OpenXcom Forum

Modding => Released Mods => Topic started by: Kronos913 on October 31, 2022, 02:39:15 am

Title: Kronos 913 mod 2.0
Post by: Kronos913 on October 31, 2022, 02:39:15 am
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on October 31, 2022, 09:43:25 am
Fixed the archive - removed the garbage from the warehouse that remained after the tests
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on October 31, 2022, 03:10:41 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 01, 2022, 09:58:07 pm
Added:
-Blaster hovertank also has a motion scanner
-Added motion scanner to flying armor

Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 03, 2022, 12:53:12 am
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 03, 2022, 09:50:56 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 04, 2022, 02:41:56 am
Added Alien Alloy Super Rifle that combines Laser Pistol and Heavy Earth Cannon
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on November 05, 2022, 02:03:01 pm
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:
Code: [Select]
  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"
Code: [Select]
  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"
Code: [Select]
  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"
Code: [Select]
  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"
Code: [Select]
  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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 07, 2022, 02:16:04 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 08, 2022, 12:38:17 am
-Added shotgun
-Fixed some typos in ufopedia
-Fixed a bug with chainsaw sprites
-Changed the color of the improved interceptor
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 09, 2022, 03:30:17 am
Added Siege Tank. A very strong and very expensive ground tank.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 09, 2022, 06:18:10 pm
-Siege tank turret sprite replaced with original siege tank sprite from Dune 2
-To create a firestorm, you need to interrogate an alien engineer
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 10, 2022, 02:42:20 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 11, 2022, 03:42:05 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 11, 2022, 02:23:24 pm
Fixed a bug with the conversion of plasma cartridges. And recalculated the required number of plasma rounds to create BFG batteries
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 19, 2022, 10:32:05 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 21, 2022, 09:07:48 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on November 22, 2022, 09:09:07 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 23, 2022, 07:15:11 pm
Yes, understand. If I didn’t understand, there would be no translation into russian.
Thanks, I'll fix it for the next update
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 23, 2022, 07:32:12 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 26, 2022, 01:05:46 am
-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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 26, 2022, 03:15:52 pm
Can anyone suggest how to use this correctly?

    requiresBuyCountry: STR_USA
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 26, 2022, 06:47:54 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 27, 2022, 02:54:06 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Meridian on November 27, 2022, 10:26:34 am
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 27, 2022, 07:26:14 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 28, 2022, 06:50:20 pm
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

Code: [Select]
  - 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?
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 29, 2022, 01:00:27 am
-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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on November 29, 2022, 09:36:59 pm
-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)
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 01, 2022, 08:53:36 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 02, 2022, 10:20:37 pm
Added armor in the form of a flying tank: a hovertank, inside of which a soldier sits. Onboard weapons - heavy laser and psi
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 13, 2022, 07:58:14 pm
Added ornithopter from Dune 2
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 16, 2022, 10:10:19 pm
-Fixed a bug with plasma hovertank ammo
-Added acid projectiles for the super rifle. Made from the corpses of some terrorists, or living individuals
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 20, 2022, 09:53:51 pm
Fixed bases with Bayraktar - now it consumes rockets normally
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on December 21, 2022, 02:39:45 pm
Did another check of the correctness of the Russian-language text in this mod. The typos I found are in the attached file.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 21, 2022, 11:01:15 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on December 22, 2022, 06:23:35 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on December 22, 2022, 02:50:05 pm
Fixed bug
In the last archive, I forgot to remove the things that were used for tests from the starter kit. Now corrected
Title: Re: Kronos 913 mod 2.0
Post by: LeChuck_80 on January 31, 2023, 10:34:11 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Juku121 on January 31, 2023, 02:02:54 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 14, 2023, 01:15:16 am
-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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 21, 2023, 12:34:04 am
Added a few more super rifle ammo types

I'm thinking about creating some more weapons with 2 types of attacks
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 22, 2023, 12:05:01 am
Added a rifles with underbarrel module
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on June 23, 2023, 08:34:02 pm
Fixed russian language for version: 2.26
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 25, 2023, 01:35:15 pm
Fixed russian language for version: 2.26
Можете отметить, что именно вы исправили?
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on June 25, 2023, 04:50:24 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on June 25, 2023, 07:22:08 pm
diff файл прилагаю
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on June 25, 2023, 07:41:03 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 28, 2023, 01:07:35 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on June 28, 2023, 02:42:12 pm
Fixed another bug in the research tree
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 06, 2023, 12:24:57 am
-Added muton skin armor
-Ground tanks got melee attack (special attack - tank icon)
-New sections added to ufopedia
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 07, 2023, 01:25:28 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 07, 2023, 01:58:23 pm
Added plasma tank repair

And now a big test is planned
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on July 08, 2023, 12:40:23 am
Правильнее писать вместо
Броня сделанная из кожи убитого мутона с вставкой пластин
Броня сделанная из кожи убитого мутона со вставкой пластин
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 08, 2023, 01:31:18 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 13, 2023, 01:15:16 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on July 13, 2023, 12:08:58 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 13, 2023, 01:57:51 pm
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?
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on July 13, 2023, 02:41:00 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 13, 2023, 03:11:33 pm
-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)


Quote
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 13, 2023, 04:05:41 pm
-Fixed a bug in the production of acid grenades
-Fixed method of saving corpses of living aliens
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 13, 2023, 07:46:49 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 14, 2023, 01:54:28 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 14, 2023, 11:02:34 am
Fixed: in the previous version, I forgot to write one line in the translations
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 15, 2023, 11:58:43 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 16, 2023, 02:02:32 pm
-Fixed a bug with a block of plasma grenades
-Added super grenade block
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 16, 2023, 09:55:56 pm
-Fixed range effect on siege tank accuracy
-Increased chainsaw accuracy
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 18, 2023, 01:52:58 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on July 18, 2023, 01:55:21 am
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 18, 2023, 05:51:50 pm
-Fixed several typos
-Fixed listOrder for BFG ammo
-3x2 weapons now block the second hand
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 22, 2023, 10:45:53 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 23, 2023, 12:48:15 am
Added new sprites for turrets:

Armored laser tank
laser hovertank
Rocket hovertank
Blaster hovertank
Gaus hovertank
Stun hovertank
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 25, 2023, 02:06:43 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on July 25, 2023, 10:43:34 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 25, 2023, 11:47:40 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 26, 2023, 06:35:47 pm
Added Rocket Launcher from DooM
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on July 31, 2023, 12:37:59 am
-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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 03, 2023, 01:57:24 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 19, 2023, 12:59:13 am
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?
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on August 19, 2023, 06:18:07 am
In the Android version of OXCE, the icons are displayed. Scanning works, but Super Skills apparently has not been activated yet.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 19, 2023, 04:41:33 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on August 19, 2023, 06:08:57 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 20, 2023, 02:20:08 am
-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.

Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 25, 2023, 01:42:00 am
-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)
Title: Re: Kronos 913 mod 2.0
Post by: yergnoor on August 25, 2023, 07:00:10 am
Checked the Russian-language text of the mod. The results are in the file.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on August 27, 2023, 11:01:38 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 03, 2023, 11:47:48 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 08, 2023, 04:27:45 pm
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 08, 2023, 10:49:07 pm
Fixed a bug in the research name
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 09, 2023, 02:03:04 am
Fixed a bug with the new tank armor
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 10, 2023, 11:27:30 pm
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.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 14, 2023, 01:34:34 am
-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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on September 17, 2023, 12:53:51 am
- "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
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on March 03, 2024, 11:08:56 pm
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
Title: Re: Kronos 913 mod 2.0
Post by: SIMON BAILIE on March 04, 2024, 03:46:33 pm
Just tried v2.40.2, can't start mod per attached error.
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on March 05, 2024, 02:14:56 am
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
Title: Re: Kronos 913 mod 2.0
Post by: SIMON BAILIE on March 05, 2024, 11:02:20 am
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.
Title: Re: Kronos 913 mod 2.0
Post by: Dmitry on March 06, 2024, 12:09:34 am
Очередная порция исправлений русскоязычных ресурсов
Title: Re: Kronos 913 mod 2.0
Post by: Kronos913 on March 17, 2024, 02:35:30 am
Dmitry, а можете написать, в каком именно слове где ошибка? Потому как читаю "до" и "после" и не везде нахожу разницу