OpenXcom Forum
Modding => Released Mods => Topic started by: Fatrat on July 06, 2014, 11:50:11 pm
-
Terror mission. Aliens, executing everyone on sight, unleashing specially engineered monstrocities.. and bringing stun weapons. Always seemed illogical to me.
So, here's new explosive ammunition for Small Launcher - Elerium Bomb. Now, every terror alien that was carrying Stun Bombs will carry Elerium Bombs instead.
Expect to find these in terror missions, terror ships and XCom base defence missions. Abductor ship, Harvester, Scouts, Supply Ship and Battleship alien loadouts left unchanged.
As a consequence, you will find less Stun Bombs overall.
(https://i.imgur.com/VyJuOOe.png)
Includes: Ruleset (with alienDeployments changes), floorobj sprite, UFOpedia entries.
ENG, RUS and UKR translation.
-
The archive.
-
Niiiice.
-
I think I'll take one. :)
-
I like this. Whenever an Alien shoots a stun bomb, I'm relieved knowing my soldier's are just stunned. Maybe now I'll cry more
EDIT: what about alien base assaults?
-
+2
I like it
-
@ Fatrat
Really great!
Is there a way to make that Medics have Stun Bomb and some Alien Soldiers have Elerium Bomb at the same time (depending mission type)?
You know, the "Dual Kiss Cool effect".
First effect:
"Look, the Alien has a Small Launcher, Stun Bomb or Elerium Bomb?" :o :-[ :-\
Second effect:
"Tchiiiiick... Boom..." ??? :'(
-
EDIT: what about alien base assaults?
Left unchangeg in main file for balance reasons. Alien base assaults already have blasters and psi attacks. Grab the attached ruleset, alien engineers with explosives will be there.
Is there a way to make that Medics have Stun Bomb and some Alien Soldiers have Elerium Bomb at the same time (depending mission type)?
Not soldiers, there will be too many Small Launchers, but engineers or navigators? Yes, it is possible.
Here's the additional ruleset with Alien Base and Cydonia alienDeployments with Elerium Bomb armed engineers. I am not sure will it break the balance or not, so i'll post this as additional "addon". Drop it in the "data/ruleset" and make sure it is loaded after the Small_Launcher_elerium_bomb.
-
Thanks, I'll try a game on the single mission doing an alien base. What tech level are these guns?
-
What tech level are these guns?
Techlevel 2, the highest one.
-
@ Fatrat
Here's the additional ruleset with Alien Base and Cydonia alienDeployments with Elerium Bomb armed engineers. I am not sure will it break the balance or not, so i'll post this as additional "addon". Drop it in the "data/ruleset" and make sure it is loaded after the Small_Launcher_elerium_bomb.
Thanks for the file, I will try it when I have finished my "bugs research" with the original files of the game. :)
-
Hi, Fatrat
Good mod, makes the small launcher really versatile
I played using your mod and also another one, the alien armoury expanded, which I found being conflicting in alien deployments.
Would you agree that the author of alien armoury expanded us portions of your mod inside it's in order to directly offer both?
Thanks
-
Hi gix,
I wasn't quite as polite as you and didn't ask Fatrat first, but since this game is open source, I figured it was ok to tweak things. I have posted a modified Armoury ruleset here (https://openxcom.org/forum/index.php?topic=2556.0) which includes the Elerium bomb.
Enjoy!
PS. Fatrat, I hope you don't mind..! Your mod is a great idea, I thought it conflicting with another very neat mod was too unfortunate to let it pass.
-
Well, making it compatible with Alien Armoury Expanded is easy, you just need to add one loadout to every alien in the Elerium Bomb ruleset.
This can easily be done by any player, or by Fatrat himself.
EDIT: Fatrat, some people expressed interest in adding your Elerium Bomb to my Alien Armoury Expanded mod. If you give consent, I'll gladly add your fun little bomb. :)
-
It's easy to fix it, IF your experience with modding goes beyond "unzip this and copy those files there".
When I first encountered the issue, I had no idea, removed all my mods, put them all back one by one and it disappeared, because I loaded the armory after the bomb one and it got overwritten. Then I got all confused as to why I never saw bombs.. It's just through luck that the discussion over in the other thread made me realize what was happening.
I guess Fatrat could define a 4th loadout for the aliens, but it will still be overwritten if mods are loaded "the wrong way" (or will overwrite what you did in the armory). I guess I'm starting to see the point of "mod packs": Defined individually, mods often clash with each others.
-
Would you agree that the author of alien armoury expanded us portions of your mod inside it's in order to directly offer both?
PS. Fatrat, I hope you don't mind..! Your mod is a great idea, I thought it conflicting with another very neat mod was too unfortunate to let it pass.
Sure, do whatever you want.
-
Sure, do whatever you want.
All right then, I'll add it to the Alien Armoury Expanded. Of course, you'll be credited as you deserve!
-
Awesome!
(And congrats Fatrat on a great idea everyone is eager to steal! ;))
-
Even alien medics fire bombs, for their own 'Alien reaons'.
-
Way back then, I thought small launchers could fire alien grenades.
Now with this mod, they can actually do that! Sort of :P
-
Is this already in AAE? I already run it so.....I'd like to avoid clashes. ;)
-
Solarius is waiting for a few translations to get in. You can check out the AAE topic to find out if you can contribute ;)
-
Tested and liked it. A lot! :) Excellent mod, thank you!
-
Hellrazor asked me for an improved handobjects sheet for this mod, so I worked one up and am attaching it here. ~Cheers!
-
Made a Hovertank based upen the Elerium Bomb, feel free to use as you see fit.
-
very simple and smart mod thanks