weapons are identical to their mundane counterparts, with the exception that melee weapons attack 20% faster, and ranged weapons have 20% extra accuracy. This gives them more attacks in a prolonged melee, and more reliable charge attacks. I thought about power increases or accuracy increases, but the former just ships weapons into new niches, while the latter just makes the weapon better in the hands of someone bad. These are fairly late-game upgrades, requiring the power weapon technology, master-crafting, and high-tier chapter requisition.
Force Weapons require a Librarium and the relevant power weapon tech, although there is no Force Lance. Anyone with psi power can use a Force Weapon, but if the wielder isn't wearing Librarian Armor, then their power is HALVED. Power scales off of psi strength (including melee) and power accuracy scales off of psi skill (excluding melee). Force weapons with blue runes will glow brighter depending on the wielder's psi strength.
These are other items and weapons that were also included.
These weapons have been tweaked in order to fit the rest of the weapons added.
Combi weapons are rare finds in random missions. When the game rolls up special loot on missions, and it rolls for a special boltgun, it has a chance to add one of these weapons instead of a Boltgun.
Additional Chaos melee weapons have been added. I feel that the increased variety makes missions against melee-centric forces a little deeper in the mid/late game, since you have to consider how to meet their charges a little more wisely, and adjust your target priorities. Some forces also employee new occasional melee variants, and high-rank foes have a more dangerous lineup of rare daemon weapons.
There are some unused weapons in this pack, which are supposed to be Relic weapons. I had plans for these items which currently aren't implemented, but the weapons can still be viewed in the battle mode.
Let me know if anything is broken, busted, destroyed, or otherwise fails to function. Feel free to use this however you wish.

Change Log:
1.12
Fixed crash I introduced to Chainaxe, Gladius, Astartes Combat Blade, and Chain Knife research
1.1
Fixed bug causing melee strength script to apply to guns (whoops forgot those existed)
Fixed Chainaxe, Gladius, Astartes Combat Blade, and Chain Knife dependencies
Fixed Tzeentch Sorcerers not having the new loadout
1.0
Initial Release
Title: Re: [ADDON] "Melee" Weapon Pack (v1.1)
Post by: wcho035 on September 28, 2019, 06:10:44 am
as per discussed Firaa
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: wcho035 on September 28, 2019, 07:04:58 pm
As per discussed again

Edit by Meridian: attachment removed, replaced by a link: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.5-e3f83cf67-2019-09-23-win64.7z
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: wcho035 on September 29, 2019, 05:24:33 am
Again Firaa as discussed, with test save games. File is password encrypted
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: Hashirama015 on October 04, 2019, 08:55:52 am
Is it possible to use these in vanilla?
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: The Martian on October 24, 2019, 12:00:52 am
Is it possible to use these in vanilla?
I took a quick look at the mods .rul file and it appears to have a lot of values specific to the 40K mod.

If you wanted you could take the BigOb, FloorOb, HandOb images and then recode the weapons.rul so that all 40k related links (Like research, etc.) are reassigned to standard X-Com equivalents.

You will definitely need OXCE (https://openxcom.org/forum/index.php/board,22.0.html) if the goal is to use the weapons in the same way as they operate in this mod. I'm seeing values attached to damageAlter: etc. These won't work in standard OpenXcom and require OXCE (https://openxcom.org/forum/index.php/board,22.0.html) to function.

So in summary:
- If not used with 40k you will need to alter the .rul file.
- The original OpenXcom will not fully support all of the weapons fancier abilities.
- OXCE (https://openxcom.org/forum/index.php/board,22.0.html) running X-Com: Enemy Unknown should be able to handle it provided you re-code the .rul files to not reference the 40k mod. (Example: Adjust meleeAnimation: meleeSound: meleeHitSound: )
- You will need to setup a way to either buy or manufacture the equipment in X-Com: Enemy Unknown or your soldiers will be unable to obtain it outside of the main menu's "New Battle" feature.
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: ohartenstein23 on October 24, 2019, 12:52:16 am
Is it possible to use these in vanilla?

The Martian is correct, with the short answer being yes, but it'd take a lot of work.
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: TalRaziid on January 25, 2020, 06:12:20 am
I get a crash when attempting to open the report for Force Weaponry as IG
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: Conquest375 on April 07, 2020, 06:46:57 pm
The mod list for this seems really sweet. I'm going to try this out on my next play through
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: toornai on July 18, 2024, 07:15:22 pm
Hello,

i have been having an issue with the mod, when i log in and add it to the mod list i get this error...

Restarting...
Loading openxcom extended 7.12 (v2024-02-24)...
ERROR: during linking rulesets of armors:
Error processing 'str_chaos_sorc_armor' in armors: item STR_PSI_AMP not found
Error processing 'str_lib_armor_uc' in armors: item STR_PSI_AMP not found

i am running 40k mod with ROSIMA...

any help would be greatly appreciated!!

Thanks!
Title: Re: [ADDON] "Melee" Weapon Pack (v1.12)
Post by: Yankes on August 06, 2024, 09:57:37 pm
Probably miss matched versions of mods, one mod expect things that other do not define (or in this case deleted).
You need install correct versions that work with each other.