OpenXcom Forum

Modding => Released Mods => Topic started by: Fox105iwsp on February 10, 2014, 03:49:15 am

Title: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 10, 2014, 03:49:15 am
Hallo, don't know if this counts as my first mod or not >_< its originally by Warboy1982

Anyway, just my opinion on armor types issue, Let's just assume that the current X-com issue overalls are made from Kevlar Aramid panels like in fencing and motorbike protective suits. They will give protection from falling on the road, being dragged and minor pokes and stuff, but are in no way bullet resistant.  :(

So, that leaves us with current armor systems, where kevlar interceptor is used, for those of you who are aware of Spectra and Dyneema should know that these two are flammable or weak against heat, no good for plasma at all >_<

So, here are several uniforms and armor systems for you all to test, they are based on real-life prices and are all weaker than the Alloy Personal Armor. This is meant for those who want to play hard mode or just want some color and fun in your life  ;D

UPDATES
NEW*: - Stats added to the uniform and armor types, giving extra qualities and quirks to these armor systems.
           - For the most part, the armor gives your troops confidence in the field and their job, although plasma fire can still kill them >_<
           - WoodLand Camo uniform and Armor systems added. ^_^
 
Additions : - By request from several members here, DragonSkin Armor system has been added.
                  - These Human Armor Systems are cheap (based on real-life prices)
                  -  BUT now they add weight to your soldier....( I'm sure Solarius Scorch will like that)
                  - Also, I'm using a weight formula that is in Spirit of X-Com creators....I think >_<

             A Standard Human Corpse , 180 lbs. = 24 UFO weight units
            (should be 180 pounds for a man No female weights available)
             Therefore, 1 UFO weight unit should = 7.5 lbs. in real life, estimated
             
             So, the weight of the armors are as followed:-
           -  Uniform                                                = 0 ufoWU (why else will you wear it? To make the rookies look colorful maybe ^_^ )
           -  Kevlar Level 3 + Titanium Plates          = 5 ufoWU = 37.5lbs (I think just the vest is around 27 lbs. ? 5 to 7 lbs. per Plate)
           -  Kevlar Level 4 + Interceptor Plates      = 6 ufoWU = 45lbs    (just guessing here  >_<  )
           -  DragonSkin Level 5 (Can't use Plates!)= 7 ufoWU = 52.5lbs
              The standard SOV 3000 weighs from 33 to 45 lbs depending on how much coverage you want. Level 5 MIL-STD SOV-3000™      weighs around 54 .lbs or more >_< 

Anyway, hope you all have lots of fun with these  ;D and Remember to research those super-lightweight and strong alien alloy armors ^_^
 
Included are:-
Army Armor
A.N. Armor (helmets marked on the left side)
Camo uniform
Camo Kevlar Armor
Camo DragonSkin Armor*

Camo order is:
1 = Urban
2 = Jungle
3 = Desert
4 = Arctic
5 = WoodLand*

These will not clash will any current armor mods as far as I know....
Note: you need BOTH files for this to work, it was too big as a single File
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Warboy1982 on February 10, 2014, 05:17:14 am
nice work! i was wondering when you were gonna split this to it's own thread :P
also, no need to give me any credit, it's originally by Ryskeliini. i just did the backend to get it in-game.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Dioxine on February 10, 2014, 08:16:12 am
I just like to point out that you went by the most generous weight estimates. If we took the loaded rifle as a watermark, the results would be wholly different...
- A rifle weighs 11 weight units (8+3 for the clip)
- A heavy rifle could easily weigh 11 lbs
- 1 game unit = 1 lbs :3

However, nobody would wear an armor weighing 50 or even 25 game units...
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: blackwolf on February 10, 2014, 08:23:34 am
niiiiiiiiiiiiiiiiiiiiiiceeee! i was using the version in the combat armor thread so i m glad yo make this,btw im not sure if that formula its correct xD

             "A Standard Human Corpse , 180 lbs. = 24 UFO weight units
            (should be 180 pounds for a man No female weights available)
             Therefore, 1 UFO weight unit should = 7.5 lbs. in real life, estimated"

but a simple and small rifle clip weight 3 units....it means that a rifle clip weights 22 or 23 lbs...wut  :o?...i always believe that the corpses weight is less than normal for all the blood,fluids,organs getting out,parts of body evaporated by the plasma bolts? :p


Edit: LOL dioxine and i think the same thing almost in the same time xD
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 10, 2014, 09:13:16 am
You're both right, If Plasma Bolts leave your corpse like a Predator Plasma Caster Victim, you would lose some weight :P
But a Power Armor  Corpse or Flying Suit weighs 26 game units >_<
I guess I shouldn't post half asleep  ??? but the armor was done, so I figured must as well  ;D

Yeah, to use the conversion I have accurately, the game will have to accept .5 weight units >_<

Also, maybe the Gamer Designers didn't want us to bring too much with us like in real life  :P

For Combat you would get issued for yourself like:
                                                  - 210 rounds (7 Mags)of 5.56mm Nato Assault Rifle *
                                                  - 100 rounds (5 mags) of 7.62mm Nato Assault Rifle *
                                                  - 40 rounds of Match Grade 7.62mm or even .50BMG  for Snipers *
                                                  - 800-1000 rounds of 7.62mm Nato for Medium Machineguns *
                                                  - One or Two 66mm Law Rockets or maybe one 84mm AT4 +
                                                  - 20-30 40mm Grenades  for M203s +
                                                  - Pistol with 2 or 4 Mags *
                                                  - Up to 6 Grenades +
                                                 (* Only one normally issued, + for extras)

Not to mention weight of armor issued  :) Motion scanners and  medkits (MEDIC! >_< )  But lets face it, a UFO can't possibly hold enough Sectoids to deal with 8 to 14 soldiers kitted like that with maybe one or two HWPs >_<

PS: So, I'm not sure, does everyone think the armor weights are ok? ^_^

Also, can anyone tell me what STATs for armor is for? does it add too the unit, I don't see any effect on my test runs >_<
And can you program a grenade/Hi Explosives to make beeping noise before blowing up like C4 in Counter-Strike Games? It's an Experiment  ;D

Preview of Advance Personal Armor, still hoping for stats boost >_<



Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 10, 2014, 10:09:58 am
What can I say? This looks truly amazing! Not just visually, but the entire concept is hawt.
I'll certainly download it straight away. However, proper testing will have to wait until I start a new game - I still need to test stuff in my current one. :)

EDIT: found this, may be usable for someone: https://www.strategycore.co.uk/files/bagirovs-camo/
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: mercy on February 10, 2014, 10:39:08 am
Nice work!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 10, 2014, 02:30:16 pm
This is a conversion from Bagirov's Camos......what does that mean you all want woodland camos too?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 10, 2014, 02:35:13 pm
This is a conversion from Bagirov's Camos......what does that mean you all want woodland camos too?

Ideally, the camo pattern would change according to terrain.
I have an excellent mod for the original game which did precisely this (for all 4 types of armour!). It's on my other PC though, so I can't check its name or author right now.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 10, 2014, 02:41:47 pm
I see, I'll see if I can work on Woodland, I actually have other idea in research right now ^_^
But most hit snags >_< like flamethrowers, beeping for grenades, HWP/SWS turret placements, new sprites R&D and new armor systems (Including Stats Boosting). Any help on these subjects will be much appreciated ^_^
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 10, 2014, 05:05:13 pm
Okay, here's your WoodLand Camo gear, it's seems to be only a little different from jungle >_<
Have Fun with it ^_^
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 10, 2014, 05:57:56 pm
Wow, thanks!
Now how to implement them to be self-assigned... :)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: BlackLibrary on February 10, 2014, 08:29:13 pm
Nice.

In re: to discussion about weight:
I've always seen a game unit of weight as equalling encumberance, not in literal poundage.  Carrying a 40 lb child is definitely more of an encumberance to your speed compared to an efficient, well designed backpack stowing 50 lbs of gear. 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 10, 2014, 10:54:39 pm
Nice.

In re: to discussion about weight:
I've always seen a game unit of weight as equalling encumberance, not in literal poundage.  Carrying a 40 lb child is definitely more of an encumberance to your speed compared to an efficient, well designed backpack stowing 50 lbs of gear.

+1.
:)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 11, 2014, 12:03:28 am
I don't think that's the case >_<

For example, it makes NO difference if you are carrying a Corpse, Sectoid Comander or your wounded buddy in your arms or your backpack at all.

Your TUs or Energy bar is completely unaffected  by where you're carrying your stuff, all that matters is your weight limit >_<
So unless there is a redesign on the core game engine, there is no connection between weight/encumbrance to speed/efficiency 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on February 11, 2014, 12:50:20 am
Great mod. They all protect you in different ways and weight more as protection increases, I assume.

Would you be able to add small advantages like saving energy if you wear desert armor in the desert? Not sure if arctic does the same, but my operatives quickly lose energy as they're roaming the desert. That would be neat to see here.

Thanks!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 11, 2014, 01:00:21 am
I don't think that's the case >_<

For example, it makes NO difference if you are carrying a Corpse, Sectoid Comander or your wounded buddy in your arms or your backpack at all.

Your TUs or Energy bar is completely unaffected  by where you're carrying your stuff, all that matters is your weight limit >_<
So unless there is a redesign on the core game engine, there is no connection between weight/encumbrance to speed/efficiency

No no no no, that's not the point. True, the game doesn't know the difference between carrying an object in your hand and in your backpack (which is probably for the best; it would make things complicated due to the micromanagement involved). However, there is a difference between a dead man and an armour that weights the same (say, 80 kg); the latter, while still very heavy, will be less cumbersome, because the weight is evenly distributed. The same can be said about heavy weapon systems, to a certain degree.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 11, 2014, 01:48:49 am
I'm still confused on example >_<
Its True that ergonomic in an armor system will improve flexibility, mobility and efficiency ..... but aren't you still being physically affected by the weight as your mass is increased?

These are just present day armor systems anyway, mostly consisting of Vests. They aren't POWERED EXOSUITs like the Powersuit, Flying suit, Iron Man, War Machine, Spartan, Accelerator Suits, Arno Suit, OutWar Jump Armor, Clan Elementals, I.S. Power Suits, T-45D, T-51b, Republic Commando, ACE Power Armor......
https://en.wikipedia.org/wiki/Powered_exoskeleton

okay, too much >_< sorry, I'm just confused on  the subject.....

Mr. Quiet: I'm still a Noob at modding OpenXcom >_< I don't think we'll get Terrain bonuses, but I was hoping for some information on Stats boosting, still haven't gotten any word on what the Stats function on the armor ruleset does >_<

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29#Armor

Some help and feedback might help ^_^

 

 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on February 11, 2014, 04:22:21 am
There is not much else I may add. A well-made, modern backpack will encumber you less than an old-fashioned one of similar weight, that's it.

But of course, powered suits of any sort are a different matter. :) Their movement technology, or actually movement speed, becomes the important factor.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Warboy1982 on February 11, 2014, 11:26:08 am
stats on armour do exactly what you'd think... they add (or subtract, if you use negative numbers) points in said stat to the soldier that wears it.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 11, 2014, 12:58:18 pm
So, I did this wrong then? >_<

Warboy1982
Please inspect this if you are free, the stats are put ridiculously high in an attempt to see if they do anything >_<
I tried lower, more realistic stats but nothing show up. The soldiers Aim still sucks even with the boost set at a 150
something must be wrong 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: yrizoud on February 11, 2014, 04:51:13 pm
File format is case sensitive! You need a lower "s" for stats.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 11, 2014, 06:11:36 pm
GGGAAAAAHHHHH!!!!! >_<

That was the problem, Thank you very much yrizoud for you Input, Armor R&D can now proceed ^_^
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 12, 2014, 12:19:39 am
Main Files UPDATED
woodland camos included and Stats added to the armors

^_^
Enjoy
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on February 18, 2014, 06:26:10 pm
Mod is great! Thanks for the update.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on February 18, 2014, 08:16:57 pm
Thanks, more armor systems and other stuff are in R&D.
Hope to present them soon ^_^
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on April 11, 2014, 03:23:34 am
I keep crashing to desktop with no a window error popping up every time I try to look up the armor info in the Ufopedia.

Did I install this wrong? The armors are fine, but just tried this and it crashed.

I put all the folders from part 1 and 2 into resources and the rul files in ruleset. The "screen001-020" go in too or not? where do they go exactly?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: SupSuper on April 11, 2014, 05:14:19 am
I keep crashing to desktop with no a window error popping up every time I try to look up the armor info in the Ufopedia.

Did I install this wrong? The armors are fine, but just tried this and it crashed.
Should be fixed in the latest nightly.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on April 11, 2014, 09:46:13 pm
Thanks Super.

I found a bug. Whenever I want to move my operative up or down on the Crew screen, after clicking the up or down button, the game highlights the last operative on the list instead of what my mouse arrow is on. That's all it does. It's annoying, because you're gonna be clicking the up and down button to move your guys and the damn highlight will flicker and tick my eyes off for fast clicking.

Hey Fox, what you been up to lately? I'd love to see some new armor pieces and those upgrades to the personal armor before getting power suits.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 11, 2014, 09:57:39 pm
I'm working on it >_< I think I might have done too much, but it's already near completion..so I guess I'll power through and get em all done ^_^
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: MFive on April 12, 2014, 12:26:51 am
@Fox105iwsp

this mod looks amazing, i greatly look forward to seeing it finished, i had thought a psionic armour would be cool
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on April 12, 2014, 04:23:46 am
Awesome, thanks Fox! Keep adding!!

Anyway you can condense the .rul files to one file, or do you do this so we can decide which armor sets we want enabled and disabled? Is that possible? I can't tell which .rul file is which, so maybe if that's the purpose, would you be able to rename the .rul files so we can disable a certain armor set we don't want from this huge mod? These kinds of options I've always loved. Giving us choices. I won't disable them, because I do go straight to dragonskins, now I'm needing to rethink that soon since they add the most weight, and sometimes can't fit in a vital item.

Also give us a preview of what's coming plzzzz Fox!!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: blackwolf on April 12, 2014, 11:43:34 am
this mod is amazing,but i wish there were more "conventional combat" (i mean...using terran bullet weapons) so the armors would be more usefull.
"the alien cult mission" make this,but if  could make an enemy human corporation trying to get all the ufo stuff,so they attack us,raid our base,have bases in the geomap,that would be fun...and would benefit so much of this wonderfull mod  ;D
 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 12, 2014, 04:15:35 pm
this mod is amazing,but i wish there were more "conventional combat" (i mean...using terran bullet weapons) so the armors would be more usefull.

A very astute observation. I believe we could make a megamod where our main enemy are alien supporters, and the aliens themselves only show up occasionally... That would require enormous work, though. For now we have the Piratez mod. :)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 12, 2014, 10:56:01 pm
Sorry for late reply >_<
I'll like to do a preview, but the time I would spend on that could be spent finishing the mod package, my time is limited >_<
I will say this, I keep the rules separate for two reasons:
1) Easier for me to make and diagnose if something goes wrong >_<
2) Yes, it's to give people options in case they don't like my mod as a whole....

Current mod progress:-
Armors: 90%
Tanks: 80%
Scout vehicles: 90%
Guns: 65%
Transport Aircraft: 85%
Fighter Aircraft: 75%
Mecha: 95%
Alien Guns: 55%

>_< most of what is remaining is rule programing, raw materials have been gathered and mostly made ready. anyone know how to make a skyranger or other units into a ufo map? for the MIB or Cultist.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on April 12, 2014, 11:38:10 pm
Wow, you're adding a lot to this mod! Will you be changing the name of your mod now? and Thank you for allowing us to also be able to disable what we don't want, just pretty plzzzz sir edit the rul names so we know which files to uncheck in the mod options.

Thanks Fox, you're the best modder too!!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: blackwolf on April 13, 2014, 02:30:08 am
well thats right solarius...but what about of just the alien begin to appears later?,and then they become majority.But we should also modify the laser project,so we dont become so OVERPOWERED for the time the aliens show up...in my case that wouldnt be a problem because i stick with my conventional weaponry for a year at least (yes...i like it painfully...december...mutons invasion, doing my best with rifles and cannons,and barely using the personal armors xD)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 14, 2014, 12:00:57 am
well thats right solarius...but what about of just the alien begin to appears later?,and then they become majority.But we should also modify the laser project,so we don become so OVERPOWERED for the time the aliens show up...in my case that wouldnt be a problem because i stick with my conventional weaponry for a year at least (yes...i like it painfully...december...mutons invasion, doing my best with rifles and cannons,and barely using the personal armors xD)

Yes, that's true. I don't think it would be that hard to design, though; I've always thought getting laser weapons was too easy anyway (as of 2014, we still don't have the technological means for laser hand weapons). I would like a scenario where you fight alien agents first, and by wrestling some alien technology from them you get to lasers, medikits and motion scanners...
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 14, 2014, 08:38:18 am
Why not simply make Hand held Laser& Plasmas very expensive or long (complex) manufacturing process or both if you're seeking death >_< .....and play with the self destruct option like the remake Xcom enemy within.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 14, 2014, 02:28:10 pm
Or you may require a live Commander to research plasma weapons, just like in the UFO: Extraterrestrials... And use found plasma weaponry to invent lasers. I think it would be for the better.

I don't know how it relates to the armour problem though.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: BlackLibrary on April 15, 2014, 06:42:21 am
Why not simply make Hand held Laser& Plasmas very expensive or long (complex) manufacturing process or both if you're seeking death >_< .....and play with the self destruct option like the remake Xcom enemy within.

Sorry for the hijack, but that is an awesome, super simple idea.  Specifically about laser tech.  I like that. 
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Angelus_EV on April 15, 2014, 07:04:41 am
its possible to auto equip the correct uniform for the correct terrain tipe?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 15, 2014, 02:17:10 pm
Sorry for the hijack, but that is an awesome, super simple idea.  Specifically about laser tech.  I like that.

I don't really think it solves anything. Even if a laser rifle is $ 1 mln and takes a month to produce, I'll still be using them en masse. :P

Plus, why make lasers even worse than they are? They're already hardly a match for plasmas. Which come to you by hundred every month.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 15, 2014, 04:46:20 pm
.....and play with the self destruct option like the remake Xcom enemy within.

always important to receive the entire message......
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 15, 2014, 06:56:42 pm
always important to receive the entire message......

I read that. It's just a downright stupid option, in both games.

How would such a weapon simply disintegrate? And even if it did, it would still be recoverable easy enough for qualified engineers. Unless it crumbled to microscopic pieces, which seems unrealistic on so many levels. (Just think on how much energy would be emitted, especially if you decompose Elerium too.)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Mr. Quiet on April 15, 2014, 07:21:44 pm
You send small groups of aliens into the planet Earth to go on scouting missions to prepare the way for more aliens to settle in. Being 10x more advanced than the humans, if any of these aliens were discovered and died in a fight, it would be a very sneaky move for these dead aliens to blow up immediately, leaving no evidence of alien existence on Earth, to prevent technology and information leaks for reverse engineering. The short of it is, compromising the whole invasion right from the get-go. Of course you'll find a way around that though. See what I mean??? I think this is what you guys are talking about, right?

I wish you guys gave us a percentage option for giving weapons a chance of blow up on the EU2012 self-destruct advanced option. 25%, 30%, 35%, and so on plzzz!!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 17, 2014, 02:11:14 pm
I read that. It's just a downright stupid option, in both games.

How would such a weapon simply disintegrate? And even if it did, it would still be recoverable easy enough for qualified engineers. Unless it crumbled to microscopic pieces, which seems unrealistic on so many levels. (Just think on how much energy would be emitted, especially if you decompose Elerium too.)

You've obviously never actually seen the plasma pistol break up when you kill a Sectoid in the remake, nor have you seen any Star Trek episodes with the Hand Phaser set on Overload or even consider how much energy is involve to fire a bolt of energy through the air without losing integrity.

         It's actually very easy to imagine a self destruct or even a malfunction, being the cause of an energy weapon to be destroyed. The present Ak-47s have already proven to be able to have catastrophic failures and explode by detonating the magazine, leaving only the barrel and the mangled rear half of the receiver, pistol grip, stock and deceased user.

         Also, you've never played the remake, or you would know that the plasma weapons there do not disintegrate, they leave 'Weapon fragments' which are in fact used to study weapon research, including the human laser technology. I will always remember this because I was always lacking 'Weapon fragments' for research, was too good at capturing the whole intact weapon and users.... >_<

So clearly, what you people want is exactly what is presented in the remake, but how will you go about it? >_< Even if we could program 'Weapon fragments' into the game, how will you calculate it?

A heavy plasma leaves 6 pieces, a rifle 4 and a pistol one or two, how work will it be to program how much each weapon will leave behind after their destruction? A cheap easy way will be to program a random number of fragments you will get at the end of each engagement, but it will be an inaccurate count if everyone is okay with that.

Also, how would research be affected, can it be programed such that a certain amount of fragments is required to research each subject like the Remake. I haven't tried messing with the research trees yet so I wouldn't know >_<

I suppose another cheap easy thing to do is to program the manufacturing of the laser weapons will require a certain amount of 'weapon fragments' for the pistol, rifle, and heavy laser. The cannon may require less because it's huge, maybe more human tech is in it than a compact handheld Laser. This idea will only work if the earlier idea of 'random fragments acquired' is implemented, otherwise there will be no other way to acquire weapon fragments.   

Seems like an awful amount of work, still, if you choose to spend your 'Weapons fragments' from early game encounters on Laser Research first, it will significantly delay plasma weapons reaching your men in the field.
 
Personally, why not just make laser weapons require alien alloys or something >_< why do you people want them to appear so late, things will really start to suck when snakemen onwards start to appear >_<
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 17, 2014, 04:02:53 pm
You've obviously never actually seen the plasma pistol break up when you kill a Sectoid in the remake

You're obviously assuming things. :P I played it a little, and it was dumb. :P :P :P

nor have you seen any Star Trek episodes with the Hand Phaser set on Overload

Nope, you're right here. Still, phasers are proven to have many magical capabilities... :)

or even consider how much energy is involve to fire a bolt of energy through the air without losing integrity.

Well, you should consider the size of a crater that would be created if all this energy was actually used to "fragment" the weapon. :P

         It's actually very easy to imagine a self destruct or even a malfunction, being the cause of an energy weapon to be destroyed. The present Ak-47s have already proven to be able to have catastrophic failures and explode by detonating the magazine, leaving only the barrel and the mangled rear half of the receiver, pistol grip, stock and deceased user.

Sure, weapon explosions do happen. Still, my point is that it would be hard to imagine an accident that would leave too little material for your engineers to figure it out, despite having a consistent set of material from many missions. Unless there would be huge explosions consuming everything within many metres, but that's obviously not the case.

         Also, you've never played the remake, or you would know that the plasma weapons there do not disintegrate, they leave 'Weapon fragments' which are in fact used to study weapon research, including the human laser technology. I will always remember this because I was always lacking 'Weapon fragments' for research, was too good at capturing the whole intact weapon and users.... >_<

Yeah I know. And this was mind-bogglingly silly. My face still hurts from that.

I'm not here to argue, I just want to say this is one of the stupidest ideas I've seen in a serious game. This is so hard to justify that I do not want this feature even near my games, much less in it. We have an option for this, fine, leave it there for the players who enjoy it. But please don't use it as a base for other mechanics. Please.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: blackwolf on April 18, 2014, 01:23:18 pm
I just want to say this is one of the stupidest ideas I've seen in a serious game.

INDEED,it was sooo tryhard...i mean...it was like:
how we can make the game "more longer" and harder????...i know!!...lets blow up the alien weapons!!
OH WE CAN INTO SUCH OF GENIOUSES!!!1!!1!1111! ;D ;D ;D (yeah...it sounds like an idea that came from a poland ball meme ._____.)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 18, 2014, 02:05:05 pm
INDEED,it was sooo tryhard...i mean...it was like:
how we can make the game "more longer" and harder????...i know!!...lets blow up the alien weapons!!
OH WE CAN INTO SUCH OF GENIOUSES!!!1!!1!1111! ;D ;D ;D (yeah...it sounds like an idea that came from a poland ball meme ._____.)

 ;D

I want to make this comic now.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Dioxine on April 18, 2014, 03:35:02 pm
Ohh so alien plasma weapons have a device that desintegrates them when the user dies? How about when the user puts the weapon away to scratch his alien behind? :)

Also this would be great news. Why research alien weapons? Let's just research a remote device that triggers desintegration of all their weapons (killing the users in the process) then just pick up the pieces, munching on some peanuts :) It's even stupider than Star Trek's Master Code that allows to control a warship remotely...

Oh and I did play the remake and it was full of... whatcha call it... hurr durr.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Fox105iwsp on April 18, 2014, 05:52:22 pm
Ohh so alien plasma weapons have a device that desintegrates them when the user dies? How about when the user puts the weapon away to scratch his alien behind? :)

Also this would be great news. Why research alien weapons? Let's just research a remote device that triggers desintegration of all their weapons (killing the users in the process) then just pick up the pieces, munching on some peanuts :) It's even stupider than Star Trek's Master Code that allows to control a warship remotely...

The idea must have been based on the remote EKG units we have to monitor critical patients (terminal >_< ) who want to move about. so if "the user puts the weapon away to scratch his alien behind" it will still register it's life readings and remain functional.

I could imagine that mad German Scientist woman looking at us funny when asked to research a method of remote detonating the alien weapons, she would probably execute a live alien in the torture chamber and walk away. (In other words, shoot them)
As for the Star Trek prefix code, some security is better than none >_<

Also, anyone notice the plasma pistols on Sectoids were really wrist blasters? Wish they would have kept the option to use it as a hard-point weapon for power & flight armors.

What I really hate about the remake is obvious, 4 to 6 freaking units in the ONLY god damn Skyranger from the ONE XCOM base on the whole fucking planet. There was no point of including dozens of soldiers from all over the world >_< there were numerous other problems (funding, weapon usage limitations, inventory and the super SectoPod which makes the Blaster Bomb useless)
But it was still better than UFO extraterrestrial >_< 

So just to be clear, I only dislike things are given the wrong account proudly >_< Also being forced to watched Michael Bay's Pearl Habor and George Lucas Red Tails int the same day can damage my tolerance significantly.

Still, I mean no offense to anyone, and I like thank everyone for their opinions ^_^ think of it as learning how people think and react to funny concepts and ideas.
As for my mod, currently dealing with the firearms aspect, hope to be done with the phase 1 by today, then everything can move up to phase2.

Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 18, 2014, 06:12:25 pm
No offence taken, and I hope this goes the other way too! :) I enjoy brainstorming a lot.

As for the UFO: Extraterrestrials, have you tried playing it with UNIMOD (a major modification)? It makes the game actually fun! (And also a lot harder, especially Geoscape battles.) And it features original X-Com aliens.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Dioxine on April 18, 2014, 06:55:00 pm
You clearly don't understand, so let me put my thoughts in simpler but lengthier terms.

1. I was referring to the fact that Starfleet vessels have a critical weakness (which is the OPPOSITE of "some security"). In the form of a device/routine that allows to override ship's manual control remotely. I tend to think that's because the Starfleet command is more afraid of their own men than an enemy, but that's beside the point. You postulate the alien weapons to have an almost exact critical weakness - a device to trigger self-destruction. Such a device, no matter the lifesigns-monitoring method used, could and would be jammed/hacked remotely. ON THE BATTLEFIELD. If a scientist looked at me funny when I postulated to research a way to exploit enemy's weakness (and thus kill them more efficiently) I would f*cking sack her.

2. The reference to scratching one's behind was a METHAPHOR. To put it more plainly, walking around, worse, going to battle with your weapon sporting a self-destruct device is inviting an accident. A weapon rigged to explode on an elaborate dead's man switch can and will explode accidentally, sooner or later. And any elaborate device has high malfunction rates, because there are so many things that can cause malfunction.

3. Lastly... wouldn't just stunning an alien circumvent the whole elaborate security? Or would it be set on such hair-trigger alert than even stunning (or God knows what else) causes an explosion too?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on April 18, 2014, 08:00:59 pm
New weapon: Harmonic Wave Emitter

Code: [Select]
  - type: HARMONIC_WAVE_EMITTER
    size: 0.4
    costSell: 125000
    weight: 18
    bigSprite: 91
    floorSprite: 92
    handSprite: 68
    bulletSprite: 6
    fireSound: 39
    damageType: 10
    accuracyAimed: 100
    tuAimed: 90
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    harmonicWave: 80
    maxRange: 30

When triggered on the battlefield, it rolls damage using (the special harmonicWave flag) against all items containing Elerium in range. If it successfully overrides their armour value, the weapon in question explodes with power of (basic weapon damage * rounds left) / 10.

This weapon is dangerous to X-Com equipment too; however, it enables you to use your plasma clips as alien grenades.

:P :P :P
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: niculinux on June 21, 2014, 07:24:17 pm
Tryed, but hey that's a pletora of mods to activate:

(https://s11.postimg.org/x5ywmae7j/armors_mod_menu.png) (https://postimg.org/image/x5ywmae7j/)

may be more convenient grouped into a single ruleset file , but do not know if applicable by technical stuff or something?

Adn of course does not work under linux  ;D
(https://s11.postimg.org/r3r9vsprj/armors.png) (https://postimg.org/image/r3r9vsprj/)

Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: phobos2077 on June 22, 2014, 10:57:18 am
I appreciate the idea of "filling the gaps" in armors between "no armor" and personal armor and between personal and power armor.

Personally, I would like to a have a simplified version (or two separate mods) that will ONLY add a single armor for a single purpose. I don't like mods that just add tons of items to the game just for the sake of visual diversity, rather than actual gameplay benefits. Maybe an optional ruleset with just a couple of different armors to fill the gaps and add new options in the battlefield (think personal armor with tactical visor - increase accuracy, exoskeleton armor - increase strength, etc.) - that would be cool.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on June 22, 2014, 02:11:42 pm
I appreciate the idea of "filling the gaps" in armors between "no armor" and personal armor and between personal and power armor.

Personally, I would like to a have a simplified version (or two separate mods) that will ONLY add a single armor for a single purpose. I don't like mods that just add tons of items to the game just for the sake of visual diversity, rather than actual gameplay benefits. Maybe an optional ruleset with just a couple of different armors to fill the gaps and add new options in the battlefield (think personal armor with tactical visor - increase accuracy, exoskeleton armor - increase strength, etc.) - that would be cool.

So you propose, which I agree with, two possible directions for armour mods: filling the gaps in the "main branch" - which are armours that only give protection - and creating "side branches", which are armours with possibly less protection as compared with the main branch on a similar tech level, but with an added stat bonus.

Expanding the main branch is easier, there are mods which do so (though their quality varies). New branches are pretty much absent right now, except in Piratez. I hope this will be worked on in the future.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: AlienMuncher on June 25, 2014, 05:24:29 pm
Personally I vote for "filling the gaps" route, as it seems to me that by additional training (received in Training Facility) and natural progression, additional stat boost by some kind of exoskeletons would lead to superhuman soldiers. I'd rather see this quality in some kind SuperAdvanced HWP (human driven even better, but I'm not sure if this is supported by the game engine)- being extremely costly but with excellent stats.

I guess it comes to ones particular gameplay style and affection for soldiers: tamagotchi vs cannon fodder, but I think there is something in the idea of humans being inferior to aliens...

I love though Raidau's version of psionics. In this regard psy-armour is cool idea, although personally I'd rather see this executed solely by modification of helmet part of the armour.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Solarius Scorch on June 25, 2014, 10:28:32 pm
Personally I vote for "filling the gaps" route, as it seems to me that by additional training (received in Training Facility) and natural progression, additional stat boost by some kind of exoskeletons would lead to superhuman soldiers.

A valid concern. Still, I think it can be overcome with careful balance. After all, in many respects even endgame soldiers aren't overpowered, especially if you don't save scum.

And you know, aliens can be buffed too in many ways. :)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: AlienMuncher on June 26, 2014, 10:44:43 pm
And you know, aliens can be buffed too in many ways. :)

Good to know! Looking forward to fight against worthy muton/etheral succesors!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: 2xG on November 04, 2014, 07:19:07 am
Adn of course does not work under linux  ;D
(https://s11.postimg.org/r3r9vsprj/armors.png) (https://postimg.org/image/r3r9vsprj/)

I've made a repack with corrected cases to make it work on Linux, and also made a directory structure in archive to make install easier.
https://yadi.sk/d/GwtlhFiocUVeJ (https://yadi.sk/d/GwtlhFiocUVeJ)
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: TaxxiDriver on November 14, 2014, 04:38:59 am
Wow. Look at the whole bunch of great armors! The size of the files is really huge, indeed  :o

It was very kind of you to put the pictures of each uniform. That was really sweat :D

I think it's not possible yet, but it would be great if the armor can change its appearance based on the type of battlescape automatically. I love all the uniforms but you don't want your troops to be equipped with arctic suits in desert maps ;) If it becomes possible, this mod would become superb 8)




Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: jackstraw2323 on November 14, 2014, 06:13:42 am
You send small groups of aliens into the planet Earth to go on scouting missions to prepare the way for more aliens to settle in. Being 10x more advanced than the humans, if any of these aliens were discovered and died in a fight, it would be a very sneaky move for these dead aliens to blow up immediately, leaving no evidence of alien existence on Earth, to prevent technology and information leaks for reverse engineering. The short of it is, compromising the whole invasion right from the get-go. Of course you'll find a way around that though. See what I mean??? I think this is what you guys are talking about, right?

I wish you guys gave us a percentage option for giving weapons a chance of blow up on the EU2012 self-destruct advanced option. 25%, 30%, 35%, and so on plzzz!!

I kind of accidentally arrived at this with my mod. I've got units that explode on death like cyberdiscs which means they take their gear and corpses with them. I've got some tweaking to do, but I'm thinking that makes my research tree more interesting because you've got to capture a live one somehow, in order to get one for autopsy. I'm thinking of having a different research branch that will open up a stun weapon so you can then proceed.

regarding the EU behavior does it destroy the weapon on stun? I've got a certain set of weapons that it would make sense to self destruct on death, but I'd like them to stay intact on stun since they are organic in nature. again, just another complication for the research tree if that is how it works. I wonder if it would be possible to set this on a per item basis rather than as a global setting?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: TaxxiDriver on November 20, 2014, 03:27:15 pm
Just two things to mention:

(1) I saw the rulesets, and all of the armors except the combat armors seem to use the same bigobs and floorob. And those sprites rather looked like a frog wearing some greeny clothes... I don't know how it looks like in the game since I only checked the original files, but I really wish, if possible, all of them having their own bigobs and floorobs. It would be much better, I think ;)

(2) I think the dragon armor doesn't fit with the soldier sprite well. Maybe chopping down the side a little bit and doing something around the shoulders would do the trick? Sorry for asking this kind of rather simple thing but I'm not a good artist... :(
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: BlackLibrary on November 21, 2014, 10:12:36 am
Besides dead bodies and corpses, I don't think those objects are ever displayed in game.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Phoenix7786 on May 19, 2015, 01:19:06 am
This mod no longer appears to be functioning on the pre-TFTD rehaul of OXC. Both the mod page link and the forum page links give the same error. When you place them in the mod folder and try to launch it itr fails. Personally I don't use it since personal armour is easy to get but I like to keep a version of OXC with lots of these extra bells and whistles for new X-com players to try.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: myk002 on May 19, 2015, 02:42:53 am
Whenever someone says an old mod no longer fails to work my ears perk up, since that is not supposed to happen.  I downloaded the files from the first post, and it looks like they're not quite in the directories that they're referenced by in the ruleset.  I'm not sure how this ever worked..

I got it working, though, just by creating a 'Resources' folder and moving CombatArmor/  CombatArmorAN/  CombatUniform/ into the new Resources folder.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Phoenix7786 on May 19, 2015, 03:52:50 am
Yay :D Thanks. Where does this resources folder go? In the core UFO folder or the core OXC folder? This won't screw with TFTD will it? Or is it too early to tell?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: myk002 on May 19, 2015, 04:14:36 am
the mod references it's own files by (for example) "Resources/CombatArmor/Inventory/man_4f0.gif", but the archive in the first post puts the file in "CombatArmor/Inventory/man_4f0.gif".

so, to get it working:
- extract the mod to a folder under the mods directory (I created a folder named "ImprovedUniforms" and extracted it in there)
- go into the newly-created mods/ImprovedUniforms folder and create a "Resources" folder
- move the Combat* folders into the Resources

that's it!  you can create a metadata.yml file for it, but the defaults are fine.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Phoenix7786 on May 19, 2015, 06:39:11 am
What the heck's a yml file?
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: myk002 on May 19, 2015, 07:27:45 am
What the heck's a yml file?
see https://openxcom.org/forum/index.php/topic,3617.msg44187.html#msg44187
it's how metadata about mods (like the display name, description, etc.) is encapsulated.  If you've seen any recent posts about "the new mod system", this is what they're talking about.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Phoenix7786 on May 19, 2015, 07:44:52 am
Oh thanks. Don't know a damn thing about programming but I imagine those who do feel like a kid at Christmas with this Open project.
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: tempsanity on October 01, 2017, 09:59:03 pm
Hi guys,

I have a problem with the mod on a mac - I managed to overcome the bug preventing the game from starting (the one mentioned above), but after installing the mod the characters wearing the modded armors are not displayed on the inventory screen/during the battle (empty space/only the gun is visible). Characters without the modded armor look fine.

I've tried different things, the files are in proper locations (in Resources/ and Ruleset/ dirs, no errors when running) and nothing seems to work.

I'm using the nightly OSX build from the Builds & ports forum.

This is my favourite mod, so any help would be much appreciated!
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: Nord on October 02, 2017, 01:24:02 pm
Look at pictures extensions. As mentioned before, Apple has troubles with .gif
Title: Re: [ARMOR] Improved Uniforms, Kevlars, Dragon Skin & Combat Armor ^_^
Post by: tempsanity on October 02, 2017, 02:02:41 pm
Indeed, Meridian successfully converted the armored vest mod to png and it works. I thought converting from .gif to .png didn't work, because I had no luck with it before, but after seeing Meridian's response I tried a different converter and it does now :)

You can find the Armored Vest mod here (fixed for OSX): https://openxcom.org/forum/index.php/topic,5737.0.html

I also converted the Combat Uniform Armors mod and attached it to this thread.