OpenXcom Forum

Modding => Released Mods => Topic started by: tyran_nick on July 29, 2013, 09:28:03 pm

Title: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: tyran_nick on July 29, 2013, 09:28:03 pm
Edited first post to list finished mods

Melee Stun Weapon
  - Elerium Mace (A researchable upgrade to Stun Rod)

Mass Accelerator Technology:
 - Mass Accelerator Weapons (Ufopedia technology entry)
 - Mass Accelerator Pistol
 - Mass Accelerator Rifle
 - Mass Accelerator Sniper Rifle (More expensive, but better than rifle. No auto)
 - Mass Accelerator Cannon
 - Mass Accelerator Grenade
 - Mass Accelerator Rocket (New ammunition for Blaster Launcher)
 - Craft Mass Cannon (Craft Weapon)

Graphics replacement mods:
 - Firestorm

New Interceptor:
- Thunderstorm

Will expand this post as I get more things done!
For more details  and downloads check: https://openxcommods.weebly.com/tyran_nick-mods.html (https://openxcommods.weebly.com/tyran_nick-mods.html) (Thanks Luke83!)

As always, feel free to use any assets for your own mods
All mods are now updated for the new string localisation
Title: Re: New melee weapon
Post by: Mr. Quiet on July 29, 2013, 10:30:49 pm
Nice mod. Looks like you'll be tearing up a few body parts when you knock them out.

Hope to see more of your work, tyran_nick! I especially love mods that give you more creative tech to research.
Title: Re: New melee weapon
Post by: tyran_nick on July 30, 2013, 07:41:56 pm
Thanks!
Of course if anyone wants to use any parts of this for your mod, you are more than welcome

Some more weapons, this time ranged ones and a grenade.
The mass accelerator weapons can be researched after the laser and plasma technologies and is the human technology response to plasma weapons. Using alien alloys and elerium the scientists at X-com were able to militarise technologies that were impossible before.
Currently I have build only personnel weaponry and have not expanded this to vehicle weapons, craft weapons or base defense.

Included:
 - Mass Accelerator Pistol
 - Mass Accelerator Rifle
 - Mass Accelerator Sniper Rifle
 - Mass Accelerator Cannon
 - Mass Accelerator Grenade

Enjoy!

EDIT: Also added an updated version of the Elerium Mace that includes new sounds and better listing in ufopedia and equip screen. Can I change the file in the first post?

EDIT: Everything is now include in the first post.
Title: Re: New melee weapon
Post by: Mr. Quiet on July 31, 2013, 11:04:30 pm
Wow, those weapons look awesome! Please make more!! Can you show a screen without the visual effect? I think I see the X-COM symbol on the guns :OOOOO

You should edit your OP and list all your mods with screens and change the thread title to tyran_nick's Official Mods Thread or whatever you want ;)


 8)
Title: Re: New melee weapon
Post by: Yankes on July 31, 2013, 11:45:43 pm
btw can you turn off filters before you made screenshots?
Title: Re: New melee weapon
Post by: tyran_nick on August 01, 2013, 12:57:53 am
Thanks, I ll edit the post :)
Here is a screenshot without any filters

Title: Re: New melee weapon
Post by: Yankes on August 01, 2013, 01:35:57 am
much better now, your weapons look great. Only thing I dont like is ammo, I think you should made more detail on it.
Title: Re: New melee weapon
Post by: xracer on August 01, 2013, 05:02:06 am
i like all the new sprites, they look very nice :)
Title: Re: New melee weapon
Post by: Mr. Quiet on August 04, 2013, 12:06:14 pm
Very cool nick! What's next on your modding list? 8)
Title: Re: New melee weapon
Post by: luke83 on August 04, 2013, 12:19:35 pm
Very nice work, keep them coming ;D
Title: Re: New melee weapon
Post by: tyran_nick on August 04, 2013, 08:33:31 pm
Thanks :)
I want to get a bit more comfortable with the research trees and ufopedia entries before I finish off the "mass accelerator" tree. I guess adding a vehicle upgrade (maybe with some revised graphics of the hover version?) would be fitting. Potentially then a craft weapon and base defense version.
Once I get more comfortable with openxcom structure I want to see what I can do with personal shields and more melee fighting.
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 07, 2013, 10:43:51 am
Edited first post to include all mods there
Added Mass Accelerator Rocket (Ammunition for Blaster Launcher) and Craft Mass Cannon (... Craft Weapon)

Although the game does not seem to have a limit in the number of types of ammo a weapon can handle, ufopedia seems to have. I tried to add more ammunition types to rocket launcher. It works fine in battlescape and the rest, but once I go into ufopedia the game crashes. If I remove any of the built-in types in order to have up to three types, then everything works fine.

Is a workaround possible?
Title: Re: Tyran_nick's mods
Post by: moriarty on August 07, 2013, 01:56:14 pm
wow, that's really a nicely done full mod. nice!

although, on second thought, what exactly does that mass accelerator cannon fire??? https://dictionary.reference.com/browse/hardon (https://dictionary.reference.com/browse/hardon) :D :D :D

EDIT: oh, I see, you were going for "hadrons", right? as in LHC? perhaps use baryons instead. I guess your cannon won't use mesons. :P


[grammar nazi]oh, and *its. "Its rate of fire..."[/grammar nazi]
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 07, 2013, 02:31:25 pm
haha, you re quite right!
I ll upload an new version with correct descriptions
Corrected version uploaded. Thanks!
Title: Re: Tyran_nick's mods
Post by: Danny on August 07, 2013, 06:28:02 pm
Correct me if I'm wrong but isn't Mass Accelerator tech, more or the less the same as Gauss tech? XD
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 07, 2013, 07:20:16 pm
You are right, but unfortunately it seems to be a bit more complicated.. I tried to read a bit on it and it seems that you can get the following basic flavours:


So, to sum up a mass accelerator can be a gauss gun, but in this case it is not, as in the description it says that these guns shoot dense packets of hadrons baryons. I am sure there are other more detailed taxonomies of mass accelerators.
Title: Re: Tyran_nick's mods
Post by: moriarty on August 07, 2013, 08:45:18 pm
Hmmm... actually, a gun shooting subatomic particles (like baryons are) is more or less a plasma gun. Protons and electrons can be considered hydrogen plasma. Neutrons probably won't be accelerated by a magnetic field (which appears to be the working principle of your weapons).

Maybe change your projectiles into ferromagnetic pellets instead? Simple iron grains would do. Ditch the part about relativistic speeds, make it a very advanced kinetic weapon instead?
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 07, 2013, 09:21:59 pm
Plasma is counting on the thermal energy as well (which is kinetic energy, but with rather unorganised paths for the molecules).
Although from the shape of the weapons one might get the impression that magnetic fields are in play, I actually avoid mentioning them in the description for exactly this reason! Assuming sufficiently advanced technology, I would prefer to fire neutral particles, as these are more difficult to deflect. What these might be? I guess anything relatively heavy, like classic atoms/molecules from our periodic table or exotic stuff we do not know yet. It might as well shoot elerium molecules... afterall its x-com!

In principle any projectile with enough kinetic energy and mass can cause massive damage, so that's why I went with something as vague as mass accelerators and dense packets of hadrons/baryons. The relativistic speed I use only for the craft cannon. The idea is that to achieve this you need sufficiently enough energy, which even with elerium you cannot get in a portable weapon (as we all know from school). Note that in this case you need to fire something incredibly small, as the mass is affected at relativistic speeds... and you are using this while in the atmosphere... well any physicist would have jumped out of the window by now, so I guess we can be a bit more vague and loose on the exact science!  ::)

Nonetheless, I don't have a strong preference on the fluff side, so I m open to suggestions!
Title: Re: Tyran_nick's mods
Post by: mercy on August 07, 2013, 10:00:57 pm
Very nice new weapons!  Excellent job!   Poor aliens :DD
Title: Re: Tyran_nick's mods
Post by: moriarty on August 07, 2013, 11:02:31 pm
hmmm... I haven't had the chance to try it yet, so I'll just have to ask: is the mass accelerator tech purely earth-tech-based or do you need any alien tech for it?

because if it's based on alien tech, why not let it fire alien alloy shards? the bigger the "particles" fired, the more damage they'll do. you could then add fluff text about previous alloys not being able to withstand the strain of ultra-acceleration and atmospheric friction, and this weapon technology only becoming feasible with the arrival of alien alloy ammunition...
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 07, 2013, 11:38:22 pm
Thanks mercy! Spot on moriaty. From the ufopedia entry of the mass accelerator technology in the mod:

"By reverse engineering alien artifacts human technology has made great advances. We have been able to weaponise techonologies that up until now seemed to be well outside our reach. Mass acccelerator weapons shoot ultrasonic dense bursts of baryons to the target, with a combined kinetic and thermal energy that matches the destructive potential of alien plasma techonology. With further research we should be able to derive reliable weapons from early prototypes."

I have shorter descriptions in each weapon entry. I will try to revise the text more along the lines of this discussion.
Title: Re: Tyran_nick's mods
Post by: luke83 on August 08, 2013, 11:30:25 am
Was that MACE mods finished, just went looking for it???
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 08, 2013, 11:33:56 am
There is a zip file attached in the first post (EMace.zip). That one is a single weapon mod.

EDIT:
I was never a big fan of the graphics for Firestorm and Lightning, so...
I made a graphics replacement mod for Firestorm. I have used UFO:EU 2012 Firestorm as a basis
Adds new sprites at basebits, inticon and ufopedia and overides Xcom1Ruleset.rul to point to the new sprites.

Download link in the first post

Enjoy!
Title: Re: Tyran_nick's mods
Post by: moriarty on August 09, 2013, 07:39:53 am
ooh, nice. I loved the xcom2012 firestorm, and this is just cool :)

now all I have to do is change the fuel capacity to make the firestorm actually worth using :)
Title: Re: Tyran_nick's mods
Post by: wsmithjr on August 09, 2013, 07:52:28 am
Firestorm is very cool.  Thanks.

What do you think about making Plasma weapons unusable by X-Com (if it's even possible)?  Wondering if it would really muck things up too much.
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 09, 2013, 10:55:04 am
I think it is possible. You would need to script in a ruleset a new item, which you would not be able to find, and add this as a requirement for plasma weapons research. This way it would never show up for research. However, I find the idea scary!
Title: Re: Tyran_nick's mods
Post by: moriarty on August 09, 2013, 01:44:37 pm
hmmm... I find the idea intriguing. add your mass accelerator tech for the humans, and you have a suitable replacement... interesting. I would try it. :D
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 09, 2013, 07:44:35 pm
As suggested, two simple rulesets that will remove plasma weapons from the game:
Install as standard mods. NoPlasmaMass.rul requires the Mass Accelerator Weapons mod. I guess NoPlasmaMass has to be listed after it in the options.cfg, otherwise the overrides will not work correctly.

And now for something completely different..! I have made a replacement for lightning following the style of firestorm (only base and intercept graphics yet). Opinions? In particular, do you think it is possible to make a map piece that will sort of resemble it? I am not looking for a very close fit, something similar to how the Avenger looks in base and in battlescape (i.e. rather different!). I have not attempted any map modding, so any suggestions or help is welcome!
Title: Re: Tyran_nick's mods
Post by: Align on August 09, 2013, 10:24:11 pm
Looks too similar, would be easily confused in the base view.
Title: Re: Tyran_nick's mods
Post by: xracer on August 10, 2013, 08:06:13 am
Firestorm is very cool.  Thanks.

What do you think about making Plasma weapons unusable by X-Com (if it's even possible)?  Wondering if it would really muck things up too much.

THis is somethign i am working on right now

actually my goal is to have to resaerch a plasma pistol which will open up the human plasma weapon research
from there we will get our weapons however since we "can't use" alien plasma weapons we need disassemble alien plasma weapons and build our own with with some of the main component that we are able to "recover" from them.

I was thinking
Fuelcells
Plasma containment unit
and Allien Alloys

as such dismantling an alien plasma pistol will provide
Fuel cells: 1
Small Plasma containment: 1
Alien Alloys: 1

dismantling an alien plasma rifle will provide
Fuel cells: 2
Medium Plasma containment: 1
Alien Alloys: 2

dismantling an alien heavy plasma will provide
Fuel cells: 3
Large Plasma containment: 1
Alien Alloys: 3

then teh requirements for manufacturing human plasma weapons could be just a double of those values or some other values

However i just found out that this would require some actual coding to allow the "dismantling" part :(
Title: Re: Tyran_nick's mods
Post by: moriarty on August 10, 2013, 09:48:25 am
About the coding part: how do manufacturing requirements work, anyway? Is it possible to have a manufacture that uses an item other than alloys or elerium as a "material"? If it's not possible yet, I think we should add it. Think about weapon improvements: using a plasma rifle and an advanced scope to manufacture a plasma sniper rifle... or a mod that only allows use of alien weapon after "modifying" them for human use... endless possibilities :)

EDIT: hmmm... looking at the ruleset, the manufacture part lists "requiredItems: ... ". I guess you can list anything here, right? so it should be perfectly possible to create a "fusion cell" item that can be manufactured with "requiredItems: STR_PLASMA_PISTOL: 1".

I don't know if it would also possible to make elerium able to be manufactured from several other items, though... like having multiple "Elerium" items in the "manufacture" category with different requirements (one with requiredItems: plasma pistol clip, one with requiredItems: plasma rifle clip and so on)... probably not. :(


EDIT 2: okay, yes, it is absolutely possible to have an item require any other item for manufacture. I just quickly changed the Laser Rifle to need a Laser Pistol for manufacture, and it works just fine. :)

EDIT 3: okay, and it is perfectly possible adding a manufacturable Elerium that requires for example a Plasma Pistol Clip. So it should be perfectly possible to create small/medium/large "Fusion Cell" items that can be "extracted" from the Plasma Pistol/Rifle/Heavy, and that are then raw materials for human weapons. if you put "UFO Components" as the item type for those Fusion Cells, you don't even need to create an image for them, as they will never appear in the battlefield.
however, it is not possible to have one item that can be "manufactured" in more than one way. so you couldn't make Elerium extractable from more than one item. too bad. I guess adding that functionality would require some code changes, possibly affecting the ruleset, too, because the "manufacture" entries would need to take into account that a manufacturing process has a name that differs from the end product (for example, the manufacture process would be "disassemble Plasma Pistol Clip", "Disassemble Plasma Rifle Clip" or "Disassemble Heavy Plasma" while the end product would be "Elerium 115"... which in turn would affect the language files... :(
Title: Re: Tyran_nick's mods
Post by: mercy on August 10, 2013, 02:15:04 pm
As suggested, two simple rulesets that will remove plasma weapons from the game:
  • NoPlasma.rul: Xcom can no longer research plasma technology. Since we do not understand how to use the weapons their price is reduced to 1/3. Good luck...
  • NoPlasmaMass.rul: Same as above, but removes plasma dependencies from mass weapons. Human tech replaces need for plasma, but you will need to use elerium like there is no tomorrow!
Install as standard mods. NoPlasmaMass.rul requires the Mass Accelerator Weapons mod. I guess NoPlasmaMass has to be listed after it in the options.cfg, otherwise the overrides will not work correctly.

And now for something completely different..! I have made a replacement for lightning following the style of firestorm (only base and intercept graphics yet). Opinions? In particular, do you think it is possible to make a map piece that will sort of resemble it? I am not looking for a very close fit, something similar to how the Avenger looks in base and in battlescape (i.e. rather different!). I have not attempted any map modding, so any suggestions or help is welcome!


These ships do look really beautiful!  Looking forward for more graphics MODs from you!
Title: Re: Tyran_nick's mods
Post by: wsmithjr on August 10, 2013, 06:07:35 pm
As suggested, two simple rulesets that will remove plasma weapons from the game:
  • NoPlasma.rul: Xcom can no longer research plasma technology. Since we do not understand how to use the weapons their price is reduced to 1/3. Good luck...
  • NoPlasmaMass.rul: Same as above, but removes plasma dependencies from mass weapons. Human tech replaces need for plasma, but you will need to use elerium like there is no tomorrow!

Great. Thanks.  I couldn't think outside the box enough to figure out how to do it.  I was kind of thinking you'd need to research the entire plasma tree to understand how to do the Mass Accelerator weapons, but perhaps my idea is too severe of a requirement.  As for the high Elerium usage, I had been fiddling with changing the plasma cannons to use Elerium as a fuel anyway, so that works for me. :)

I'm useless with graphics.  Any chance to re-work the Hovertank/Plasma turret graphic to use the Mass Accelerator cannon?  Can use the same graphic in the interim but it'd be nice to have a new one.

As for the Lightning, it's nice.  I'm not sure the similarity to the Firestorm is much of an issue.  Yes, it's very similar in the base display but that doesn't affect anything.  When accessing it for equipping/loading/intercepting, you use menus with the name, not the graphics, so I don't see it as much of a problem.  However, adjusting the geoscape display would probably be a challenge.  Truth be told, I don't think I've ever used a Lightning anyway, aside from initial curiosity.  Now, if in the process it was made more tank friendly, then it'd hold more appeal to me.
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 10, 2013, 07:33:44 pm
Yes, normally you need to research the plasma research tree. Were you thinking of still keeping the plasma research, but not getting to use the weapons? Its probably possible by creating fake research/ufopedia entries that are not tied to the weapons.

I am planning to work on the hovertank sprites. I want to redo those and then I'll build a turret for a mass accelerator cannon.

Regarding the lightning I am still trying to think the battlescape map design and then I'll adjust the sprite more if needed. I think that its not really important to make them too different (though I think they already are!), as the only important case to distinguish between crafts, without text, would be if you have them minimised in geoscape. Nonetheless, what kind of revisions would you suggest to make them more dissimilar?
Title: Re: Tyran_nick's mods
Post by: xracer on August 10, 2013, 08:30:38 pm
you can create a lot of weapons and not linking to the manufacturing process as such you would not be able to manufacture it,

for example this is what i am doing
research:
.
.
.
  - name: STR_GAUSS_WEAPONS
    cost: 60
    points: 15
    dependencies:
      - STR_ALIEN_PLASMA_PISTOL
      - STR_LASER_RIFLE


  - name: STR_RAIL_WEAPONS
    cost: 50
    points: 10
    dependencies:
      - STR_HEAVY_LASER
      - STR_ALIEN_ALLOYS

  - name: STR_EMP_WEAPONS
    cost: 50
    points: 10
    dependencies:
      - STR_RAIL_PISTOL
      - STR_HEAVY_PLASMA

  - name: STR_DISRUPTOR_WEAPONS
    cost: 50
    points: 10
    dependencies:
      - STR_EMP_PISTOL
      - STR_GAUSS_DEFENSE

This branches will allow me to start research on weapons of each category and then create the manufacturing items based on the subsequent research items.

Furthermore i have attempted to create this

  - name: STR_PLASMA_WEAPONS
    cost: 60
    points: 15
    dependencies:
      - STR_ALIEN_PLASMA_PISTOL
  - name: STR_ALIEN_PLASMA_PISTOL
    cost: 600
    points: 20
    needItem: true

what this does it allows me to create the humans plasma weapons research based on the alien plasma tech
  - name: STR_PLASMA_PISTOL
    cost: 600
    points: 20
    dependencies:
      - STR_PLASMA_WEAPONS
      - ALIEN_PLASMA_PISTOL

I know this last alien plasma pistol statement is some what redundant but it forces me to have at least 2 pistols before i can research the human plasma pistol
Also i removed the Alien plasma pistol from the manufacture section and added the humans. (by the way the dependencies are there as a trial, i think i need to change them)

So you can create a multitude of tech to depend on several factors, and you can manufacture them independently. But you are not able to dismantle an item and create multiple item for it, which is what i was hoping for :)
 

Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 10, 2013, 09:21:14 pm
You might be able to do that. I think if you create a zero cost research that consumes the item you want to use and then put that research as prerequisite for the others it should do it. It has to be zero cost so that it does not show up in the research list.
Title: Re: Tyran_nick's mods
Post by: wsmithjr on August 22, 2013, 09:31:37 pm
Just noticed that the new research topics are not showing up with the correct titles in the game.  The Mass Accelerator Weapons technology shows up on the research screen as STR_MASS_ACCELERATOR_WEAPONS.  This happens to other mods as well, so it could be an artifact of the recent source updates.
Title: Re: Tyran_nick's mods
Post by: tyran_nick on August 22, 2013, 10:25:40 pm
Yes, it seems there is still a problem with loading mod rulesets.
I noticed that the last ruleset you load in options.cfg is fine, while any previous ones do not load properly, at least regarding the string names.
Haven't found a way around it yet.

EDIT: SupSuper fixed this!
Title: Re: Tyran_nick's mods
Post by: tyran_nick on September 16, 2013, 01:32:01 am
Just finished a new interceptor. Weaker than alien based ones, but more useful than the starting interceptor. Requires alien alloys to research.

Thunderstorm Interceptor
Thunderstorm uses refined earth technology with alien alloys. The ultra-durable alien alloys are the basis for the powerful scramjets that allow thunderstorm to match the speed of most UFOs, giving us a fighting chance. Weight and aerodynamic considerations have limited the weapon hardpoints.

Download:
https://openxcommods.weebly.com/tyran_nick-mods.html (https://openxcommods.weebly.com/tyran_nick-mods.html)
Title: Re: Tyran_nick's mods
Post by: moriarty on September 16, 2013, 02:07:22 am
nice, I like it.

now it needs to be combined with a ruleset that delays elerium-based tech so you don't skip it and jump straight to the firestorm... :)

I was thinking about re-structuring the tech tree so that there are several stages of elerium/plasma tech, first you are only capable of manufacturing clips, then small firearms, then Heavy Plasma, then plasma beam craft weapons, and finally elerium-based craft propulsion... if I find the time :)
Title: Re: Tyran_nick's mods
Post by: xracer on September 16, 2013, 10:11:50 pm
ooooooooooooohhhhhhh!!! I like it!!
can i use it on my compilation mod!!! :)

by the way were in the tree are you placing it, i guess is a one-to-one replacement for the interceptor.   
Title: Re: Tyran_nick's mods
Post by: tyran_nick on September 17, 2013, 12:42:30 am
I did a bit of playtesting with Thunderstorm. It allows for interesting tactics. Early in the game you have the problem of carrying limited armament, often requiring to scramble squadrons of Thunderstorms to take down medium ufos (or even small ones with a few misses), which is quite fun. For the same reason interceptors and sentinels (if you use them) are not directly obsolete, but compliment nicely. When plasma beams become available, Thunderstorms are useful to save some elerium when hunting smaller ufos and fully replacing older interceptors. A big advantage is that they have no upkeep so it makes it easy to stock squadrons of them relatively early in the game.

I was tempted to create a new missile launcher to support thunderstorm between avalance and stingray, middle power and more missile capacity, but as it is now seems to be more fun. Any suggestions welcome!

Moriaty that's a good idea. I would like to see the game development slow down a bit as well and keep full plasma tech for later in the game. Maybe require full laser tech before being able to research plasma and then require pistol, to research rifle and so on...? Somewhere else it was also suggested to remove auto from plasma.

Xracer, this is researchable once you are finished with alien alloys, so relatively early. I don't think it fully replaces interceptors, unless you have enough Thunderstorms to launch as squadrons, due to the limited weapon payload I mentioned before. In my playtest thunderstorms replaced interceptors mid-game, when i had enough of them to launch if needed.

As always feel free to use any of my mods or assets for yours! 
Title: Re: Tyran_nick's mods
Post by: mercy on September 17, 2013, 10:03:34 am
Wow, very nice!  Now the game needs just a Winning AI!
Title: Re: Tyran_nick's mods
Post by: tyran_nick on September 18, 2013, 02:56:58 am
I had an idea about a couple of "upgrade" items. You can create a new item in a ruleset and then in the manufacturing section put an old item as requiredItems. To manufacture the upgraded version you would need to consume the old one, so in a way upgrading it. That's easy and it works. What I am now trying to figure out is whether I can access with the "requiredItems" bit of the ruleset either crafts or soldiers. My initial experiments have failed. Has anybody tried this successfully?

I can access these "items" in either transfer or sell screens but not in manufacture. Actually I am not even sure what is the internal string name for soldiers.
Title: Re: Tyran_nick's mods
Post by: MKSheppard on September 19, 2013, 02:38:26 am
Here's my take on the Thunderstorm, using an X-30 NASP image as a starting base, with some redone fluff. Have yet to do the other images required for full implementation (base hangar image and intercept button).
Title: Re: Tyran_nick's mods
Post by: tyran_nick on September 19, 2013, 03:21:19 am
Nice! Actually (as you may have already spotted) the image I used is an altered image of one of the initial designs for NASP.
Glad to see more people working on this :)
Title: Re: Tyran_nick's mods
Post by: moriarty on September 19, 2013, 11:36:38 am
"terrain technologies" should probably read "terran technologies", right? :)
Title: Re: Tyran_nick's mods
Post by: wsmithjr on September 20, 2013, 05:08:20 am
I took the Sentinel that somebody had done and turned it into something similar to this. However I also added a monthly upkeep for the ship just like the normal interceptor. I wonder if the lack of upkeep does too much harm to the financial game balance?  Maybe not in the case of this version as a single ship can't really replace an interceptor for general duty. Something to think about. I'll give this a look when I get a chance. Thanks for the work on it.
Title: Re: Tyran_nick's mods
Post by: clownagent on September 20, 2013, 08:17:22 am
Here's my take on the Thunderstorm, using an X-30 NASP image as a starting base, with some redone fluff. Have yet to do the other images required for full implementation (base hangar image and intercept button).

@MKSheppard
This image is really cool. Could you please upload it without the writing? Then I could steal it for my own mod.  ::)
Title: Re: Tyran_nick's mods
Post by: glokk2 on September 24, 2013, 09:42:24 pm
Hello!

Made a mod of the game ,changed the form and weapons.
https://www.youtube.com/watch?v=RzzoWNOH4BI
Title: Re: Tyran_nick's mods
Post by: MKSheppard on September 25, 2013, 01:43:38 am
In the grim darkness of the far future, alien plasma rifle is no match for AK-47!

DA COMRADE.  8)
Title: Re: Tyran_nick's mods
Post by: luke83 on September 25, 2013, 12:05:26 pm
I like these mods a lot  and i wish to add your work to the mod site, that begin said,  i would most liekly use these for some larger expanded game when independent countries try to deal with the Alien threat themselves and interfere ( some times violently) with X-coms agenda.
Title: Re: Tyran_nick's mods
Post by: glokk2 on September 25, 2013, 08:55:11 pm
Hello!
AK and its modifications are the most common in small arms in the world. According to the available estimates of this type (including the licensed and unlicensed copies, as well as third-party solutions on the basis of AK) belongs to 1/5 of the total available on Earth rifle firearms.[3] Over 60 years, was released more than 70 million Kalashnikov rifles of various modifications. They are in service with 50 foreign armies If they attack us aliens now , from a bullet of the AK-47 possibly perish the first visitor!
Title: Re: Tyran_nick's mods
Post by: Istrebitel on September 27, 2013, 01:29:42 pm
Awesome mod! Thoroughly enjoying it!

However, may I suggest that you increase the cooldown on the Canon? The way it is now, the sound of the shot overlaps too much and it sounds wierd. I tweaked the stats into these:
    damage: 100
    range: 60
    accuracy: 90
    reloadCautious: 10
    reloadStandard: 10
    reloadAggressive: 8

Net effect (DPS) is the same in normal attack modes and a little tiny bit less in aggressive mode, but the sound gets to be fully played.
Title: Re: Tyran_nick's mods
Post by: tyran_nick on September 28, 2013, 12:38:13 am
Thanks!

That was what I was originally thinking, but then I opted for high speed fire to try it out a bit.
The play game difference between a high rate-low damage or a low rate-high damage is the chance of completely destroying ufos.

I think I ll go with your suggestion. I'll implement that in the next revision. I am trying to get my head around the tank/hovertank graphics to add the missing weapon for those, but I want to revamp the hovertank itself first.

Title: Re: Tyran_nick's mods
Post by: Istrebitel on September 30, 2013, 04:54:11 pm
Yes, the only true difference would be that you won't be able to crash very smalls, but then again, one alien and several alloys, are they worth it at the point of the game where you field mass canons?
Title: Re: Tyran_nick's mods
Post by: tyran_nick on October 02, 2013, 01:41:06 am
True. When I get the time I ll put up an updated version.
I will also update them to correct for the translation system changes in the latest builds.
Title: Re: Tyran_nick's mods
Post by: Hadan on October 04, 2013, 09:12:00 pm
I took the liberty of correcting the language strings  ;)
Going to try them now, sorry if there are any typos.
Title: Re: Tyran_nick's mods
Post by: mercy on October 05, 2013, 11:56:33 am
In the grim darkness of the far future, alien plasma rifle is no match for AK-47!

DA COMRADE.  8)

Engineers could have upgraded AK-47 rounds with unstable elerium particles resulting in small explosions as the bullets hit.
Title: Re: Tyran_nick's mods
Post by: mercy on October 05, 2013, 12:15:05 pm
Here's my take on the Thunderstorm, using an X-30 NASP image as a starting base, with some redone fluff. Have yet to do the other images required for full implementation (base hangar image and intercept button).

Why not make it an upgraded version of the thunderstorm? Like Lightning-Storm or Tornado?
Title: Re: Tyran_nick's mods
Post by: tyran_nick on October 13, 2013, 04:37:38 pm
It took me a while... but I finally got around updating all my mods for the new string localisation.
Also I changed the reload speed of craft mass cannon to the suggestions of Istrebitel
You will find all of them at:
https://openxcommods.weebly.com/downloads6.html (https://openxcommods.weebly.com/downloads6.html)

Let me know if there are any issues!
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Solarius Scorch on February 08, 2014, 10:09:28 pm
I decided to decrease Elerium Mace's power to 90. 250 is so much that you could as well give it 9999. :)

I understand you wanted a 100% efficient weapon, but that's kinda unfair to Mutons... :)

EDIT:
Weight 4? Seriously? I expected 10 at least!
Title: Re: Tyran_nick's mods
Post by: 2xG on June 20, 2014, 03:51:11 am
tyran_nick
Russian strings for Thunderstorm
Code: [Select]
  - type: ru
    strings:
      STR_THUNDERSTORM: ГРОЗА
      STR_THUNDERSTORM_INTERCEPTOR: Перехватчик \"Гроза\"
      STR_THUNDERSTORM_UFOPEDIA: \"ГРОЗА\" ИСПОЛЬЗУЕТ ПРОДВИНУТЫЕ ЗЕМНЫЕ ТЕХНОЛОГИИ СО СПЛАВАМИ ПРИШЕЛЬЦЕВ. СВЕРХПРОЧНЫЕ СПЛАВЫ ПРИШЕЛЬЦЕВ ЯВЛЯЮТСЯ ОСНОВОЙ ПРЯМОТОЧНОГО РЕАКТИВНОГО ДВИГАТЕЛЯ КОТОРЫЙ ПОЗВОЛЯЕТ \"ГРОЗЕ\" СРАВНИТЬСЯ ПО СКОРОСТИ С БОЛЬШИНСТВОМ НЛО, ДАВАЯ ВОЗМОЖНОСТЬ НАВЯЗАТЬ БОЙ. ВЕС И АЭРОДИНАМИЧЕСКИЕ ФАКТОРЫ ОГРАНИЧИВАЮТ КОЛИЧЕСТВО ОРУЖЕЙНЫХ ПОДВЕСОВ.
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Hadan on June 21, 2014, 02:18:10 pm
Hello!

Used your Thunderstorm for some game-month now and I have some suggestions:
- increase the resource cost (maybe add ufo navigation)
- add some rent-cost (for fuel etc)
- maybe lower the speed a bit

As it is now, the thunder makes the firestorm obsolete:
- easy and early to produce
- no running costs
- high speed
- no e115 as fuel
- armed with a plasma-beam able to shoot down pretty much everything

It borders on cheating really  ;D

/edit:
did a quick edit on the .rul

greetz
Hadan
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Aldorn on June 22, 2014, 02:54:28 am
Tyran, I tried to download and install your mod "Mass Accelerator Weapons" from mod site
There is inside a Rulesets folder that you should rename to Ruleset
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: phobos2077 on June 22, 2014, 08:29:50 am
A have question about Mass Accelerator weapons. What purpose do they serve in the game? What damage type they use? If it's just the same plasma weapons but with more power, what's the point in them except making the game easier? How the aliens can counter-act this technology? Do they receive better weapons as well?

There is so many mods out here that make game easier, when they suppose to make it more interesting and diverse. This game is all about surviving against superior alien forces, they should keep XCOM in tense until the end :)

PS: I like the graphics of the weapons, hope they will eventually find their place in the game.
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: AlienMuncher on June 22, 2014, 03:48:25 pm
Let me just first congratulate tyran_nick on this mod! Great work!

I like the idea of making human equivalent of plasma weapons. My own thinking behind it, as probably shared by many, is that humans - although capable of comprehend aliens technology - due to lack of biological diversity among human races, are not able to implement Plasma Technology in field weapons in the same manner as aliens do. Thus it is required to invent weapon better suitable human physical characteristics, that are capable of delivering comparable punch to plasmas.

I've come across two mods already introducing diversity to plasma weapons.  Chico's New weapon graphics and Shadow's Terran Plasma Weapons. IMO Human's Plasma should place somewhere between Laser Weapons and Alien's Plasma. Mass Accelerator weapons in this scenario could've been crown jewel in human arsenal - lightweight, with better accuracy than Alien's Plasma and only marginally slightly less power.

I think that in this light tyran_nick's mod adds quite a lot to the game. Not only by making larger research tree (slower progression), but also adding diversity to human arsenal. As always devil is in the details, so some tweaking would be necessary to balance all weapons altogether. I love the idea nonetheless!

Further I think introduction of this mod with Terran Plasma Weapons would effectively balance the game by making aliens weapons totally useless. I'd love if ex. alien weapons could've been dissasembled in workshops into Allien Alloys and Ellerium, and on top of that, making any Human Plasma Weapon would require Alien Weapon equivalent (Human Plasma Rifle would require Alien Alloys, Ellerium and Alien Plasma Rifle) - with logic behind it that although size and shape of alien weapons makes their use by humans impossible, some of their components can be use to produce human's equivalent.
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Solarius Scorch on June 22, 2014, 03:57:54 pm
I like the idea of making human equivalent of plasma weapons. My own thinking behind it, as probably shared by many, is that humans - although capable of comprehend aliens technology - due to lack of biological diversity among human races, are not able to implement Plasma Technology in field weapons in the same manner as aliens do. Thus it is required to invent weapon better suitable human physical characteristics, that are capable of delivering comparable punch to plasmas.

I don't want to come out as conflictual, but I would like to object to this idea (not for the first time), because it doesn't hold water.
What is the requirement for operating a heavy plasma? Hands.
What are Sectoid's hand like? Human-like.
So no amount of "biodiversity" is required for operating basic alien equipment. If anything, alien diversity enforces them to use very streamlined and versatile designs, so that each alien race could use the same equipment, and therefore it's certainly fine for humans too.
There are other ideas for how to explain the fact that humans can't use alien weapons (because some mods make it impossible), but a sufficient one has never been found. The most obvious one is that alien weapons have some sort of a psionic lock, but then Mutons or Floaters have no psi capabilities. Besides, any safety measure can and will be broken over time.

Still, this is not related to the mod, which is indeed an impressive work. :)
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: AlienMuncher on June 22, 2014, 04:46:09 pm
Quote
I don't want to come out as conflictual, but I would like to object to this idea (not for the first time), because it doesn't hold water.
What is the requirement for operating a heavy plasma? Hands.
What are Sectoid's hand like? Human-like.

You're not conflictual at all. I don't think actual explanation really matters (can be anything anyone finds reasonable enough). IMO in this case most important would be to restrict humans from using alien weapons (as you pointed out - reasons may vary :) ), for the sake of more diverse and fun gameplay.
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Solarius Scorch on June 22, 2014, 04:48:49 pm
You're not conflictual at all. I don't think actual explanation really matters (can be anything anyone finds reasonable enough). IMO in this case most important would be to restrict humans from using alien weapons (as you pointed out - reasons may vary :) ), for the sake of more diverse and fun gameplay.

Ah, no objections then. :)
It's just not my cup of tea, since I find the suspension of disbelief too strained...
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Aldorn on July 15, 2014, 07:14:00 pm
@Tyran : with your permission, I will use your mass accelerator weapons to equip MIB crews  :)
(I will integrate your stuff into my own mod, not in "official" MIB mod)
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: tyran_nick on July 20, 2014, 10:02:12 pm
Been away for a while..!
Thanks for the feedback and the comments.

I have revised a bit the various mods.

Following your comments: I have added UFO navigation as a requirement for Thunderstorm for research and manufacturing. This will also make it slower to research and build. I also reduced it's max health (to 250). In my opinion what makes Thunderstorm ok is that it carries less armament that other interceptors and it has less health than other researched interceptors (half that of firestorm). I also made a new UFOpedia image (attached). Added the russian translation - thanks 2xG!

Regarding the Mass Accelerator Weapons, they are more powerful than plasma, but they come at a considerable elerium cost. It gets quite difficult to balance elerium needs for both manufacturing clips and flying your interceptors - though I guess this really depends on playing styles. I actually find using plasmas to make the game easier, as I do not have to worry at all about manufacturing (resources and money) any clips. I also find it hard to accept that humans would not try to build some derivative technology from plasma guns or alien technology in general, they do build other cool stuff in xcom. I also did some minor fixes in this one as well and rearranged the listorders at the various menus.

These will be posted shortly at the mods site.
As always, feel free to use artwork or the whole mods for your creations.
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: Mr. Quiet on July 21, 2014, 12:22:56 am
Would love the update changes you made and yessss, I agree with the changes you made, just didn't know how to ask for them. Thanks for doing this for us Nick!
Title: Re: [WEAPON] [CRAFT] Tyran_nick's mods
Post by: niculinux on August 30, 2015, 11:40:50 pm
@tyran_nick: should update the first post, because now each mod has a page on the mod portal: mass accellerated weapons (https://www.openxcom.com/mod/mass-accelerator-weapons), thunderstorm interceptor (https://www.openxcom.com/mod/thunderstorm-interceptor) and firestorm (https://www.openxcom.com/mod/firestorm). Very very nice mods!