OpenXcom Forum

Modding => Released Mods => Topic started by: pWWWa on August 25, 2015, 06:54:51 pm

Title: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on August 25, 2015, 06:54:51 pm
Hi there! That (https://www.openxcom.com/mod/plasma-melee-weapons) is a melee weapon extension for X-Com: UFO Defence, based on alien plasma technology.
Features:
- all graphic sprites grabbed from UFO2000 modified weapon pack;
- special plasma slash animation (inspired by UFO2k);
- sounds - from C&C: Tiberian Sun;
- ruleset included research, manufacture and alien deployment.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: niculinux on August 25, 2015, 07:32:28 pm
 :-*

edit: if you are into modding stuff, may also have a look here (https://openxcom.org/forum/index.php/topic,2311.0.html/)
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on August 28, 2015, 02:24:00 am
Update 1.04: (https://www.openxcom.com/mod/plasma-melee-weapons/download/hin9cpLJ)

- reballanced item`s stats (damage, accuracy, tu-cost);

- small changes at alien deployment (for Alien with both Launchers);

- Blade & Sword`s hit animation are slighly different (old animation are exist at resource folder).
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: SIMON BAILIE on August 28, 2015, 11:37:12 am
Very nice and the sounds are impressive too:

Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: hellrazor on August 28, 2015, 09:26:59 pm
Very nice and the sounds are impressive too:

Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: Solarius Scorch on August 29, 2015, 01:40:41 pm
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

Have you edited their melee stats? Because all aliens are melee monsters (yes, even Sectoids).

Also, in FMP I've just upped initial X-Com melee stat from 20-40 to 20-60. Low melee values were making the weapons nearly useless, unless they had absurd accuracy.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: Gifty on August 30, 2015, 09:24:56 am
The animation is a really nice touch! Looks much more natural than the other melee weapons.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on August 31, 2015, 12:13:52 pm
Very nice and the sounds are impressive too
The animation is a really nice touch! Looks much more natural than the other melee weapons.

Thanks, guys !
Quote
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

In that case I think, that  melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==>  [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: hellrazor on August 31, 2015, 12:38:36 pm
Thanks, guys !
I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
In that case I think, that  melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==>  [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.

Jeah i already did a rebalance on the weapons. Now i need to adjust the melee skills for the aliens :>
I actually balanced them so the a Plasma Sword on a Soldier with 60 Melee has a sem garanteed hitchance.
I also adjusted the damages and applied str to all weapons even the Plasma sword.
It is a great compromise to make this weapons devastefull and give them a very high risk/high reward option.
Since to use melee weapons effectivly, you first have to approach the enemy sucessfully, either from out of his LOS or face Reaction fire.
And then you basically need a kill to survive. The way i set it up could work in a okish manner.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: hellrazor on September 13, 2015, 05:14:08 pm
pWWWa, i think you need to recheck your HandOb Sprites.

Just noticed this:
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: Solarius Scorch on September 13, 2015, 07:58:39 pm
Hey pWWWa, I've added your excellent work to the Final Mod Pack - with all credits, of course.

Please accept this polish translation in exchange. :)

Code: [Select]
      STR_PLASMA_BLADE: "Ostrze plazmowe"
      STR_PLASMA_BLADE_UFOPEDIA: "Przedmiot ten to w zasadzie plazmowy nóż bojowy, wyposażony w klingę zaostrzoną do poziomu monomolekularnego. Wzdłuż ostrza rozciąga się pole elektromagnetyczne więżące plazmę, dzięki czemu może ono ciąć żaroodporne wkładki ceramiczne współczesnego pancerza."
      STR_PLASMA_SWORD: "Miecz plazmowy"
      STR_PLASMA_SWORD_UFOPEDIA: "Ta śmiercionośna broń w formie miecza składa się z dużej klingi, która przy ostrej krawędzi ma mikron szerokości, emitera plazmy oraz elektromagnesu. Przy aktywacji gorąca plazma wypełnia pole elektromagnetyczne otaczające ostrze, nagrzewając je do punktu, w którym tytan płynie jak woda."
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on September 16, 2015, 03:29:01 am
hellrazor, just checked. No errors found (weired?!). Check that case without any other mods, except Plasma melee.

Solarius Scorch, OK, I`ll add polish translation at next update :-).
_______
Updated:
hellrazor, I`ve corrected handob sprites, so there are no more graphic error with TwoHanded=false option.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on September 25, 2015, 12:45:26 am
Update 1.05: (https://www.openxcom.com/mod/plasma-melee-weapons/download/3zwk9V)

- added fixed handob sprites for twoHanded=false option (error with wrong item location/offset). Thx to hellrazor;

- twoHanded=false option set for plasma knife & sword;

- polish translation added. Thx to Solarius Scorch.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: Solarius Scorch on September 25, 2015, 08:11:22 am
pWWWa, there's a download problem - page doesn't exist.
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on September 25, 2015, 11:05:02 am
pWWWa, there's a download problem - page doesn't exist.
Oops, sorry. Fixed!
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: Solarius Scorch on September 25, 2015, 07:10:21 pm
Oops, sorry. Fixed!

No problem, the site is shaky at best. :)

EDIT: No, still broken. :P
Title: Re: [Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on February 14, 2016, 07:27:21 pm
Update 1.06 (https://www.openxcom.com/content/files/4MYRROmv/Plasma_Melee_1.06.zip)

- unresearchable bug fixed ("requires" replaced with "dependencies");

- slightly changed item stats (weight -1 point, sellcost +500, added "attraction=10" for both);

- hit animation changes (more sharp + "fade" affect).
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: g5-freemen on April 19, 2016, 10:30:09 am
Little remake. Now plasma sword and plasma blade can be researched by scientists and aliens don't use it.
Plasma sword and plasma blade only for crazy humans :)
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: The_Atomik_Punk! on July 23, 2016, 01:26:00 am
Hey guys, this mod seems awesome, but I'm having trouble getting it set up with my OpenXcom install. I'm running OpenXcom 1.0, and grabbed the Plasma_Melee 1.6 archive.  My folder setup is Openxcom/data/ and then the following: Ruleset, Resources, TERRAIN, MAPS, ROUTES.  Where do I place all of the contained files/folders of Plasma_Melee 1.6? Simply extracting the archive to my data folder doesn't work, and individually placing the .rul file in the ruleset folder, resource stuff in resources etc doesn't seem to work either. Am I doing something wrong here? Is this mod incompatible with certain other mods? Any insight would be greatly appreciated, as I'd love to be able to whip out a hot plasma knife to dice up some cryssilids who get up in my face!

*EDIT Changing my build to the latest nightly made it possible to get this mod working!
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on September 09, 2016, 05:47:59 pm
Tiny Update 1.07: (https://www.openxcom.com/mod/plasma-melee-weapons/download/sx5uEucZ)

- graphics reworked (HandObs more similar to their BigOb`s images, small fixes at Hit animations and Sword FloorOb);

- some unused/doubled stuff were removed (old and glitchy images, map options from alienDeployment section).
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on April 20, 2017, 03:36:51 pm
Update 1.08 (http://www.openxcom.com/content/files/FxfSemae/Plasma_Melee_1.08.zip):

- small graphic fixes for HandObs and FloorObs;

- new Hit Animation;

- alienDeployments replaced with  builtInWeaponSets.

- sell cost increased x10 times, production cost increased x4 times for both.
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: chaosshade on January 26, 2018, 10:01:20 am
Queen Chaos to the rescue again!
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: Yataka Shimaoka on January 26, 2018, 10:57:38 am
More like "Queen of Chaos"
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: SIMON BAILIE on January 27, 2018, 08:53:21 pm
Could you supply a direct link for v1.08 as the mod portal's not working.
Title: Re: [UFO][Weapon] Plasma Blade & Plasma Sword Mod
Post by: pWWWa on January 27, 2018, 09:03:40 pm
Dears, 1.09 Version in attachment.

Changes:
-slightly altered graphic for hit animation and floorObs.