OpenXcom Forum

Modding => Work In Progress => Topic started by: Nord on January 03, 2019, 05:57:33 pm

Title: [WIP] X-Chronicles version 0.5
Post by: Nord on January 03, 2019, 05:57:33 pm
Let me introduce The X-Chronicles: a new mega-mod for X-com.

Plot: this time you will encounter an invasion from parallel worlds where magic is real. To win, you have to learn it, because earth technology will not be enough.

Content: more than 60 new units, a ton of new items and abilities. New maps and gameplay chips.

Features:
 - Choose a sponsor country that will influence the rest of the game.
 - Ordinary people can not resist the new threat, so develop your operatives, turning them into powerful mages.
 - storm multi-leveled dungeons.
 - Strong soldiers may become necessary for the base development.
 - learn different magic schools with their skills.
 - Make the UN work for you.
 - ...

Condition:
The overall readiness of the mod is approximately 30%. You can already win by completing the main storyline. Although at this stage it is very difficult to do.
By the arcs:
 - Invaders: 85%
 - Aliens: 75%
 - Legion: 30%
 - Necromancy: 10%
 - Archmages: 10%
 - Spirits: 10%
 - Portals: 30%
 - Story quest: 95% (You can win!)
 - Secret: 15%

Acknowledgments:
Thanks to the creators of OXC above all.
Thanks to Yankes and Meridian for their invaluable work on OXCE.
Thanks to all the authors from whom I stole sprites or ideas for this mod. I try to at least redraw what I borrowed, but not always success.

Help:
 - Of course it needs an english spellcheck.
 - I would be very grateful for the new blocks of Nest maps.
 - Almost no new sounds, if there are suggestions - I will be glad.
 - ideas for new spells will always come in handy (the most difficult thing is not to ruin the balance).

Plans:
 I work on a mod in my free time, which is not so much. Slowly, but work is progressing.

Download link: https://openxcom.org/forum/index.php/topic,6792.msg140197.html#msg140197 (https://openxcom.org/forum/index.php/topic,6792.msg140197.html#msg140197)
Requires OXCE v.7 or higher.
Title: Re: [WIP] Chronicles
Post by: efrenespartano on January 03, 2019, 06:11:04 pm
Interesting project! Im not a huge fan of magic (I'm more a "future war" guy), but seems promising. BTW, I loved the helicopter, I want it in my mods. ;D

Looking forward for this project. :)

I think FeruEnzeru wanted some magic-themed mod, he will be very pleased with this.


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: [WIP] Chronicles
Post by: Nord on January 03, 2019, 07:21:21 pm
More screenshots. And yes, it is shielded starting enemy.
Title: Re: [WIP] Chronicles
Post by: Solarius Scorch on January 03, 2019, 08:21:13 pm
Oh man, it brings fond memories of Spellcross.

Good luck man, and post more fodder to fanboy about! :)
Title: Re: [WIP] Chronicles
Post by: Dioxine on January 03, 2019, 08:29:33 pm
I always dreamt of making something like that! Good luck, this looks super interesting!
Title: Re: [WIP] Chronicles
Post by: Meridian on January 03, 2019, 09:06:03 pm
Looks very interesting.

Btw. "mana" is still on my todo list and will come relatively soon. Looking forward to magic.
Title: Re: [WIP] Chronicles
Post by: luke83 on January 16, 2019, 10:06:14 am
Best of luck for this mod, i would love to see it become a reality, i started toying with a similar idea myself years ago with  FOXY but i was going to make it a pure fantasy adventure :) i will keep my eye on this mod
Title: Re: [WIP] Chronicles
Post by: Wolfstarr on March 10, 2019, 09:20:46 pm
Nice work Nord, you’ve captured some concepts I’ve been exploring but haven’t really got anywhere with as hectic personal life means lack of XCOM missing time.
Title: Re: [WIP] Chronicles
Post by: Nord on March 11, 2019, 08:37:02 am
as hectic personal life means lack of XCOM missing time.
So true.
Title: Re: [WIP] Chronicles
Post by: Nikita_Sadkov on March 11, 2019, 06:50:57 pm
So true.
Dumping GF was literally the best day of my life  ;D Instantly so much more free time.
Title: Re: [WIP] Chronicles
Post by: Nord on June 17, 2019, 05:38:53 pm
Dumping GF was literally the best day of my life  ;D Instantly so much more free time.
I think my son won't let me do such thing.  ;D

Anyway, project is not dead, and i am moving. Slowly.
Here is some more pics.
Title: Re: [WIP] Chronicles
Post by: BetaSpectre on June 22, 2019, 06:27:15 am
Good luck with it all, I can understand both life can get in the way and the modding tools aren't always the best.
Title: Re: [WIP] Chronicles
Post by: Nord on September 01, 2019, 10:06:31 am
Another portion of screenshots.
Title: Re: [WIP] Chronicles
Post by: Meridian on September 01, 2019, 10:29:40 am
Sweeeeeeet. Can't wait :)
Title: Re: [WIP] Chronicles
Post by: efrenespartano on September 01, 2019, 05:33:35 pm
Very nice sprites, Nord! ;D I loved that human heavy armor.

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Title: Re: [WIP] Chronicles
Post by: Nord on September 01, 2019, 07:11:56 pm
Heh... by my idea it is not heavy, but in fact wooden armor. Made of salvaged enchanted wood planks.
Title: Re: [WIP] Chronicles
Post by: wcho035 on September 07, 2019, 09:54:53 am


Features:
 - National contracts: conclude agreement with USA/Russia/China for specific equipment. Only one ally allowed.
 
Hi, I have some questions of great curiosity in this feature of yours.  What is your strategy in enabling of this feature without needing new coding in OXCE?

Do you have a faction rating system?

How do you restrict equipment availability? Are you using special base facility to enable this feature?

Hope you can kindly answer these question of mine. Thanks.
Title: Re: [WIP] Chronicles
Post by: Nord on September 07, 2019, 10:27:58 am
Hi, I have some questions of great curiosity in this feature of yours.  What is your strategy in enabling of this feature without needing new coding in OXCE?

Do you have a faction rating system?

How do you restrict equipment availability? Are you using special base facility to enable this feature?
Researches.
One will choose one of three research, which will forbid other two. And then items and other stuff will require proper research.
Sadly, no connection between real countries is possible, so player can conclude Chinese contract and operate in Canada.
No faction-based facilities present. Yet. But can be done later. I am in a very beginning yet.

Longest part of this work is to do terrains. And most boring.
Here is new MUJUNGLE:
Title: Re: [WIP] Chronicles
Post by: wcho035 on September 07, 2019, 10:58:15 am
I see where you are going at, thanks for sharing. However, as far as I understood of the current. OXCE build, this faction choice is one way.

I did request for a proper diplomatic feature for OXCE, with a rating system and well it is too ambitious for now at this time. Thank you for the reply again.
Title: Re: [WIP] Chronicles
Post by: Nord on September 07, 2019, 04:10:43 pm
I see where you are going at, thanks for sharing. However, as far as I understood of the current. OXCE build, this faction choice is one way.

I did request for a proper diplomatic feature for OXCE, with a rating system and well it is too ambitious for now at this time. Thank you for the reply again.

In fact, ANY kind of OXCE interactions between player and countries will be great. But now it is impossible.
Title: Re: [WIP] Chronicles
Post by: wcho035 on September 07, 2019, 09:54:39 pm
Just wondering, where did you get that rad green helicopter in the first post? Did you make it yourself?
Title: Re: [WIP] Chronicles
Post by: Nord on September 08, 2019, 08:57:45 am
Just wondering, where did you get that rad green helicopter in the first post? Did you make it yourself?
Yes
Title: Re: [WIP] Chronicles
Post by: wcho035 on September 08, 2019, 08:59:05 am
Nice.
Title: Re: [WIP] Chronicles
Post by: Nord on September 12, 2019, 03:08:15 pm
Ok, because of interest from more than one man, i have uploaded mod's draft. Here it is, you can pillage use any resources if you want.
There is not a single string written. And only 1/4 of story, so you can not win. But can look what it will be.
http://www.mediafire.com/file/8q9siz0byjslydh/CHR.zip/file (http://www.mediafire.com/file/8q9siz0byjslydh/CHR.zip/file)
Title: Re: [WIP] Chronicles
Post by: efrenespartano on September 12, 2019, 03:42:40 pm
Ok, because of interest from more than one man, i have uploaded mod's draft. Here it is, you can pillage use any resources if you want.
There is not a single string written. And only 1/4 of story, so you can not win. But can look what it will be.
http://www.mediafire.com/file/8q9siz0byjslydh/CHR.zip/file (http://www.mediafire.com/file/8q9siz0byjslydh/CHR.zip/file)
Thanks a bunch, Nord!

Nothing better to start the morning than a hot cup of tea and a new mod to scavenge resources!

Enviado desde mi LG-M400 mediante Tapatalk

EDIT: Insectoid Race crashed. Attaching screenshot, openxcom.log says the same.(https://uploads.tapatalk-cdn.com/20190912/8f2b649098b69d7d2df08dc8c5fd5b5a.jpg)

EDIT 2: I'm curious, how does the Police shield works? I notice a Stun attack, but... Does it stops bullets? Nice weapon sprites, BTW!
Title: Re: [WIP] Chronicles
Post by: Nord on September 12, 2019, 06:29:10 pm
Quick battles will often crash, because there are many campaign-only races. It is not bug.
In your case you can use mission type "str_terror_1".
Police shield improves defense when taking frontal hit.
Title: Re: [WIP] Chronicles
Post by: wcho035 on September 12, 2019, 09:24:09 pm
Mr Nord, thanks for the goods, really appreciate it. I hope I can return the favor one day.
Title: Re: [WIP] Chronicles
Post by: efrenespartano on October 09, 2019, 07:44:37 pm
Hi, Nord!

I would like to employ your Mi-8 map on my mod UNEXCOM, to equip some enemy human factions. Could I use it? With credits, of course.  ;D
Title: Re: [WIP] Chronicles
Post by: Nord on October 10, 2019, 10:17:16 am
Sure.
Title: Re: [WIP] Chronicles
Post by: Docent on October 10, 2019, 06:18:36 pm
Ok, because of interest from more than one man, i have uploaded mod's draft. Here it is, you can pillage use any resources if you want.

Thank you very much!
Title: Re: [WIP] Chronicles
Post by: Dioxine on November 06, 2019, 03:25:45 pm
I'm giving the mod a spin, it is already sort of playable but omg, quite hardcore. I like where this is going, though, your attention to detail deserves praise. I only think that slashing HP pools by 5 is perhaps too much, as it weirds out the wound-taking model. I guess you wanted to simplify things, but I would go by /2 instead.
Combat dynamics is refreshingly new - if you wanted to portray human soldiers as slow and cumbersome compared to the enemy, you have succeeded (firearms give you range advantage, but speed and power is on enemy's side). Sometimes you want to chew on your keyboard, but I approve of this choice. It only needs larger deployments to fully appreciate - cooperation is the key; in Piratez or XCF, 4 people is the minimum useable squad. In Chronicles, this minimum is at least 6.

EDIT: found and fixed some crashes, but I guess it's far too early to bother you with bugreports...
Title: Re: [WIP] Chronicles
Post by: Nord on November 06, 2019, 06:22:35 pm
in fact, this division by 5 is relevant to game beginning.
Later soldiers will go through transformations, became moreand more heroic. And of course late game enemys.
Like one enemy unit can wipe out whole squad of normal people and get no damage at all. Like archidemon.
gosh... there is so much to do.
Title: Re: [WIP] Chronicles
Post by: Dioxine on November 07, 2019, 02:58:48 pm
Oh, I like the idea of that. However I don't think crushing soldiers' HP so much changes much - even the basic nonheroic soldiers, confronted with the fact their guns are puny against heroic enemies, will just pack rocket launchers, mortars, landmines, flamethrowers etc to level the playing field :)
On the positive side, you can keep armor of unarmored humans at 0 and still a noticeable % of shots deals 0 damage (1 in 15 for a standard 7 power firearm, sounds about right).

EDIT: I actually managed to "finish" campaign, that is, play it for 6 or 7 months until appearance of more advanced enemies and lack of research made it too hard to proceed. The last thing I did was to capture an Outcast with serious losses, but he did not grant me anything of visible value, so I decided to try again in next version :)
I used the lasguns to win first mission, then I sold them and proceeded normally. I randomly choose American campaign and went on a Huey with hard rock blaring.
Even at the moment, the pacing seems quite fun in the first months and I seen nothing I disliked.
Title: Re: [WIP] Chronicles
Post by: Nord on November 07, 2019, 03:53:00 pm
Thanks for a kind words. It means much to me.
, will just pack rocket launchers, mortars, landmines, flamethrowers etc to level the playing field :)
Hehehe.... they can try.
Title: Re: [WIP] Chronicles
Post by: Dioxine on November 22, 2019, 10:46:16 pm
I made this today, and I though it might be useful for you (and it's unlikely to appear in Piratez soon) :)

EDIT: Also a cool spritesheet I found.
Title: Re: [WIP] Chronicles
Post by: The Martian on November 23, 2019, 05:28:48 am
I recoloured the Power Armor from "War of Shadows" by Jackstraw2323 and the Snakeman Commander's Cloak that Duke_Falcon made, and then combined them to create a unit sprite sheet that could be used with Dioxine's wizard.

Not sure if it will be of any use but have fun with it if you desire.


Edit:
By the way, your Dark Tentacle hit animation is excellent.
(https://openxcom.org/forum/index.php?action=dlattach;topic=6792.0;attach=45340)
Title: Re: [WIP] Chronicles
Post by: efrenespartano on November 23, 2019, 05:33:43 am
Its very cool, The Martian! Well done.

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [WIP] Chronicles
Post by: Nord on November 23, 2019, 11:44:33 am
Thanks, it can be useful.

Currently now i'm stuck with marauders camp terrain. A mix of medieval warcamp and looted modern stuff.


Dioxine, as exchange i can provide this redacted roman-style paperdoll.
Title: Re: [WIP] Chronicles
Post by: Nord on December 18, 2019, 05:51:13 pm
Killed two weeks, began to do alien bases.
Also here is improved spikeboar inventory pic, if someone wants it.
Title: Re: [WIP] Chronicles
Post by: Solarius Scorch on December 18, 2019, 08:16:55 pm
I'll take it, thank you :)
Title: Re: [WIP] Chronicles
Post by: new_civilian on December 20, 2019, 12:19:47 pm
What about "X-Chronicles" as a name?  :)
Title: Re: [WIP] Chronicles
Post by: Mitra Lightbringer on December 31, 2019, 03:49:13 pm
As expected from Nord, great brilliant to be masterpiece, and hard enough to be unplayable. I had 2 crushes. One was when I killed some sprite/wisp thing, apparently there is no corpse for it, and the other one is failed load of terror mission, I think, and I added the screenshot. I wish you the best of luck with this, I'm sure it will be amazing.

TIP: Get and upgrade armor ASAP, the way damage works in this mod, it will save your life several times over, and pay for itself in no time.
Title: Re: [WIP] Chronicles
Post by: Nord on January 01, 2020, 01:55:31 pm
As expected from Nord, great brilliant to be masterpiece, and hard enough to be unplayable. I had 2 crushes. One was when I killed some sprite/wisp thing, apparently there is no corpse for it, and the other one is failed load of terror mission, I think, and I added the screenshot. I wish you the best of luck with this, I'm sure it will be amazing.

TIP: Get and upgrade armor ASAP, the way damage works in this mod, it will save your life several times over, and pay for itself in no time.
Yep, this is not playable mod at all. Only blueprint or draft. It have a lot of bugs.
Title: Re: [WIP] Chronicles
Post by: Mitra Lightbringer on January 03, 2020, 01:22:51 am
I understand what it is. I never made a (public, at least) mod for XCom, but I did a lot of modding for other games. My remark is made about comparison of this teaser and your other work. You have a lot of talent for modding, but I am afraid I will not be able to enjoy it if you make it super-hard, aka. harder than the base game (I played TFTD my whole life, and I never finished it, anything harder that that can't even be called playable anymore). I reported bugs because I thought report could be useful to you.
Anyway, I wish you success with this.
Title: Re: [WIP] Chronicles
Post by: Nord on January 03, 2020, 03:13:36 pm
Well, thanks for your reply then.
Title: Re: [WIP] Chronicles
Post by: The Martian on January 04, 2020, 09:14:00 am
Also here is improved spikeboar inventory pic, if someone wants it.
I want it, thank you.
Title: Re: [WIP] Chronicles
Post by: Nord on January 20, 2020, 01:51:18 pm
So, i have read some fanfics about xcom... and there is it, your nightmare in a future:
(Warning, do not open spoiler if your bravery is below 100)
(https://i.postimg.cc/KjxNcNsP/keeper-sheet.png)
Maybe later i will make him animated (with all these fancy glowing tentacles).
Title: Re: [WIP] Chronicles
Post by: The Martian on January 20, 2020, 11:00:37 pm
and there is it, your nightmare in a future:
Not only is it a cool new alien unit, but it comes with a bonus toy on opening.
(https://openxcom.org/forum/index.php?action=dlattach;topic=6792.0;attach=46633)
Great work Nord! (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [WIP] Chronicles
Post by: Solarius Scorch on January 23, 2020, 04:42:27 pm
.. and this is why Kinder Surprise eggs are illegal in the US.
Title: Re: [WIP] Chronicles
Post by: Nord on March 18, 2020, 10:57:16 am
Dear community, i need your help.
Please invent a skills that soldiers posesses.
Soldiers:
Healer (combined with druid or biomage, focused on body enchancing)
Conjurer (focused on light and darkness, in future can be upgraded to demonologist/necromancer)
Minimum two skills: one for special use(as ranged attack or scripted behaviour), other for close combat/touch.

Battlemage and mentat allready fine.

Also, some new screenshots:
Title: Re: [WIP] Chronicles
Post by: Bobit on March 21, 2020, 02:11:38 am
 Mostly no scripts design limitation.


Mutologist
Adrenaline: Stam/TU/Morale regen per wound
Ragebolt: Shoots a projectile with small AoE that heals and restores TUs, but causes lots of wounds.

Darkseer
Blinding Shadow: High night vision, but also 1-tile personal light. Melee panic attack.
Opaque Monocle: Fixed reaction-only long-min-range weapon which spawns "illusions", invisible damage dealers with negative HP regen.
Title: Re: [WIP] Chronicles
Post by: Nord on March 21, 2020, 05:27:18 am
Mostly no scripts design limitation.
Yes.
Maybe i can not describe it correct from first attempt. I have allready choosed classes. Now i need ideas for that two classes. One - mage who upgrades his body. I prefer not to give him direct healing abilities, maybe more buffs. Other is spiritist, shaman if you will, in the first tier of his career he must not be able to summon units, just... dont know what. Something connected with energy from other planes maybe?

Idea with extreme night vision i like.
Reaction only weapon... i am doubt that is possible.
Title: Re: [WIP] Chronicles
Post by: Bobit on March 22, 2020, 01:15:00 am
I do think that bleed buffs are easy to implement and a good idea for the body-upgrade.

Lots of mods have night-vision sure, but putting it together with 1-tile personal light which alerts enemy would be pretty interesting to me. Ultimately it's kinda the same as the XCOMfiles flashlight, and from my experience with that item, I take it back, not actually a great fit.

Really the shaman should probably just have summons if the other classes have it. But what's your summon mechanic? Is it just like having an extra unit, or something more different?
Title: Re: [WIP] Chronicles
Post by: Nord on March 22, 2020, 02:58:31 am
 Summon mechanic is not defined yet. Most chances - weapon, one shoot spawn one unit. This unit lives short time, or is almost harmless. On high tier shaman will spawn shadows, immune to basic attacks but loosing power over time.

Also, more screenshots.
Title: Re: [WIP] Chronicles
Post by: Nord on March 30, 2020, 07:26:37 am
How do you think, alien with damage mirror is unfare?

Also another armor screensshot:
Title: Re: [WIP] Chronicles
Post by: Mitra Lightbringer on June 03, 2020, 01:55:21 pm
When can we see next version?
Title: Re: [WIP] Chronicles
Post by: Nord on June 03, 2020, 04:50:38 pm
When can we see next version?
Soon.
In fact, it is pretty ready, i just need to upload it. Of course not 100% ready, but playable.
Title: Re: [WIP] Chronicles
Post by: xcomfan on June 03, 2020, 11:08:10 pm
Sweeeeeeet. Can't wait :)

Yess, lookin' forward to it!
Title: Re: [WIP] Chronicles
Post by: gaffer on June 04, 2020, 06:50:57 pm
Very excited for this! Cheers to you guys!
Title: Re: [WIP] Chronicles
Post by: Nord on June 09, 2020, 05:18:00 pm
Update, see first page.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on June 17, 2020, 10:11:58 pm
So, no feedback? Noone interested? Shall i stop that?
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Meridian on June 17, 2020, 10:21:22 pm
No time right now.
But I'll give it a spin during summer holidays.
Anything coming from you can only be pure gold :)
Title: Re: [WIP] X-Chronicles version 0.3
Post by: xcomfan on June 18, 2020, 12:15:16 am
Congratulation it's really promising, keep it up! Hope to give a shot, hopefully 8)
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Mitra Lightbringer on June 22, 2020, 06:12:44 pm
So, no feedback? Noone interested? Shall i stop that?
Oh, sorry, I forgot to send you the answer.
Yeah, you asked for any typos, but there were too many, I just wanted to gather them all, but I did not get too far into the game. I need alive goblin to unlock magic, but getting alive enemies in a safe way is impossible. I still like it a lot. Pics are GREAT, and always relevant.
I am a bit confused about the lasers, though. Are we supposed to have them, or are they there just for testing purpose?

Edit: How do I fix the typos and how do I send you fixed version? You should replace the "Heawy Weapons" with "Heavy Weapons" as soon as you can, though, it really sticks out.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on June 23, 2020, 07:11:53 am
.
I am a bit confused about the lasers, though. Are we supposed to have them, or are they there just for testing purpose?

Edit: How do I fix the typos and how do I send you fixed version? You should replace the "Heawy Weapons" with "Heavy Weapons" as soon as you can, though, it really sticks out.
Yes, lasers are a test items.
About typos: you can fix them in a file "language/en.yml", and then upload it here.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Mitra Lightbringer on June 28, 2020, 10:58:13 pm
Fixed a couple of typos.
Special forces contract does not work.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Mitra Lightbringer on June 29, 2020, 04:18:20 pm
Special forces contract does not work.
Fixed that, too. Missing lookup, apparently.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Finnik on July 05, 2020, 08:05:07 am
Tried your mod today, very interesting and unusual, good luck to you! It's cool that you use new mechanics, it will be very interesting to see the development.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Dioxine on September 04, 2020, 01:52:41 am
I was away from the forums, so I did not notice the update, but I'm watching this with close interest. Kudos on new designs, this looks like beginnings of something really huge. Don't stop work on it - few oxce mods are on the quality levels of yours. I notice how much X-Piratez grafix you take and improve - it makes me feel really good, that it can serve other modders to help doing awesome work!
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on September 04, 2020, 02:22:21 am
I am working. But things goes slow.
Here is legion thunder priest.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Mathel on September 04, 2020, 12:19:11 pm
Seems interesting. Once I finish my XCF playthrough, I should try this.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Dioxine on September 05, 2020, 02:02:44 am
Found 2 critical bugs, disallowing to launch game in new OXCE:
1. hunters have nonexistent item STR_HUNTING_RIFLE_CLIP (I assume they should have STR_HUNTING_RIFLE_AMMO)
2. some enemy has nonexistent item STR_ARCANE_CLAW (I assume should be STR_ARCANE_CLAW_1).

edit: there is more of it - missing corpse items for a bunch of armors:
Error processing 'CHRYSALIS_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'DIGGED_FIRE_OSTRICA_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_1_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_2_ARMOR' in armors: Missing battle corpse item(s).


Edit2:
Testing so far - budget is rather tight, and soldiers die in droves. I'd consider cutting their hiring cost in half.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: eXalted on September 06, 2020, 01:19:12 am
This looks really really awesome!

I am curious to play it but noticed that the soldiers start with (really overpowered) Laser Rifles. Is this intended?
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on September 06, 2020, 02:31:58 am
Found 2 critical bugs, disallowing to launch game in new OXCE:
1. hunters have nonexistent item STR_HUNTING_RIFLE_CLIP (I assume they should have STR_HUNTING_RIFLE_AMMO)
2. some enemy has nonexistent item STR_ARCANE_CLAW (I assume should be STR_ARCANE_CLAW_1).
Ok, got it.
Quote
edit: there is more of it - missing corpse items for a bunch of armors:
Error processing 'CHRYSALIS_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'DIGGED_FIRE_OSTRICA_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_1_ARMOR' in armors: Missing battle corpse item(s).
Error processing 'SPITTER_2_ARMOR' in armors: Missing battle corpse item(s).
Are thei needed? it is units leaving no corpse on death. Shall i give them "none" item as corpse?
Quote
Edit2:
Testing so far - budget is rather tight, and soldiers die in droves. I'd consider cutting their hiring cost in half.
Ok. Almost no balancing is done at this point.
This looks really really awesome!

I am curious to play it but noticed that the soldiers start with (really overpowered) Laser Rifles. Is this intended?
Laser rifles are a test items, you can ignore them.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Dioxine on September 06, 2020, 05:24:33 am
Re: battle corpses
Even if they disappear, the game demands some sort of an object, visible in battlescape, from EVERY armor. I assume these are for units that transform - well it doesn't matter, but I think "None" won't work. I simply give such armors either same corpse as the final stage, or something similar; or if it IS final stage, but you don't want a visible corpse, give them something with blank bigob and floorob, and inventory size 0x0. Anyway it's just sanity check, and no choice but to play along - OXCE will just refuse to start otherwise.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: AlsoKnownAs on October 25, 2020, 06:59:51 am
I've begun playing on beginner. Combat is still moderately difficult. Pistols and rifles feel like they do nothing, the only way to mow down shields is shotguns, but they have an effective range of like 5 meters.
It feels like if I don't pick USA I get instantly fucked over by monster hunts and marauders. If I use a rifle or pistol it's usually a 50/50 hit/miss, even at 2 tile range.
The low TUs mean avoiding melee attacks is practically impossible and getting out of ccs range (I hate the point blank weapon missing mechanic) costs half my TUs.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on October 25, 2020, 08:29:17 pm
I've begun playing on beginner. Combat is still moderately difficult. Pistols and rifles feel like they do nothing, the only way to mow down shields is shotguns, but they have an effective range of like 5 meters.
It feels like if I don't pick USA I get instantly fucked over by monster hunts and marauders. If I use a rifle or pistol it's usually a 50/50 hit/miss, even at 2 tile range.
The low TUs mean avoiding melee attacks is practically impossible and getting out of ccs range (I hate the point blank weapon missing mechanic) costs half my TUs.
Yep, that's like it should be. Except USA.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: chickenx4 on November 07, 2020, 12:32:47 am
Any new Folklore creates like Mexican Folklore and Nuckelavee
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on November 10, 2020, 08:03:05 pm
Any new Folklore creates like Mexican Folklore and Nuckelavee
What are you talking? I dont understand you.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: chickenx4 on November 11, 2020, 04:26:08 pm
i said will there be Any new Folklore creates like Mexican Folklore and Nuckelavee
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on November 11, 2020, 04:57:42 pm
Creatures maybe?
Well, if someone give me sprites for them, then why not.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: AlsoKnownAs on November 30, 2020, 01:37:35 am
Also mind I can't even play the mod, there's error on start up. I had to dig into the files and delete lines of code.
Title: Re: [WIP] X-Chronicles version 0.3
Post by: Nord on July 26, 2021, 03:35:18 am
Version 0.5

Playable more or less, but not finished and totally not balanced.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Dioxine on July 29, 2021, 12:36:36 am
Congratulations on your release! I'm anxious to see what's new :)
Title: Re: [WIP] X-Chronicles version 0.5
Post by: The Martian on July 29, 2021, 04:07:01 am
If I may make a suggestion, perhaps the upper portion of the Fire Priest's uniform should remain during the death animation as it is present on both torsos on the unit's sprite sheet?

Blue = Suggestion
Green = X-Chronicles V0.5
Yellow = X-Chronicles V0.3
(https://openxcom.org/forum/index.php?action=dlattach;topic=6792.0;attach=54620)

Playable more or less, but not finished and totally not balanced.

Balanced or not, this is still a major milestone.

Keep up the great work Nord. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Nord on July 29, 2021, 04:16:44 am
Congratulations on your release! I'm anxious to see what's new :)
Thanks. There is so much new that i can not remember it all. And there is so much to do!
If I may make a suggestion, perhaps the upper portion of the Fire Priest's uniform should remain during the death animation as it is present on both torsos on the unit's sprite sheet?
..
Keep up the great work Nord.
Thanks, of course i'll take it.

This unfinished version was uploaded mostly for Yankes, to see about a bug with skills using psi-amp. Please dont consider it as release.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: EleriumWard on July 29, 2021, 08:49:27 am
Good afternoon. I've been really interested in what an XCOM-style game with fantasy elements would be like, so I decided to try out your mod. Here are a few comments I have:

- Game contains a few minor grammatical errors. Please fix them if you have the time.
- Reduce the amount of Terror Missions. Instead, replace them with missions similar to the monster hunter missions. Also, please add more types of missions; so far, I've only encountered Monster hunt and Terror Missions, although I have not really gone too far into the game yet.
- Add more research reports.

Other than these, I think it's an interesting mod, and I would like to see how far it could go.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Abyss on August 09, 2021, 09:52:49 am
Hello Nord!

It is quite obvious that your works are brilliant, yet not much forum people are online to praise you as you should be praised and to put immidiate feedback.
Nevertheless we all heard that you are not registered on Discord, I strongly suggest you follow the link and join Dioxine server (there are always at least 50 ppl online, out of 1,5k total).
It's easy, helps to solve lots of questions and share resources (mappacks etc)

Personally, at this point I think that the best strategy for you will be networking with modder community and defining the way your mod will integrate into the Lore (as X-Piratez is total lore-friendly with X-Com Files etc.), if you willing to do so, ofc.

https://discord.gg/fPXeWnpB

Cheers! And thank you:)
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Nord on August 09, 2021, 11:16:58 am
I tried Discord several times.
Still dont get it, it is just obedient chat from 2000's.
But ok.
On the other side, i have too bad internet access too often to maintain connection to discord.

Or you mean that something i miss, something that not goes to forum?

Mappacks is really needed, though. I wanted to place a request on forum later, when my project will be closer to finish.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Abyss on August 09, 2021, 12:32:00 pm
Nah, i could have said there are tons of stuff you miss, like bug reports (for released versions), balance, qualified help (including OXCE devs), getting of what is going on in both dimensions (modding + dev), request something and check suggestion viability. But everything is aquirable through the forum in a calm (yet time consuming) way.

Nobody has to use Discord but yet most prefer it for the simpleness and possibility to make subbranches for major questions. That's where Discord comes into favor.

Title: Re: [WIP] X-Chronicles version 0.5
Post by: Mathel on August 23, 2021, 05:05:47 pm
Hello. I have started this mod recently.

It is fun.

I went through what I unlocked of Ufopedia so far and compiled grammar corrections that I found into a file. They are in the order they appear in Ufopedia, not the order they are in in the original file.

I also have some bugs to report and a suggestion.

Bugs:
Atmospheric Satellite and Stun Rod are in UFOPEDIA from the start, even though you can't buy them.

Missile Defenses are in UFOPEDIA from the start, but can't be built.

TAZER causes critical wounds, making in somewhat bad at capturing foes. No Health damage, just critical wounds.

Grenade UFOPEDIA entry says it has a timer for precise control. But it does not in this mod.

Battle cocktail's UFOPEDIA entry calls STR_BUFFER_UFOPEDIA, instead of STR_BUFFER_1_UFOPEDIA.

Suggestions:
I think that the magical daggers (Fire Dagger, Frost dagger, and Icy dagger) in Outcast Mage's 'Gives one for free' should be gated behind Magic Items.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Nord on August 24, 2021, 06:14:01 am
Thank you, for your corrections.
Bugs are plentyful here, and i fix them continuously.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Mathel on August 30, 2021, 05:44:27 pm
Hello again. I have brought 3 more corrections and one bug this time.

Starting with bug, game crashed with attached message upon researching Zombie Corpse. Presumably, it takes the requirement for STR_ZOMBIE_AUTOPSY from .../standard/xcom1/research.rul:222.

As for language corrections, they are now sorted in the order I happened to research the topics in.


Title: Re: [WIP] X-Chronicles version 0.5
Post by: cptelerium on September 12, 2021, 10:32:32 pm
Let me introduce The X-Chronicles: a new mega-mod for X-com.

Hah, this really shows how many cool themes can be done inside the engine.

UFO(1) is tmo one of best... the best, tactical game created.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Tchey on October 07, 2021, 09:06:05 pm
Hello,

 Is there a "nighly" version, or only the version 0.5 ? If you work continuously on this mod, would be nice to have the "rolling version", i think.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Nord on October 07, 2021, 09:57:40 pm
Because i am sitting at home with my leg broken, mod making process is moving. I think soon i will release the 1.0 version.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Finnik on October 08, 2021, 03:06:31 am
I'm also sitting home with COVID, that pushed my modding process)
Title: Re: [WIP] X-Chronicles version 0.5
Post by: The Martian on October 08, 2021, 06:45:22 am
That sucks, I hope you both have a swift recovery.
Title: Re: [WIP] X-Chronicles version 0.5
Post by: Nord on November 03, 2021, 11:40:25 am
Mod released, new topic: https://openxcom.org/forum/index.php/topic,10233.0.html (https://openxcom.org/forum/index.php/topic,10233.0.html)