OpenXcom Forum

Modding => Work In Progress => Topic started by: Warboy1982 on October 29, 2012, 06:20:56 pm

Title: OpenXcom - War
Post by: Warboy1982 on October 29, 2012, 06:20:56 pm
I Guess i should start an official thread for this, so i can keep people informed of what i'm up to, and also have a convenient place to keep track of feature requests.

small preamble to what i'm doing:

you see all this awesome content here on the forums?
i'm putting it all together in one big centralized mod.
while i'm at it, i'm adding any feature i can think of, and then some.

here's a short feature list to whet your appetite:
new armor (additional, not a replacer)
new weapons (flamethrowers, shotguns, grenade launchers, knives, more!)
new tanks (build your own sectopods!)
new alien weapons (disruptors and gauss rifles)
new units (police and soldiers, who will show up on terror missions and help fight the aliens)
FLASHBANGS! (instant-detonation, reduces target's reactions, accuracy, and view distance)
and much, much more.

for a full feature list of what i'm up to, click the following link:
List Of Things.txt (https://github.com/Warboy1982/OpenXcom/blob/ModDev/list%20of%20things.txt)

please excuse the random nature of this document, i am not a sane person.

to download the latest build, that is, the latest one i got around to uploading, click this one:
OpenXcomWar.rar (https://github.com/downloads/Warboy1982/OpenXcom/OpenXcomWar.rar)

if you don't want me to use your sprites/artwork/maps/whatever, then please let me know and i'll remove it and question your sanity for having uploaded it in the first place if you didn't want people to use it.
Title: Re: OpenXcom - War
Post by: michal on October 29, 2012, 06:57:04 pm
I've made your topic sticky ;)
Title: Re: OpenXcom - War
Post by: pmprog on October 29, 2012, 09:44:41 pm
if you don't want me to use your sprites/artwork/maps/whatever, then please let me know and i'll remove it and question your sanity for having uploaded it in the first place if you didn't want people to use it.
I don't want to sound a killjoy, but that's not really how it works. Unless they explicitly say it's an open license, you need to ask permission. I'm sure most people would be more than happy for you to use their work, but it's better to check first.
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 29, 2012, 10:54:24 pm
i know that's not how it works. that's why this was never intended for release, and why my desire to stay in the mod scene lessens daily. i upload each and every mod i make with the express intent that people use it, and if they like it, perhaps include it (or aspects thereof) in a mod of their own. this is how the mod community grows and develops, the free sharing of ideas and resources. personally i am THRILLED to see anything i have made get used by someone else, that's what makes it all worthwhile. anything and everything i release is with this in mind.

and i know it may sound pig-headed, but i'd rather scrap the project entirely or keep it internal-only than have to go running round asking each and every person's permission and dealing with intellectual property grievances.

i will TRY to compile a list of "contributors" to give credit where credit is due, if i miss a name, i'm sorry, i'm human. also, please forgive my ignorance, i had figured that anything i found on the forums would be implicitly open-licensed, given the open-source nature of the project.

none of the artwork is mine, i never claimed it was, i never will.
unless it is.
but it won't be.
Title: Re: OpenXcom - War
Post by: LCSand on October 29, 2012, 11:11:04 pm
True as long as he does not redistribute stuff copyright does not matter.
But to get this problem out of the way maybe everyone should explicitly state a licence under wich he releases his work.
Well Openxcom is GPL as far as I know, so all of Warboy1982s code additions are too.
Maybe someone could make a sticky with licence recomendations in the cotributions part of the forum. You know like one of the CC licenses for example https://creativecommons.org/licenses/by-sa/3.0/ for artwork.
Does not work for derivative work though...
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 30, 2012, 07:31:39 am
i really enjoy discussions over legality and copyright issues, please fill this thread up with as much of it as you can, because feature requests and on-topic discussion are totally boring.
Title: Re: OpenXcom - War
Post by: LCSand on October 30, 2012, 09:32:48 am
Yea, sorry. Point taken.

I saw you want to enable Brainwashing of aliens. Maybe a clone your own type of facility(after researching alien reproduction) would be better and opens up the path to the whole gene maipulation too.
So I think using aliens on earth could be fun but how about if you take them to mars the big alien brain would then take control of all the aliens you bring? So if you rely too much on aliens and do not train humans you fail.  ;)

I always thought a scanner tank would be good. It always has surround view and no weapon. But you can enable an active scan and that would be like looking through walls (like the motion scaner just better). Give it lots of armor too. Maybe let it fire electro flares.
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 30, 2012, 09:51:04 am
now THAT is a feature request, i like it and it's going in. scanner tanks, hells yes.

i'm thinking that handling converted aliens is going do be difficult enough, let alone introducing a whole bunch of hybrid units, (i mean, unless anyone has some sprites to volunteer). i could of course simply not have it represented, but where's the fun in that?
also, lore-wise, i'd rather that the scientists exhibit at least some kind of morality, currently they will refuse to clone a living soldier, and i'm thinking some of them would rather resign than splice human DNA with that of aliens (the funding nations should probably also frown upon this). this could possibly lead to a scientist revolt type mission where the scientists break into the storage facilities and steal a bunch of crowbars or something.

thanks for the suggestion!
Title: Re: OpenXcom - War
Post by: AndO3131 on October 30, 2012, 09:55:05 am
I have a question for you @Warboy1982 - will you merge fixes from SupSuper's branch?
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 30, 2012, 10:03:08 am
yes.
Title: Re: OpenXcom - War
Post by: michal on October 30, 2012, 10:16:26 am
I always thought a scanner tank would be good. It always has surround view and no weapon. But you can enable an active scan and that would be like looking through walls (like the motion scaner just better). Give it lots of armor too. Maybe let it fire electro flares.

Wouldn't it give too much advantage to humans? Maybe better some weak scanner drone? But flying :D It could be thrown / dropped by soldier and then remote controlled by him for couple of turns (like 3 - 5 max)? Remote controlling would consume soldier (who control drone) time units. So basically it's more advanced motion scanner.
Title: Re: OpenXcom - War
Post by: Volutar on October 30, 2012, 10:53:37 am
scanner drone (tank?) IMHO would be too much of an advantage. i suppose it should have some sort of flaws (like camouflaged aliens) and/or be enabled in later stages of game.
Title: Re: OpenXcom - War
Post by: LCSand on October 30, 2012, 11:23:58 am
I do not know. Aliens can look through walls anyway? Maybe that is just cheating AI, maybe it is a psi power. How else can the aliens find targets for psi contol all over the map? Making it a psi power could be fun too, like sense thoughts in an area.
It would make sense that the aliens see xcom landing(can not be very stealthy) so the general area oposition comes from would be known to the aliens.
And the scaner tanks vision range would be limited anyway, I think balancing would be possible. It would just remove the hassle of searching for that last alien who probably hid in the fridge or something. Also for terror missions as first unit out of the craft.
Warboy do you plan to implement the exchangable turrets for weapon platform idea?
https://openxcom.org/forum/index.php/topic,374.msg2950.html

Mmmhhh about missions being time critical. Maybe when you shoot down an ufo and you are not quick enough the local army would take care of it. Wich of course would have consequenses for xcom. Like the locals get alien tech in addition to seeing xcom as pointless and reducing funding. Also selling alien stuff could increase alien tech availible to normal people.
This could have some political effect, wich would make the game more complicated.
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 30, 2012, 11:51:12 am
the detector tanks could always have a chance to fail to detect a target, especially if it isn't moving, and hell it could even give false positives, or just reveal units as "blips" maybe it could just be a motion scanner type item for a tank's left hand slot? nobody ever uses motion scanners, maybe if they're built in, people will.

battle mechs - perfect, i was using sectopods with disruptors/railguns, but seeing those mock-ups...

i think i could probably cheat turrets on to the existing sectopod sprites without too much hassle, removing the need to alter them. i'll just add turret sprites from the tank.pck to the sectopod.pck, alter the drawing routine a little to allow for using them and... mission accomplished?

time criticality - this is where the cult of sirius comes in. if they make it to the crash site first, they get a tech level bump, and the crash site disappears, then, next time you see them, they suddenly have disruptors and plasma rifles instead of shotguns and rifles. (allowing them to recover a ufo will also make them more likely to launch an attack against you. if you don't make it to a terror site in time, all the civilians will be dead, and the military will have moved in to occupy with orders to shoot anything that moves on sight (that means you too). terror missions disappearing will be as a result of the military firebombing the area, resulting in a MASSIVE funding hit for the next quarter (the cost of those bombs comes out of your funding).
other time criticalities include: alien battleships descending to establish bases. if it lands, you have about a 15 minute window to get there before the crew have begun installation of the facilities. supply ships, likewise, they were always time critical, but now after a small window the elerium will have been moved OFF the ship, and raids on supply vessels will be somewhat fruitless.

and lastly: i think the best and easiest way to make things more time critical is to lower the speed of all xcom craft by... a lot.... the troop transports, at least. make them giant air-whales. maybe make their air-speed a function of the weight of the equipment and troops on board?
Title: Re: OpenXcom - War
Post by: LCSand on October 30, 2012, 12:46:38 pm
the detector tanks could always have a chance to fail to detect a target, especially if it isn't moving, and hell it could even give false positives, or just reveal units as "blips" maybe it could just be a motion scanner type item for a tank's left hand slot? nobody ever uses motion scanners, maybe if they're built in, people will.
I use motion scanners quite a bit, everyone gets a medi kit and a motion scanner also electro flares when doing night missions.
I do not use smoke grenades though. I would use proximity mines if they were actually useful, maybe used to trigger a chain explosion(other explosives like alien grenades in the area of effect).
Motion scanner is great in combination with flying suit.
I like the blips idea and false posives if the area is still all black, like seeing a false blip just to find out it is a lamp or a tv set.
Quote
and lastly: i think the best and easiest way to make things more time critical is to lower the speed of all xcom craft by... a lot.... the troop transports, at least. make them giant air-whales. maybe make their air-speed a function of the weight of the equipment and troops on board?
I think they are already plenty slow. If you make them slower it have to be balanced though.
Title: Re: OpenXcom - War
Post by: Warboy1982 on October 31, 2012, 08:59:43 am
dear diary:
today i made a sprite or 3.

(https://dl.dropbox.com/u/47596892/basebits_54_0.gif)(https://dl.dropbox.com/u/47596892/inticon_21_0.gif)(https://dl.dropbox.com/u/47596892/inticon_32_0.gif)
(base) (minimized) (interception)
these are the graphics for the sentinel class interceptor.

if anyone wants to use these for anything whatsoever, go right ahead.
also, if someone wants to make me a ufopedia image for it, i would be much obliged.

EDIT - just uploaded a new compiled version with all of today's new features, including working psi and physical training!, now if only i had maps for the new facilites, i'd be completely happy, although since there aren't any base attacks yet, it's low priority.
Title: Re: OpenXcom - War
Post by: moriarty on October 31, 2012, 10:59:48 pm
detector tanks sound very cool. having motion scanners work in the form of a battlescape overlay instead of a separate screen comes to mind... a certain area around the scanner tank (or motion scanner - bearing soldier) would be "augmented" by showing motion signatures... perhaps larger and more fuzzy for stationary units, and sharper for those that moved recently?

if you want to go in that direction, perhaps it would be nice to give every soldier one "helmet slot" in the inventory screen, where a single special equipment item can be used: a motion scanner, a long-range targeting scope, a night vision scope, perhaps a personal mind-shield later on? if you find that the HWPs become too strong, you could even balance them by having them require one soldier with a "HWP remote" item. if that soldier gets killed, somebody else needs to pick up the remote, or you can't use the HWP anymore...


slow air transports that need fighter craft for protection seem like a good idea, too. increases geoscape tactical play by introducing counter-attacks, perhaps even bait-and-attack missions once smarter aliens (ethereals?) come into play.


i like the sentinel class interceptor :) looks a bit like the bat-plane https://www.thomasmodels.com/gallery/batwing.jpg (https://www.thomasmodels.com/gallery/batwing.jpg)
Title: Re: OpenXcom - War
Post by: Warboy1982 on November 08, 2012, 08:26:31 am
yeah, i'm over this.

github has confused and frustrated me to the point where my will to continue has dried up completely.
i've been stuck adding vanilla features for the past few weeks, and that's not what i want to be doing, especially if i can't actually contribute those features to the finished product.

i MIGHT be coming back to this when 1.0 hits, but until then, i feel like i'm just wasting my time.

if anyone wants to take over, go ahead.
Title: Re: OpenXcom - War
Post by: michal on November 08, 2012, 08:52:00 am
Damn, sorry to hear that :( I hope you will return. Maybe take some free time,  then read about git and try again.
Title: Re: OpenXcom - War
Post by: luke83 on November 08, 2012, 09:29:59 am
Its a sad day for xcom gamers everywhere , i hope you find the will to continue yout plan again mate , maybe after 1.0 ;)
Title: Re: OpenXcom - War
Post by: SupSuper on November 08, 2012, 02:00:54 pm
Radius wrote a pretty extensive guide on using GitHub (https://openxcom.org/forum/index.php/topic,715.0.html) if you're curious.
Title: Re: OpenXcom - War
Post by: Warboy1982 on November 08, 2012, 04:45:36 pm
i read it. five times. it helped. a little.

the problem is that github is just so damn confusing, i ended up doing it by manually editing the config files (which by the way, is much more straightforward) because doing it via command line only yielded error messages, and doing it via the GUI yielded... well nothing, i'm still convinced that piece of software does nothing useful apart from break everything.
Title: Re: OpenXcom - War
Post by: SupSuper on November 08, 2012, 10:06:13 pm
I've never used many GitHub-specific features (I've heard their software isn't that great) myself, just treat it like any other VCS, which probably helps. If worse comes to worse, you can always interface it with some other VCS you prefer or just go back to old-fashioned code sharing. :P We don't force anyone to use GitHub or pull requests, although it does speed up getting other's changes into our codebase, but since you work mostly independent from us that shouldn't matter much.
Title: Re: OpenXcom - War
Post by: Warboy1982 on November 08, 2012, 11:15:23 pm
true, but i've started working on vanilla features, like psionic training and hyperwave decoding - stuff you need - in an effort to get my project finished.
i can't finish my project until you finish yours. so... get ready for more pull requests? i THINK i've finally got github... well, not figured out, but... working?
merging changes from the master is a LOT easier now, i'll give it that much. plus now i can actually add stuff in the proper way i'll feel less like i'm wasting my time,
and more like i'm... joining the team?
basically the way i see it, the sooner you're done, the sooner i can get back to what i want to be doing, so it's in my interests to make your interests my interests.
Title: Re: OpenXcom - War
Post by: michal on November 09, 2012, 08:46:07 am
Great to hear that :)
Title: Re: OpenXcom - War
Post by: MKSheppard on November 17, 2012, 06:12:43 pm
So WarBoy, since you're coding stuff; how about these suggestions?

1.) Adding multiple weapons (Up to say four?) for HWPs.

Basically, making HWPs a bit more useful; in that you have something that can roll out the Skyranger ramp, start hosing down the landscape with HE shells, then seamlessly switch over to IN shells to set on fire a building. Then a bunch of sectoids wander into your HWP's FoV and you fire off a large rocket at them.

In real life, many autocannons (and some heavy machine guns) have dual feeds; allowing you to switch from AP rounds to HE rounds with a flick of a switch; and an increasing amount of light vehicles now carry expendable ATGM launchers on the sides of their turrets.

2.) Making some kind of directional blast grenade code -- one idea I had was to replace the current kind of useless HIGH EXPLOSIVE charge with a more useful item that is directional, and can breach UFO walls; making that item useful to the player -- instead of throwing the charge, you can walk up to an UFO exterior wall, face it, prime the SHAPE CHARGE, drop it, and the next turn it fires and has a 50% chance of knocking down an alien wall in front of it.
Title: Re: OpenXcom - War
Post by: MKSheppard on November 17, 2012, 06:18:56 pm
3.) Enhanced Proximity Grenades and Motion Detector.

Let me explain.

As it is, researching and autopsying aliens currently is useful for some fluff, but we all know what is what by heart by now and we just autopsy them for the points boost at the end of the month; and capturing live aliens gives you no benefit except for the crucial COMMANDER(s) that you need to unlock Cydonia.

But what if we made autopsies/alien captures unlock better equipment? One area where better equipment comes to mind (and could be accomplished with sprite recoloring) is the Motion Detector and Proximity Grenade:

Motion Detector/Prox Grenade Mk I: As we have them in XCOM now. Unable to differentiate between civilians/aliens. Blow up anyone who passes nearby.

Motion Detector/Prox Grenade Mk II: We've videotaped and analyzed the motion, gait, IR signature, etc of aliens that we have captured; so we now offer you this new model. It can tell you if that's a human or alien. Likewise, the prox grenade shouldn't blow up a human. Most of the time....(error rate of 50% or so). Maybe a bit more range.

Motion Detector/Prox Grenade Mk III: Accuracy has improved, and we can now tell what type of alien we detected. Grenades can be set to a specific species of alien, so you can have prox grenades target chyssalids only. A little bit more range over the Mk II.
Title: Re: OpenXcom - War
Post by: Warboy1982 on November 17, 2012, 09:48:26 pm
yeah, i was actually going to modify some of the ufopeadia text to give useful information on alien vulnerabilities because of what i'm doing to armour/resistances, and give a small damage boost or something against a race that you HAVE researched (basically analogous to researching in system shock 2)

as for the motion sensors, i like where you're going with this. i'm thinking that for each LIVE alien species you research, it allows for differentiation of that species' blob, not sure how i'd handle this for proxies.

shaped explosions: yes, yes and more yes. claymores, breaching charges, all that good stuff.

i'll be messing around with the tech trees too, i want power armour to be a branch of muton research and flying armour to come from floaters and ethereals - floaters for propulsion, and ethereals for the alien nano-weave (their robes). you already gain sectopod construction from sectopod research.

multiple ammo types for HWPs will be a simple addition, i'll just have it as a different fire mode, ie: aimed shot becomes AP shot, snap shot becomes HE shot, auto shot becomes IN shot (single bullet of course) and as an added bonus, i'm gonna have a coaxial machine gun in the "left hand" slot.

thanks for the suggestions!
Title: Re: OpenXcom - War
Post by: moriarty on November 20, 2012, 04:45:43 pm
the tank "left hand" slot could also be used for a limited-uses (two "shots"?) smoke screen generator (simply create a smoke grenade explosion centered on the tank itself). it's a commonly used addition on full-size infantry-support tanks, after all.

you know what would also be nice? a "multiple-ammo dual-mode" main gun: right weapon fires AP/HE/IN rounds as usual, left weapon fires the same ammo in a grenade-like arc! both use the same "magazine". [call it the "MADMAC": multiple ammo dual mode assault cannon :) ]
Title: Re: OpenXcom - War
Post by: Warboy1982 on November 20, 2012, 10:09:30 pm
yeah, i was gonna put multiple ammo types on cannon tanks, like AP shot, HE shot and IN shot instead of snap/aimed/auto shot, and i was thinking co-axial machine guns (full auto) in the second hand slot, but smoke launchers suit tanks, and i think the full auto gun probably belongs on the sectopods.

as for the MADMACS (multiple ammo dual mode assault cannon SYSTEM): how about instead of "THROW" (which is unavailable on fixed weapons anyway) simply have a "SWITCH FIRE MODE" to toggle between arcing shots and regular shots.
Title: Re: OpenXcom - War
Post by: Daiky on November 21, 2012, 07:01:06 pm
It doesn't sound very logical that you can switch a weapon between arcing and straight trajectory.

It mainly depends on the type of ammo: propelled or unpropelled, a regular smoke grenade launched from a launcher is like throwing it (except it ignores strength as the maximum range). A propelled smoke grenade launched from a launcher is following a straight path towards the target.
Title: Re: OpenXcom - War
Post by: MKSheppard on November 22, 2012, 01:07:00 am
Another thing that could be tried out is an unique type of weapon that replaces WeaponType: STUN for Warboy Mod:

Let me explain:

Currently, the stun weapon that humanity starts the game out is kind of dumb.

It's literally a cattle prod; despite the fact that in 1999, we had taser guns, rubber bullets, bean bag rounds, etc in police arsenals to try and stop people non lethally.

In 1999, Taser International developed an "ergonomically handgun-shaped device called the ADVANCED TASER M-series systems"

In military arsenals, there were a couple of gas weapons of possible use for an X-COM type organisation:

BZ Gas (https://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilate) --In small doses, this makes you stupid, literally. You take your clothes off and mumble incoherently. At higher doses, you get knocked unconscious. Available since at least the 1960s.

Kolokol-1 Agent (https://en.wikipedia.org/wiki/Kolokol-1) -- Kolokol-1 takes effect within one to three seconds, rendering the subject unconscious for two to six hours. Kills a certain amount of people anyway. Available since at least the 1980s in USSR arsenals.

The problem with just giving humanity a ranged stun weapon from the start of the game from a game design standpoint is this:

If you can just buy tasers or stun grenades off the shelf from the X-COM purchase menu and they are sufficiently good enough...who will ever research/use the Small Launcher?

Thus it becomes an orphaned weapon, like the heavy cannon -- why use it when you can just use the autocannon?

A solution to this would be to more closely define WHAT stun does.

Currently, it's a magic 'knock people unconscious with no ill effects' rating; implemented as such for the stun rod:

Code: [Select]
power: 65
damageType: 6

But what if you coded the game so that stun weapons were more like this?

Code: [Select]
damageType: 666 <-stand in for NEWSTUN
StunPower:  <-- How much stunning power the weapon has
HurtPower:  <-- How much hurt power the weapon has
HumanReaction: <-- Percentage of times that they have an adverse reaction to it
HumanModifier: <-- Multiplier of damage vs that type
SectoidReaction: <-- Percentage of times that they have an adverse reaction to it
SectoidModifier: <-- Multiplier of damage vs that type
MutonReac...
MutonMod...
...
.etc

Basically, you could then implement something like rubber bullets for existing X-COM weapons:

Code: [Select]
damageType: 666 <-stand in for NEWSTUN
StunPower: 7  <-- How much stunning power the weapon has
HurtPower: 4 <-- How much hurt power the weapon has
HumanReaction: 0.18 <-- You have a 18% chance of an incredibly adverse reaction which leads to death each time you use it. For a rubber bullet, it's hitting someone in the head.
HumanModifier: 1 <-- Humans are standard.
SectoidReaction: 0.25 <-- Due to larger head to body ratio of sectoid, you're more likely to cause brain damage with each shot.
SectoidModifier: 1.25 <-- Due to sectoid weak pasty bodies, they get hurt more when shot with rubber bullets
MutonReaction: 0.05 <-- because of their incredible built in body armor, and general stupidity; it's really hard to kill a muton with rubber bullets.
MutonModifier: 0.25 <-- because of their built in body armor, they really don't feel rubber bullets at all.

So basically, a good shot can inflict 7 stun at the same time it subtracts 4 HP from the target's HP reserve; meaning you could actually kill someone, especially if you roll a reaction modifier.

For human BZ-1 knockout gas, it could be something like this:

Code: [Select]
damageType: 666 <-stand in for NEWSTUN
StunPower: 25
HurtPower: 10
HumanReaction: 0.50 <-- You have a 50% chance of an adverse reaction
HumanModifier: 1 <-- Humans are standard.
...

With some variation for each alien race. So it could lead to some unintended hilarity like you find an Ethereal commander and try to stun him with a Gas Grenade; only to find out that he got an adverse reaction to the BZ-1/Kolokol-1 and died, or killing a bunch of civilians who were in a house along with a sectoid...

...and of course, Mutons wading through clouds of BZ-1, completely unaffected.

This way, you could have a range of human stun weapons going from:

Electro-Stun Pistol -- Replaces Cattle Prod as the 1 square stunning weapon. Cheap, lightweight; no X-COM operative should be without one. Mutons are invulnerable due to their thick skin preventing the TASER (the name is copyrighted, so Electro-Stun in game) darts from penetrating, etc. Can stun an alien or human without killing them generally.

Blunt Trauma Clips -- You could have rubber bullets for rifles and bean bag rounds for larger caliber weapons like grenade launchers. This is humanity's early ranged stun device. Kind of a mixed dice. You could knock someone to the ground or you could hit them in the head and kill them. Kind of a roll of a dice.

Gas Grenades -- Wide area, persistent weapon. Could use color-remapped smoke texture. Problem is, the effects would be cumulative like smoke inhalation currently is in the game. So you could end up killing people if you leave them in the gas cloud long enough to have an adverse reaction -- and some targets just die anyway.

And on the Alien side, you'd have the Small Launcher, with it's 100% reliable and safe stun that works on everything, from humans to Mutons without hurting/killing the target; giving players a reason to research and use the small launcher for extremely high value target takedown.

Course, there's a lot more refinement that needs to be done to this idea -- it has to be thrashed out and talked about a lot more, since this would be a major gameplay change, and we don't want to rush into that kind of thing willy-nilly.
Title: Re: OpenXcom - War
Post by: MFive on December 09, 2012, 09:02:16 am
Warboy, what version do you recommend to use with your mod? i have been wondering if it would work with any Git-builds or the standard 0.4.5 also it looks amazing!
Title: Re: OpenXcom - War
Post by: Warboy1982 on December 09, 2012, 05:20:10 pm
in it's current state, it works as a standalone, no need to combine it with the "official" version.
that said, it is WOEFULLY behind the current git build, as i've focused on finishing THAT rather than keeping my mod up-to-date.
when the next "official" version is released, i will update my mod and continue development on it. until then, it's way too much effort to bring it up to date, it'll be easier to start over with my old code as a reference.
Title: Re: OpenXcom - War
Post by: MFive on December 09, 2012, 08:54:48 pm
ok cool thanks! also thank you for all your(and every one else's) hard work at making this game a reality
Title: Re: OpenXcom - War
Post by: mercy on April 08, 2013, 04:17:42 pm
in it's current state, it works as a standalone, no need to combine it with the "official" version.
that said, it is WOEFULLY behind the current git build, as i've focused on finishing THAT rather than keeping my mod up-to-date.
when the next "official" version is released, i will update my mod and continue development on it. until then, it's way too much effort to bring it up to date, it'll be easier to start over with my old code as a reference.

Warboy, what chances are your mod gets fused into current OpenXCOM?
Title: Re: OpenXcom - War
Post by: Warboy1982 on April 08, 2013, 04:29:50 pm
i'll be updating my mod when the code stabilizes, and in fact i've already started bringing it up to date.

the chances of it being merged into the master are slim to none, i'd say. the main focus of openxcom is to replicate the original, and i make some pretty drastic departures.

however i may try to promote it as a "sister" project, who knows, maybe i can even convince supsuper to add an official download link on the website.
Title: Re: OpenXcom - War
Post by: mercy on April 08, 2013, 10:15:52 pm
Ideal Scenario

Warboys MOD suddenly gets introduced at indiegogo with a new title:

OpenXcom - Final Countdown

Story:
XCOM has lost. Soldiers from XCOM-bases are scattered around the world. Some equipment along with scientists and engineers are saved but only a few usable interceptors and skyrangers remain. The Aliens ruthlessly kill / consume animals and humans alike. Enslavement of Earth and full Xeno-Forming has began.

Earth's remaining sane humans gather into guerrilla groups: these men and women are civilians trained by veteran soldiers just like in the Terminator's movie in that future. Everyone becomes a commando. Humans fight with everything they can lay their hands on. New weapons are being developed & deployed and tested on the battlefield with a lot of casualties.

A group of expert pixel graphics artists along with designers and coders team together to create the ULTIMATE OPENXCOM MOD:

OpenXcom - Final Countdown
Title: Re: OpenXcom - War
Post by: Cyril on May 09, 2013, 10:53:29 pm
Probably a stupid question, but, does the current version of the mod work with 0.9?
Title: Re: OpenXcom - War
Post by: Warboy1982 on May 09, 2013, 11:46:51 pm
not yet, i will be updating it tho.
Title: Re: OpenXcom - War
Post by: MFive on May 13, 2013, 11:45:09 pm
Warboy, could you add bigger storage rooms and bugger living quarters? i was thinking instead of 50 per room make them 75 per room, so they are bigger but not huge. cost would be increased 60% for build and per-month?
Title: Re: OpenXcom - War
Post by: mercy on May 22, 2013, 02:05:33 pm
Quote
Warboy, Wed May 22 08:43:23 2013
MODDERS REJOICE! NEW GRAPHICS ARE EASY NOW!

This might mean War update. :D
Title: Re: OpenXcom - War
Post by: Warboy1982 on May 22, 2013, 02:19:22 pm
This might mean War update. :D

that was an important step, yes.
Title: Re: OpenXcom - War
Post by: Daiky on May 22, 2013, 02:28:20 pm
You're 6 months behind on your own dev branch, if you are now going to merge it, isn't it going to explode? :)
Title: Re: OpenXcom - War
Post by: Warboy1982 on May 22, 2013, 02:38:00 pm
merge it? hah, good one. no, i'm gonna start over, i was a complete noob when i started that, now i'm slightly less of a complete noob and i know my way around the code, i realize there are MUCH better ways to do just about everything i was doing.

plus this time i'm actually going to document every stage on github, so if someone sees a feature they like (say, shotgun behaviour) they should be able to add it to their own branch simply by merging the commit.
Title: Re: OpenXcom - War
Post by: michal on May 22, 2013, 08:50:12 pm
I hope most features can be commited to main branch, and your mod will only use different yaml configs / resource files.
Title: Re: OpenXcom - War
Post by: moriarty on May 22, 2013, 10:43:11 pm
right, that would be nice... if those features could be merged and later simply turned on/off by changing rulesets, that would be very cool.

also, I'm really looking forward to the "War" mod / total conversion / alternative game / whatever you want to call it in the end ;)
Title: Re: OpenXcom - War
Post by: mercy on May 25, 2013, 12:20:09 pm
right, that would be nice... if those features could be merged and later simply turned on/off by changing rulesets, that would be very cool.

also, I'm really looking forward to the "War" mod / total conversion / alternative game / whatever you want to call it in the end ;)

Exactly. Get everything from WAR into OpenXCOM and allow enable/disable in Advanced options.
Title: Re: OpenXcom - War
Post by: 54x on May 25, 2013, 11:19:48 pm
Exactly. Get everything from WAR into OpenXCOM and allow enable/disable in Advanced options.

I kinda think a lot of the gameplay stuff from advanced options could be ported to rulesets in the long term. :)
Title: Re: OpenXcom - War
Post by: wsmithjr on June 22, 2013, 06:29:08 pm
I'm having trouble getting this mod to work correctly.  It sort of runs, and I see all the new items that can be purchased and whatnot, but when I try to use the UFOPEDIA, the game crashes.  The README says to copy the files from the original UFO folders.  So, I do that first, and then install the mod in that same folder.  Am I getting the order incorrect or missing something?  I think if I switch the order, older files will overwrite newer ones.  I've played a little bit and the game seems to run ok as look as I don't try to look at the UFOPEDIA.

Thanks for any help.
Title: Re: OpenXcom - War
Post by: Warboy1982 on June 23, 2013, 12:37:14 pm
it's based on 0.4.5, i haven't gotten around to updating it yet, because i've been busy fixing all the bugs and adding mod support. i never played with the ufopaedia in that version.

i'll get around to updating it sooner or later... most of the support i need is implemented (well except shotguns, flamethrowers, etc.) but for the most part it should be relatively painless. the hardest part is going to be coming up with flavour text for everything.

if anyone wants to help me out: i need ufopaedia entires for the following:

shotgun
flamethrower
LMG (i'm thinking this (https://sergeantmerrell.com/wp-content/uploads/2012/04/L86A1_LSW.jpg))
flashbang
sectopod construction (research topic)
sectopod HWPs
cloning facility
medical facility
training facility
laser sniper rifle
plasma LMG
disruptor pistol
disruptor rifle
disruptor LMG
disruptor cannon (craft/hwp)
gauss rifle
flak gun (think unreal tournament)
rail gun
rail cannon (craft/hwp)
Title: Re: OpenXcom - War
Post by: wsmithjr on June 25, 2013, 07:33:12 am
it's based on 0.4.5, i haven't gotten around to updating it yet, because i've been busy fixing all the bugs and adding mod support. i never played with the ufopaedia in that version.

Thanks.  Was just trying to access the UFOPedia to see what the stats were on the new weapons.  Thanks for all the work on the mod and OpenXcom.
Title: Re: OpenXcom - War
Post by: Warboy1982 on July 05, 2013, 08:11:50 am
so, i think the time has come for me to get back to work on the warmod, and i'm wondering... how much of this can i get away with putting in the main code?

another way to say this might be:

what moddability features should we support by default? i've already added a few by request (for example, maximum range, bullet speed) but what else should we support in the main package?

some of the things i'm thinking of adding:

Full Auto fire mode: like auto shot, but 5 bullets instead of 3.
Physical training facilities: to operate almost identically to those in apocalypse
Flashbang grenades: affects reactions and accuracies, no damage.
Police/Military units: Civilians with weapons, basically.

some of the things i'm not thinking of adding:

shotguns - requires either dirty hacks, or a massive rewrite. originally i had the shotgun fire five projectiles at once, had them all skip their flight path and hold back exploding until the last round hit. this produced the desired effect, but wasn't pretty. the alternative is to refactor projectiles into a vector and have them all move simultaneously, making it pretty, but bringing about a set of other problems, like camera centering, for example. not to mention this would be a massive rewrite of already working code.

flamethrowers - doesn't require a lot of rewriting, but again the method is less than ideal. i was basically setting off incendiary explosions as the projectile traveled, and the radius got slightly bigger the further it went (starting at 0 for the first two tiles, so as not to put the user at risk). it consumed 1 unit of ammo for every tile it set alight, 2 if you were doing a "long burn"
Title: Re: OpenXcom - War
Post by: moriarty on July 05, 2013, 08:44:23 am
if I had to pick two of the four you listed, I would take these:

...
Physical training facilities: to operate almost identically to those in apocalypse
...
Police/Military units: Civilians with weapons, basically.

as for the shotgun and flamethrower, well, if they are this problematic, I guess I don't need them ;)

oh, btw, talking about shotguns: do you think it would be possible to add a "push" mechanic to the game? something like "if a weapon with a certain attribute "x" hits a target and deals more than "y" damage, the target is pushed back a tile"? technically (and graphics-wise) the target could be dealt something like 300 points of temporary stun damage, the "unconscious body" object starting at mid-height and being "thrown" one tile, and then the temporary stun damage is removed again. this would make sure that the unit isn't thrown into or through anything.
Title: Re: OpenXcom - War
Post by: michal on July 05, 2013, 08:47:51 am
In my opinion, if something can be implemented as optional feature (without some hacks), it should land in main code. That way differences between codebases can be limited to required minimum.

Also, maybe it would be wise to put mod specific code in seperate directories / namespaces? For example src\WarMod\Engine src\WarMod\Battlescape. What do you think?
Title: Re: OpenXcom - War
Post by: essohbe on July 05, 2013, 11:25:52 pm
Hi everyone,

I've been having fun with the v0.9 released and since I am not good at putting in people's mods into the game I wanted to ask if there was a version in the works for release that implements these mods which one wouldn't have to manually put them in (copy the files, etc...).

I would love to work on this too but I have little technical experience. If anyone needs artwork maybe I could contribute?
Title: Re: OpenXcom - War
Post by: Warboy1982 on July 05, 2013, 11:47:27 pm
by all means, i'd love some artwork. here's a link to the resources i have together so far:

https://dl.dropboxusercontent.com/u/47596892/OXCMods/data.rar (https://dl.dropboxusercontent.com/u/47596892/OXCMods/data.rar)

some of my "art" is abysmal, the flamethrower in particular is terrible (bigobs 9 and 10 in that archive, i believe)
i could definitely use some graphics for the disruptor and gauss type weapons, and the LMGs, or some images for ufopaedia articles for the craft weapons/sectopod construction
Title: Re: OpenXcom - War
Post by: essohbe on July 09, 2013, 02:38:43 am
I imported some gifs into photoshop to tinker with but they are tiny and resolution is atrocious. Lol. Any suggestions?

About the shotgun thing, why make multiple projectile vectors? Just make it one shot and have it do a certain amount of damage depending on the load. Copy what the heavy cannon does maybe and then alter the damage taken? Something like the flak gun idea would be what you'd spray projectiles from and that is an easier idea to scrap than the shotgun idea which people seem to respond to pretty good. Just thinking aloud.
Title: Re: OpenXcom - War
Post by: Star Commander on July 10, 2013, 08:55:39 pm
Hey Warboy, as a 'thank you' for looking into my own image issues, I'd thought I'd chip in some efforts towards your image issues.

Here's a quick re-work of the flame thrower bigob image, blown up to 400% (and rotated on it's side for the moment).

Regarding craft weapon ufopedia images... they follow the same format as the aircraft images?  At least I got 'That' bit right with my planes  ::)  (PS: any further luck with those? I think I sorted the transparency issues, but my install still refuses to load them :'()
Title: Re: OpenXcom - War
Post by: Dercik on July 21, 2013, 05:13:23 pm
Are there any effort being put or plans for an update of this mod for current version of OXC (0.9) in the present time?
Title: Re: OpenXcom - War
Post by: Yankes on July 21, 2013, 06:22:42 pm
for Drecik:
merge it? hah, good one. no, i'm gonna start over, i was a complete noob when i started that, now i'm slightly less of a complete noob and i know my way around the code, i realize there are MUCH better ways to do just about everything i was doing.

plus this time i'm actually going to document every stage on github, so if someone sees a feature they like (say, shotgun behaviour) they should be able to add it to their own branch simply by merging the commit.
Title: Re: OpenXcom - War
Post by: MadMelvin on July 25, 2013, 04:37:43 pm
My modest suggestion: you should be able to extract a small amount of Elerium from all those Heavy Plasma clips you end up with. I usually never bother with researching the lesser Plasma weapons, because I know the aliens will abandon them later. This would make it a little bit less painful to manufacture ammo for these weapons.

However, part of the game is that Elerium is supposed to be rare. To avoid unbalancing the resource system, it should be an expensive, inconvenient process, only to be undertaken when absolutely necessary. If it's implemented properly, commanders will consider it a Very Bad Idea in most circumstances. I played around with the ruleset a bit and came up with this:

- Only Heavy Plasma clips will contain enough Elerium to get anything worthwhile. It takes 3 units to make a clip, but you'll only get 1 out.
- After researching the clip, you have to research the extraction process separately.
- It's expensive enough that you can't make Elerium for profit.
- It should take a large amount of workshop space. Like, more than it takes to build a ship. The idea here is that this is a super-dangerous process, so everybody has to clear out of the workshop with the exception of maybe five or ten guys. If someone wanted to tackle the coding, it would be cool if there was a small chance for it to blow up, destroy your workshop, and kill a few engineers.
Title: Re: OpenXcom - War
Post by: Mr. Quiet on August 06, 2013, 12:38:37 am
For some damn Elerium?! That's some crazy addiction. Unless you also add that every few tries will yield better results. Just make a new facility like a refinery with thick alien alloyed walls around the facility so any backfires and explosions stay inside the refinery. Engineers will be using robots and machines to extract the Elerium, so no one dies :) You'll be able to extract Elerium from any and all Alien tech that normally requires Elerium to make.

Thx for making this mod Warboy. When you merge it with the master someday, don't forget to make every extra feature toggle-able in the options menu 8)
Title: Re: OpenXcom - War
Post by: XB-7 on August 09, 2013, 10:24:11 pm
This mod sounds amazing!  I'd really like to try it out.  However, I couldn't find a 0.4.5 release of OpenXcom for Mac.  I found a good reference in the forum on how to build the source code.  Unfortunately I haven't been successful in compiling it yet: https://openxcom.org/forum/index.php/topic,127.0.html.

Do you know if anyone is hosting the 0.4.5 version compiled for Mac?
Title: Re: OpenXcom - War
Post by: SupSuper on August 10, 2013, 01:11:11 am
This mod sounds amazing!  I'd really like to try it out.  However, I couldn't find a 0.4.5 release of OpenXcom for Mac.  I found a good reference in the forum on how to build the source code.  Unfortunately I haven't been successful in compiling it yet: https://openxcom.org/forum/index.php/topic,127.0.html.

Do you know if anyone is hosting the 0.4.5 version compiled for Mac?
You can still get the 0.4.5 Mac Bundle (https://openxcom.org/wp-content/plugins/download-monitor/download.php?id=20) but it's reeeeeeeeally old, I wouldn't recommend it. :P
Title: Re: OpenXcom - War
Post by: inigma3000 on September 03, 2013, 08:08:47 pm
Great mod! Looked forward to using flamethrower, looked good until...
I ran out of fuel had to disengaging alien craft...nothing on my Geoscope worked after that.  Had to Ctrl+Alt+Del and shut down to get out of OpenXcom.
Title: Re: OpenXcom - War
Post by: Mr. Quiet on September 03, 2013, 08:28:53 pm
Great mod! Looked forward to using flamethrower, looked good until...
I ran out of fuel had to disengaging alien craft...nothing on my Geoscope worked after that.  Had to Ctrl+Alt+Del and shut down to get out of OpenXcom.

I haven't used the flamer yet. Thanks for reminding me. Now I'm gonna try to burn down those wooden houses in the farm tileset.
Title: Re: OpenXcom - War
Post by: kkmic on September 04, 2013, 10:14:45 am
Hey, where's Warboy? Haven't "seen" him in a while.
Title: Re: OpenXcom - War
Post by: luke83 on September 04, 2013, 10:45:46 am
Hey, where's Warboy? Haven't "seen" him in a while.
Was just thinking this today also?
Title: Re: OpenXcom - War
Post by: Mr. Quiet on September 04, 2013, 07:32:16 pm
It's been awhile since I've seen his name on the nightly builds. I think I saw him lurking the board yesterday though. He should be fine ;D
Title: Re: OpenXcom - War
Post by: SupSuper on September 04, 2013, 07:36:52 pm
He's gone deep underground to work on the new AI, probably doesn't wanna get distracted. ;)
Title: Re: OpenXcom - War
Post by: Daiky on September 05, 2013, 11:00:21 am
You can get rather deep into AI for a turn-based game, I hope he has set some goal to work towards, otherwise it can become like an endless black hole where you get sucked into and never get out :)
Title: Re: OpenXcom - War
Post by: mercy on September 05, 2013, 12:38:01 pm
He's gone deep underground to work on the new AI, probably doesn't wanna get distracted. ;)

Very good news!
Title: Re: OpenXcom - War
Post by: kkmic on September 06, 2013, 12:05:29 pm
Wish him luck from us!

We miss the savedgame breakage and we're looking forward to criticize his code!

jk :)
Title: Re: OpenXcom - War
Post by: mercy on September 06, 2013, 03:13:31 pm
I'm looking forward to praise Warboy for eternity for creating the worlds best XCOM AI!!
Title: Re: OpenXcom - War
Post by: Warboy1982 on September 08, 2013, 07:42:50 am
don't get your hopes up too high. this is a rather epic undertaking, but i'm not writing my own AI, i'm writing XCom's AI, or at least a very close approximation of it.
Title: Re: OpenXcom - War
Post by: Mr. Quiet on September 08, 2013, 10:02:47 am
Great! As some said in the past, vanilla A.I. is good enough so no need to make changes, but I think we should add some tweaks to make the aliens more evil. More evil is always good.
Title: Re: OpenXcom - War
Post by: mercy on September 09, 2013, 01:57:22 pm
All Aliens-Cheat AI features - that make UFO Extender so awesome to play - should be put on a switch in the Advanced Options menu---AI-Section.
Title: Re: OpenXcom - War
Post by: mercy on September 09, 2013, 02:16:31 pm
@Warboy:  Question about XCOM-WAR Intellectual Property

Say, there is money to develop a high resolution version of XCOM-WAR in the future, with all of WARs additions and of course the outlook/graphics could change enough not to resemble so much of XCOM - Unity 3D - rotatable camera, advanced Next-Gen effects etc.., would this collide with the UFO DEFENSE IP?
Title: Re: OpenXcom - War
Post by: xracer on September 16, 2013, 01:48:35 am
Hello mercy, there are a lot of issues with IP but i think it should boils down to this

The IP of the game (XCOM) includes the names of the aliens, and all the artwork done by the original creators, no limited to the GUI, the specific Tech tree, weapons and other artwork. As well as making something to mimic XCOM (i.e. clone) too closely. A game similar to it in the same genre can be made be it 2D or 3D so long as it doesn't use or copy any of the artwork or IP content.

from your statement   
Quote
of course the outlook/graphics could change enough not to resemble so much of XCOM
it would be OK.
For example the soldiers and they gray jump suit is basically an XCOM staple,  so if you create a soldier with any thigh other than the gray suit you should be OK.

DISCLAIMER: I am not your IP adviser nor do i intend to be, nor do I pretend to know anything about IP. To find out about proper IP usage contact your closest IP attorney and get his.her advise,
my opinions are my own yes only mine, and i like it that way.
Title: Re: OpenXcom - War
Post by: Nanosystem on September 28, 2013, 10:07:44 pm
I just found this Mod after playing OpenXcom for a while. It looks incredible, I love all the new weapons (especially the flamethrower) and to my amazement makes XCom fresh again.

Unfortunately there are a few things that OpenXcom 0.9 has that also enhances the overall experience. I wish that I didn't have to choose between the two.

It is my understanding that Warboy (the author of the mod) is in the middle of re-writing the whole mod; at least that is what I've picked up reading the thread. It is also my understanding that he has kind of dropped off the radar. I do not write code, I tried my hand at it for a while but I am a man that knows his limitations. I do however have some skill at writing. Does he still need help writing ufopaedia entries? If I could help carry just a little of that weight I would happily do so.

In any case, keep going Warboy! You have another fan right here.
Title: Re: OpenXcom - War
Post by: Warboy1982 on September 29, 2013, 01:40:16 pm
rumours of my death have been grossly overestimated.
i've been busy in an underground bunker cut off from civilization coding like crazy trying to redesign the AI from the ground up. i'm happy to say i'm now done with that, and can get back to other matters.
Title: Re: OpenXcom - War
Post by: moriarty on September 29, 2013, 01:49:20 pm
redesign the AI from the ground up [...] i'm now done with that

WOOHOOOOO!

welcome back, Warboy! ;)
Title: Re: OpenXcom - War
Post by: mercy on September 29, 2013, 03:04:19 pm
Now this will be interesting!
Title: Re: OpenXcom - War
Post by: xracer on October 02, 2013, 04:49:52 pm
glad to hear you are back Warboy, as soon as i get my computer into working condition i will be back also :( i just don't want to share a nice little virus i got :S
Title: Re: OpenXcom - War
Post by: kkmic on October 02, 2013, 05:24:50 pm
It's good to have you back, Warboy. Can't wait to test the new AI.

We kinda missed the savedgame breakage :P
Title: Re: OpenXcom - War
Post by: SupSuper on October 02, 2013, 07:22:52 pm
It's good to have you back, Warboy. Can't wait to test the new AI.

We kinda missed the savedgame breakage :P
He was planning on it, but yaml 0.5 saved the day. :P
Title: Re: OpenXcom - War
Post by: Solarius Scorch on January 24, 2014, 05:15:53 pm
Are these resources available for other modders? I would like to play around with them a little, because these bigobs are so beautiful.
Title: Re: OpenXcom - War
Post by: Fox105iwsp on February 02, 2014, 04:17:30 pm
Cool mod  ;D Will the flamethrower be converted into a stand alone mod?  :)
Title: Re: OpenXcom - War
Post by: Incognito on March 07, 2014, 09:52:15 am
I'm in a similar vain, I'd like half these mods, just without some of the others. Flamethrower would especially be a nice solo mod.
Title: Re: OpenXcom - War
Post by: niculinux on June 20, 2014, 08:43:29 pm
Wow that woukd be a brand new game!!!!!  Even better, may it have its own sprites graphic so we dont need ufo original data anymore?
Title: Re: OpenXcom - War
Post by: SenniTrebor on June 27, 2014, 11:23:38 pm
I Guess i should start an official thread for this, so i can keep people informed of what i'm up to, and also have a convenient place to keep track of feature requests.

small preamble to what i'm doing:

you see all this awesome content here on the forums?
i'm putting it all together in one big centralized mod.
while i'm at it, i'm adding any feature i can think of, and then some.

here's a short feature list to whet your appetite:
new armor (additional, not a replacer)
new weapons (flamethrowers, shotguns, grenade launchers, knives, more!)
new tanks (build your own sectopods!)
new alien weapons (disruptors and gauss rifles)
new units (police and soldiers, who will show up on terror missions and help fight the aliens)
FLASHBANGS! (instant-detonation, reduces target's reactions, accuracy, and view distance)
and much, much more.

for a full feature list of what i'm up to, click the following link:
List Of Things.txt (https://github.com/Warboy1982/OpenXcom/blob/ModDev/list%20of%20things.txt)

SOrry how does this relate to the [The Final Mod Pack] Core/Tech Tree part thread. Somewhat confused as ever,bob
Is this the latest official build for Oxcom?
Title: Re: OpenXcom - War
Post by: SenniTrebor on June 27, 2014, 11:55:38 pm
It doesn't sound very logical that you can switch a weapon between arcing and straight trajectory.

It mainly depends on the type of ammo: propelled or unpropelled, a regular smoke grenade launched from a launcher is like throwing it (except it ignores strength as the maximum range). A propelled smoke grenade launched from a launcher is following a straight path towards the target.
This surely depends on range in that over a certain range arcing trajectories are needed to increase range eg launchers. can also be used for indirect fire at shorter ranges with high arc.
Title: Re: OpenXcom - War
Post by: yrizoud on June 28, 2014, 12:07:38 am
Be careful that you're replying 2-year-old posts :) "War" starded as a standalone modification of the program (Since then,  Warboy has taken strong part into the development of OpenXCOM itself)

On the other hand, the Final Modpack is a work-in-progress compilation and integration of mods, and thus it only uses features that are available in the official game engine.
Title: Re: OpenXcom - War
Post by: SenniTrebor on June 28, 2014, 12:10:19 am
Be careful that you're replying 2-year-old posts :) "War" starded as a standalone modification of the program (Since then,  Warboy has taken strong part into the development of OpenXCOM itself)

On the other hand, the Final Modpack is a work-in-progress compilation and integration of mods, and thus it only uses features that are available in the official game engine.
Yup just realised my mistake. A lot of warboys ideas seem soon though. Whatever happened to the war mod.