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Modding => Released Mods => The X-Com Files => Topic started by: 8mono on June 02, 2021, 02:26:31 am

Title: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: 8mono on June 02, 2021, 02:26:31 am
Back in business...
For X-Com Files 3.1 (No issues so far)
Savegame compatibility:
I can't guarantee that everything will work, but it shouldn't lock you out of any research, I still recommend restarting your campaign.

Mod.io page:
https://openxcom.mod.io/x-com-files-additions (https://openxcom.mod.io/x-com-files-additions)
GitHub page (THIS IS MOSTLY FOR TESTING DO NOT USE IT FOR ACTUAL PLAY SINCE IT CONTAINS A LOT OF UNFINISHED CONTENT):
https://github.com/8mono/XComFilesArsenalAdditions (https://github.com/8mono/XComFilesArsenalAdditions)

Additions include:
-- New Hangar Vehicles --
- Motorbike: Single person vehicle, for those playthroughs where you want to send out lone agents against the world, faster than the sports car
- B52 Stratofortress: Serves as a craft between the dragonfly and the first skyranger in terms of transport ability, multi-role, can equip heavy cannons, howitzers, heavy plating or heavy fuel tanks, VERY expensive and cannot hunt down UFO's with its speed, lastly you can unlock higher cargo capacities while sacrificing fuel economy and the ability to equip heavy plating
- Shadowstorm: Upgraded Lightning, can go to space, 12 troop capacity, stealth, extra electronics slot and flare dispensers on top!

-- Vehicle Armors --
-- LWP (Light Weapons Platform) Available before Promotion III
- LWP's are nimble tanks meant more for scouting than pure offense, they can be modified with Night camouflage or extra Plating, they posess some natural camouflage already without the Night camo, the plating will slow them down considerably and affect some of the accuracy however while also negating any natural camouflage they had. Night versions also have slightly more sensitive light sensors allowing slightly better night vision. Riot versions are sturdier than regular light tanks and the Taser turret can be plated for even more defense, this will hurt your movement and camouflage however.

- Light Tank Autocannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Cannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Machinegun/Twin Machinegun (With options for either Plated or Night camouflage upgrades)
- Riot Tank Teargas Launcher/Rubber Launcher
- Riot Tank Taser Cannon (Option for a Plated ugprade available)

-- Armors --
- Riot Vest
- Riot Vest (Shield)
- Heavy Riot Suit
- Prototype Tactical Suit (Earlier Tactical Suit)
- Night Jumpsuit
- Tactical Nightsuit

-- Weapons --
-- Attachments
- Stock: Improves Auto-fire capabilties and stability while making the weapon bulkier to use
- Bipod: 50% accuracy penalty while standing, provides slightly increased range, slight TU discount and a slight increase to accuracy while kneeling
- Grenade Launcher: M16 with an underbarrel grenade launcher, compatible with most ammo
- Masterkey: M16 with an underbarrel shotgun, can use small shotgun and pump action shotgun ammo

-- Pistols
- Beretta 93 R "Raffica" (Attachments available: Stock) (the good ol Beretta 92 FS but with a burst fire option, you have a slight onehanded penalty bonus)
- Beretta Large Clip (for both the original Beretta 92 Fs and the new Beretta 93 R)
- Manurhin Revolver: .357 revolver made for accuracy, magnum hits harder but is better at landing shots
- Revolver .357 tritanium drums
- Manurhin Scoped Revolver: (Attachments available: Bipod) longer barrel and a scope attached for longer shots, harder to use
- BlackOps Revolver: BlackOps version of the Manuhrin Revolver
- BlackOps Precision Revolver: (Attachments available: Bipod) BlackOps version of the Manurhin Scoped Revolver
- Alloy Flare Gun (Improved flare gun and improved flare gun round both made from Alien Fuel Trace)
- Illuminator Flare Rounds for both regular Flare Gun and Alloy Flare Gun
- Cyber Taser: enhanced taser, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Light Hand Cannon: shortened version of the Light Cannon
- Mauser Schnellfeuer, full auto capable Mauser as well as a Mauser big clip (Can use a stock)
- Auto-9MP: (Attachments available: Stock) A machine pistol and probably the best one in the game
- Scoped and BlackOps Scoped Magnums: Able to use bipods, compare Manuhrin Revolver and BlackOps revolver to their scoped counterparts to see the differences, mostly more range and accuracy at the expense of slower to shoot and weight/bulkiness
- Stenchkin Automatic Pistol and a big clip for both it and the Makarov (Can use a stock)
- Sturmpistole: A pistol sized grenade launcher, can use the flare gun's ammo as well (Can use a stock)
- Assault Storm Pistol: Alloy version of the Sturmpistole, an upgrade to the Alloy Flare Pistol (Can use a stock)

-- Submachine guns
- MP5K: Compact MP5 that uses a smaller magazine than its bigger counterpart, fearsome firerate and recoil requires skill to use

-- Assault Rifles
- AN-94 Rifle: (2 shot hyper accurate hyper burst, need to adjust the accuracy a bit, but it does the burst correctly now)
- FG42 Rifle: Multipurpose rifle with limited magazine capacity. (Can use a bipod) (Dual commendations)
- HK51: A submachine gun sized FN FAL (Dual commendations)

-- Shotguns
- BlackOps Smart Auto Shotgun: Big magazines and a general upgrade (need some balancing for this one)
- Accurized Shotgun: Longer range and less harsh dropoff, worse snap shot accuracy and more expensive TU costs
- Assault Auto-12 shotgun, lighter than the USAS-12 but a bit harder to handle
- BlackOps Accurized Shotgun: Same as above but improved
- Razor Shotgun: inspired by the Alloy Cannon in XCOM 2012, shoots out razor sharp alloy shards/blades, if you've researched the Tracite technology you can also manufacture Tracite infused ammo capable of igniting on impact
- Frag-12 Ammo for the BlackOps Auto Shotgun (Meant to breach open regular doors and ignore some armor, this is a very contentious item for me, I don't want to have the equivalent of the OP Battlefield 3 auto shotgun shenanigans, simply an option for suppression and breaching, I am not sure how to balance the stats of this thing, I also rarely use this gun is more of a niche since it doesn't have any options for armored foes like the slugs on other shotguns do, nor the CC/Stunning capabilities of the regular and BlackOps shotguns)
- Flechette Ammo for Shotguns
- Breaching Ammo for Shotguns
- Flak Ammo for Shotguns (tritanium flechette)
- Dragonbreath Ammo for Auto-Shotgun and Shotgun
- Flashbang and Teargas rounds for the KS-23M shotgun

-- Sniper Rifles
- Added HE Ammo to M82 Barrett
- Pulse Sniper Rifle: Hard hitting but just as hard to use

-- Heavy Weapons
- Muckstar Cannon: Enhanced Taser Cannon, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Plasma Gatler: Like the Scatter Laser, but in plasma form
- NSV Machine Gun: the Soviet counterpart of the .50 cal machinegun, ingame it is an variant of the HMG which features both AP and Tracer ammunition (can sometimes ignite)

-- Anti-Tank Rifles
- PTRD1941 Rifle: 14.5mm single shot rifle, has AP and HE rounds
- PTRS1941 Rifle: 14.5mm semi-automatic rifle, has AP and HE clips
- NTW20 Denel: 20mm semi-automatic rifle, AP and HE clips
- S18 Solothurn 1000: 20mm semi-automatic rifle, AP and HE clips
- RT20 Rifle: 20mm recoilless rifle, single shot, bigger AP and HE rounds
- M42 Carl Gustav Rifle 20mm recoiless rifle, single shot, biggest AP and HE rounds
- Model SS41: 7.96 mm semi-automatic rifle, less damage but big clips and can shoot twice per turn, AP and HE clips

-- Launchers
- Mortar Tear Gas Shell (meant to be the cross between the pepper spray and a smoke mortar shell, depletes TU's affects a bit of morale and stuns a bit)
- Mortar Star Shell: A big flare that will last 8 turns (subject to change)
- M72 LAW: One use rocket launcher, lighter and cheaper than the RPG
- M3 Carl Gustav: multi-purpose launcher with ammo such as Star (flare) and Flechette rounds in addition to HEAT and HEI rounds
- BlackOps Smart Launcher: -See scripted weapons section-
- Teargas ammo for Grenade Launcher and Milkor
- Breaching Ammo for Milkor and Grenade Launcher (high damage to tile, low radius, lower damage to units)
- Mini mortar: Smaller payload and less range but lighter, can fire faster and can can unlock "bundle" ammo so they function as a clip (3 mortars in a clip)
- M.A.G.M.A. Launcher: A rocket launcher that uses chemical filled rockets (Stun, Gas and Napalm ammo)

-- Throwables
- Tear Gas Grenades (Pepper spray but turned into grenades, be it for hands or grenade launchers)
- Proximity Flares (why not?)
- Breaching Charge (high damage to tile, low radius, lower damage to units)
- Resuscitator: -See scripted weapons section-
- Stasis Grenade: -See scripted weapons section-

-- Vehicle Weapons
- Canister Shot for HWP Tanks (think of a shotgun for tanks, good for infantry bad against armor)
- Vehicle Smoke Dispensers: Like the ones on your scout drones but scaled up
- Light Cannon: scaled down HWP Cannon (HE/AP/Canister)
- Light Autocannon: Firepower focused version of the Light Cannon, cannot use canister shell ammunition (HE/AP)
- Machinegun and Twin Machinegun: A machine gun for your LWP's, the Twin barrel version trades accuracy and ammo control for more firepower
- Riot Launcher: Can shoot Teargas canisters and Rubber bullets
- Riot Taser: A scaled up Taser Cannon for our LWP's
- Vehicle Flares: they work like a scaled up flare gun right now, but might consider changing them to just flares

-- Scripted Weapons --
- BlackOps Smart Launcher (Regular Grenade Launcher AND Proximity Mine launcher depending on ammo)
- Illuminator Flare/ Star Rounds (they act like literal flares when shot, no damage or fire, will despawn after certain amount of turns)
- Stasis Grenade (Pauses wounds for a number of turns then resumes wounds, lasts 5 turns, subject to change)
- Cardioplasmic Resuscitator (Stabilizes wounds that would kill you at the cost of extra sanity and morale, will heal 1 wound per turn at the cost of sanity and morale, lasts 3 turns, subject to change)
- Tear gas grenades and rounds: like a flashbang with reduced effects but lasts twice as long
- Impact Vest: Reduces physical damage when taken up close, provides the most protection from frontal attacks (Bladed weapons will get through!)
- Riot Stab Vest: Protects against stabbing attacks, provides the most protection from frontal attacks.

-- Commendations --
- Anti-Tank Infantry: Gives a bit of strenght, energy and firing accuracy
- Custodian: Non-lethal takedowns for AI units
- Current elemental commendations: Chemist (Chemical), Arsonist (Incendiary)
- All the new weapons introduced have their respective commendations, and two of them feature "dual" roles so they get commendations there too
-- Transformations --
- Gilldog Gene therapy (For all animals currently, future ones will only be for your dogs): increases most stats by 5 and will increase armor on all sides by 2
- Basic Law Enforcement Training: +5 To most stats, unlocked very early

-- Alien Units--
Muton Berserker: Melee oriented, lots of TU's and hitpoints as well as a deadly AOE punch that can disorient you (Unlocks Impact Vest)
Muton Heavy Gunner: Has access to the plasma gatler, better armored than its normal counterparts (Unlocks Plasma Gatler)

-- Cultists --
Red Dawn Logistics Crewman
Red Ops Officer
Red Ops Juggernaut
Acolyte Of Dagon
Proselyte Of Dagon
Hand Of Dagon
Black Lotus Knight
Black Lotus Archwitch
The One (Black Lotus Shadow)

-- Misc --
- Added nameAsAmmo properties to the following weapon's ammo:
BlackOps Auto-Shotgun exotic ammo
Shard Shotgun ammo
Shotgun exotic ammo
Flare Pistol ammo
LWP Riot Launcher ammo
Light Hand Cannon ammo
KS-23M exotic ammo
All anti-tank rifles
M3 Carl Gustav ammo
BlackOps Smart Auto-Shotgun ammo
Mortar exotic ammo
Barret HE ammo
Some others I may have missed, but most if not all the exotic ammunition I added should now work with it

0.8 Anarchic Anachronism
Changed aiming formula for Blackops Scout Rifle and added auto firing mode (2 shots)
Added a snap shot for the NSV Machinegun
Added Accurized FN FAL
Added M-21 Rifle
Added VSSK Sniper Rifle
Added RSh-12 Revolver
Added ShAK-12 Rifle
Added M16 Beowulf
VSSK, RSH-12, M16 Beowulf and SHAK-12 can fire two type of rounds:
1) Heavier subsonic ammo designed for controlled penetration and maximum damage against soft targets
2) Lighter armor piercing ammo designed for heavily armored targets
And more...

0.8.1c
*Scripting:
Fixed shields not properly taking damage resistances that werent kinetic or incendiary, they will now properly attenuate damage and receive the proper damage as well as also have their durability reduced by the affected damage.
- Old shields when hit with 50 kinetic if they had 20 armor would properly send the damage to be calculated against your soldier as 30 but would reduce their durability by the full 50
- Old shields when hit with 100 plasma  if they had 20 armor would check damage type and if there were no plasma damage reductions it'd treat it as 0 therefore nullifying the damage
- New shields when hit with 50 kinetic still send the 30 damage to your soldiers armor but will now properly take off 30 durability instead of 50
- New shields when hit with 100 plasma if they had 20 armor will now check damage resistance, default to 100 if none is found and will continue the normal path of damage instead of nullifying it
Shields had their armor values slightly buffed:
- 10 for Riot (was 8 )
- 12 for Combat (was 10 )
- 14 for Alloy (was 12 )
- 20 for Assault (was 15 )
- 18 for Stormtrooper (was 15 )
Reduced amount of debug logs in some scripts
*Sprites:
Fixed malformed Muton sprites
*Strings:
Added missing strings for Muton Berserker and Heavy strings
*Manufacturing:
Added missing category for Impact Vest
*Commendations:
Fixed FG42 commendations
*Research:
Fixed self referencing BOps Smart Auto Shotty Tritanium ammo reqs
*Other:
Removed github patch (deprecated)

0.8.1d
fixed BlackOps Smart Launcher ammo missing categories
Added monthly buy limits to ammo provided by sharing tech with M.A.G.M.A.
Added new soldier types as being eligible for the law enforcement training transformation
Fixed BlackOps Executioner sprite
Added recovery points for Male VIP hostage
Slightly buffed M42 Carl Gustav (Clip size +1 , +2 more power, stronger against armor)
Slightly buffed RT-20 (Clip size +1, +1 more power, stronger against armor)
All tracite related equipment should be buyable (with a monthly limit) after sharing the Tracite tech
Rebalanced tracite equipment prices accordingly
Groza, AK47 and AKM can now use extended clips
Added missing extra page for M16 M203 and Masterkey underbarrel ammo
Fixed Greatest Manors not unlocking their respective milestones
Reduced BlackOps Scout Rifle's regular clip to 15 (This was an oversight, it was always meant to have 15 on both Trit and Regular)
Added missing string for the plated light tank machine gun
Altered Cult Convoys progression so that you no longer need to find the HQ to raid the warehouse, if you capture the warehouse specialist (the special mini boss) you unlock the HQ's location
Added Tracite Rocket manufacturing
Tracite and Tritanium Var Cannon Clip manufacturing is more expensive
Gas Rocket, Mortar, Mini Mortar and Sturmpistole Gas Clips are more expensive to manufacture
Added missing Large Fuel Tank ufopedia entry.
Added missing Convoy/Warehouse article entries
Golden Whisper now has male sounds
Updated version compatibility (Purely visual)
Updated the values shown in the Wieldable shields ufopedia articles to reflect the updated ones

I am balancing my guns with the Weapons Overhaul submod by Eddie as the basis, it makes some of the early weapons a lot fun to use plus some extras
Eddie's Weapon Overhaul
https://openxcom.org/forum/index.php/topic,9683.0.html
Has been fully integrated into the mod

the Shadowstorm craft or Tactial Lightning as its known originally was made by 60mm, all I did was adapt it for XCFAA
https://openxcom.mod.io/tactical-lightning

Notice to Android users in particular: If you run into specific issues please let me know/show me your error logs so I can further debug

Back in business...
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: Mrvex on June 02, 2021, 05:47:22 pm
You know, i was always thinking about making a mod similar to this, to add new toys to XCOM, but since that went nowhere i guess they are nothing but ideas but i wanted to add hollow point rounds (larger flat damage but worse against armoured enemies), dragon rounds, some WW2 weapons like panzerfaust or MG42 and i even thought off to make Goliath as drone armor as XCOM suicidal unit.

What i've came up with also supposed to add new early game weapons to XCOM through workshop, that you would get a new resource called scrap and you would use it to manufacture home made weapons for XCOM, mainly molotovs and nail bombs as a way to get incendiary weapons and grenade like weapons before the explosives license, they would be far weaker than the standard stuff but still a petrol bomb landing on cultists face will hurt alot.

One interesting concept i came up with a new weapon type, the Wavelenght Emitor Cannon, which would shoot microwave beams with auto mode (low armour pierce but would do incendiary damage) and gamma beam mode (Which would have massive penetration and would probably do emp damage but would damage living things considerably too)

And laser weapons in general could get different ammo types affecting their wavelenght and their purpose, shorter wavelenght would penetrate more while longer would do things like ignition and could work as a flashbang in the penalties it would cause.


Title: Re: [MOD] XCom Files Arsenal Additions
Post by: Solarius Scorch on June 02, 2021, 08:17:46 pm
Neat! I am starting my holiday now, so can't really do much with modding, but at a glance these look pretty interesting and not going overboard.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 02, 2021, 09:51:00 pm
You know, i was always thinking about making a mod similar to this, to add new toys to XCOM, but since that went nowhere i guess they are nothing but ideas but i wanted to add hollow point rounds (larger flat damage but worse against armoured enemies), dragon rounds, some WW2 weapons like panzerfaust or MG42 and i even thought off to make Goliath as drone armor as XCOM suicidal unit.

I do actually want to add hollow points at some point, the thing is that they rely more on the stats than adding a new weapon which is ironically a bit harder for me at the moment since I'd need to playtest it, as for the MG42 or panzerfaust I dont see why not, it's just a matter of getting the spritework done since I'm not much of an artist (example #1 my funky extended mag for the beretta, the first attempt had me in tears)

What i've came up with also supposed to add new early game weapons to XCOM through workshop, that you would get a new resource called scrap and you would use it to manufacture home made weapons for XCOM, mainly molotovs and nail bombs as a way to get incendiary weapons and grenade like weapons before the explosives license, they would be far weaker than the standard stuff but still a petrol bomb landing on cultists face will hurt alot.

this sounds like a fun addition actually, I don't see why not even make the cultists wield some of these, I don't see it very logical for the church of dagon to have access to napalm/incendiaries but not have molotovs or nail bombs

One interesting concept i came up with a new weapon type, the Wavelenght Emitor Cannon, which would shoot microwave beams with auto mode (low armour pierce but would do incendiary damage) and gamma beam mode (Which would have massive penetration and would probably do emp damage but would damage living things considerably too)

And laser weapons in general could get different ammo types affecting their wavelenght and their purpose, shorter wavelenght would penetrate more while longer would do things like ignition and could work as a flashbang in the penalties it would cause.

Again, another thing I wanted to experiment with! I love turbolaser weapons so much I always skip the regular laser, I would love to give them some varied ammo's to make them maybe compete, as well as even the plasma weapons getting different types of ammunition

The one weapon I forgot to add was this version of the Taser weapons that were "overclocked" or amped up and would cause wounds/burns but would also stun more effectively, so you're trading a bit of the non lethalness for a better  chance to stun or get through armor

Neat! I am starting my holiday now, so can't really do much with modding, but at a glance these look pretty interesting and not going overboard.

Enjoy the  break! I tried very much to not stray too far away from the original vision, I have many ideas but some of them are too disruptive for the mod and I want to have the more grounded ones (I don't see why they wouldn't get an AN-94 rifle for example)

I don't want to make the game too easy either I just want more tools to work with or have new strategies form because of these new tools like the idea of a breaching tank
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: HT on June 03, 2021, 10:30:49 am
This sounds like an interesting mod. I dunno how many of these weapons compare to the ones you get from Black Ops and forward, chances are they (logically) fall behind, but it is a nice touch. I'll look forward to see it more fleshed out to give it a try.
Currently in my campaign I have BO weapons after rushing the right research topics, so early weapons won't do much for me, but the new upgrades to existing stuff seems interesting.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 03, 2021, 05:01:27 pm
This sounds like an interesting mod. I dunno how many of these weapons compare to the ones you get from Black Ops and forward, chances are they (logically) fall behind, but it is a nice touch. I'll look forward to see it more fleshed out to give it a try.
Currently in my campaign I have BO weapons after rushing the right research topics, so early weapons won't do much for me, but the new upgrades to existing stuff seems interesting.

I have the same issue with BO weapons, they feel like they make everything else nearly obsolete or come too quickly (I try not to rush them but, it's hard when you CAN and kind of should)

I do intend to add maybe a BlackOps Smart Grenade Launcher and Shotgun later on (like an actual two handed version)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: HT on June 04, 2021, 10:44:41 am
I have the same issue with BO weapons, they feel like they make everything else nearly obsolete or come too quickly (I try not to rush them but, it's hard when you CAN and kind of should)

I do intend to add maybe a BlackOps Smart Grenade Launcher and Shotgun later on (like an actual two handed version)

To be fair, they ARE meant to be better than most "normal" weapon, as they're state-of-the-art guns used for... Black Ops. The balance is their ridiculous price, which should stop you from getting them immediately (in theory). Still, stuff like the Miniguns take care of nearly every foe with little issue (once one of your guys is strong enough to lift that thing).

As for getting a "smart grenade launcher", that sounds cool. How would that work? An improved GL with better accuracy? A multi-round one like the Tactical GL (which makes the regular one somewhat obsolete)? As for a two-handed shotgun, aren't they two-handed by default in most cases, other than the sawed off?
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 04, 2021, 05:17:03 pm
To be fair, they ARE meant to be better than most "normal" weapon, as they're state-of-the-art guns used for... Black Ops. The balance is their ridiculous price, which should stop you from getting them immediately (in theory). Still, stuff like the Miniguns take care of nearly every foe with little issue (once one of your guys is strong enough to lift that thing).

As for getting a "smart grenade launcher", that sounds cool. How would that work? An improved GL with better accuracy? A multi-round one like the Tactical GL (which makes the regular one somewhat obsolete)? As for a two-handed shotgun, aren't they two-handed by default in most cases, other than the sawed off?


Smart grenade launcher would be something akin to the XM29, lot more ammunition since they're smaller grenades, accuracy and range, I'd probably add something ridiculous like 20mm buckshot to those, as for the two handed smarty, well we only have one smart shotgun in the game and it's a sawn off one handed version, I attempted to make a smart version of the auto shotty, but it's missing a few balancing passes, smart weapons don't necessarily do more damage per shot which makes it a bit trickier than simply bumping up the stats (which i literally did)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 06, 2021, 04:00:48 am
The next version(v0.37) is going to take a bit longer to release since I'm going to focus on making sure all the content in the mod works, has the proper requirements and tech and all the good stuff so you can play your campaign without issues, I wanted the first cycle to be about content creation, the second cycle will involve integration and see how the different pieces interact with each other and some further refinement and polish. (This was the case for v0.36, and some fixes and polishes have indeed been done!)
Another important feature I want is modularity, you can turn off any weapons you don't want, so you can literally just open the mod folder and delete the respective ruleset file you don't want, v0.36 has been uploaded, enjoy!

Features worked on:
- Artillery commendation (Kills with your AI using Howitzer Cannons and Mortars)
- Howitzer Cannons and Mortars for HWP's (Mortars are self explanatory, Howitzer Cannons are extreme range cannons that have a minimal range and at the most extreme of distances the damage slightly increases due to projectiles reaching their final velocity, they need a skilled AI to correctly harness, limited ammo and extremely expensive TU costs, you cannot move and fire)
- Acceletron Cannon (Railgun-like Shard Cannon)
- Project Infernite (Elerium tier Tracite)
- Plasma Gatler for the aliens so they can mow you down :) they need new toys as well!
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: HT on June 07, 2021, 12:14:17 am
Tried the 0.36 version a little. Some projects should not be available or viewable in the Ufopaedia until you get the prerequisites, and yet they are, like the Shard Shotgun.
The Riot Gear doesn't unlock a riot armor type used by SWAT/insert elite police force here, it could be cool to have something between the Armored Vest and the Kevlar Vest for example. I dunno how the Teargas grenade compares to the flash grenades you already have in XCF.
The smart auto-shotgun seems to be OP, and it can be seen from minute 0 even when you shouldn't be able to buy it yet, and it looks like the ultimate shotgun ever, with the baton shells being perhaps a bit too good. I was also able to see the Heavy Laser article even though I haven't unlocked lasers yet in my playthrough.
Regarding the light tanks, they're a fun idea, I was hoping to get a bigger combat drone chassis before unlocking the HWP ones, but no dice. Your mod tries to do that, but funnily enough the light chassis are as big as a tank regarding size. The light cannon also has too many ammo IMO, compared to the regular rocket launcher and cannon from the HWP vehicles.
The 'paedia mentions something about a twin rocket launcher, but I wasn't able to see it, only a dual machinegun variant, but perhaps I didn't peer carefully enough.
No idea what's the purpose of the explosive shells of the shotgun that are not pellet-based like the rest of the ammo.
The Shard Shotgun I wasn't able to try, but it is probably hax since few things resist well Cutting damage.
Overall, a good work, although it needs some tinkering.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 07, 2021, 01:13:32 am
Firstly thank you for the feedback, helps this mod be a lot better  :D

Tried the 0.36 version a little. Some projects should not be available or viewable in the Ufopaedia until you get the prerequisites, and yet they are, like the Shard Shotgun.

I am still in the process of making sure the requierements for the Ufopaedia articles are correct, I was still struggling with the opposite problem, they wouldn't show up so I had to brute force them but yes it is on my radar to make them all be visible when they're supposed to  :)

The Riot Gear doesn't unlock a riot armor type used by SWAT/insert elite police force here, it could be cool to have something between the Armored Vest and the Kevlar Vest for example. I dunno how the Teargas grenade compares to the flash grenades you already have in XCF.

Armor seems to be a bit complicated to make, I would love to add a Riot Armor with a Shield and all, it won't protect you against bigger calibers but it sounds like a good transition from Kevlar to Armored Vests. Riot Gear right now is super basic, I think we only have two items, I have a LWP Riot Tank coming that shoots out Rubber bullets and Smoke coming out to help it feel less lonely. I'll see what I can do with armor but no promises, it just seems a bit daunting when looking at the armor files. As for the Tear Gas grenades and mortar shells, they're pretty weak at the moment, I wanted to add the flashbang effect to them as well because otherwise they're just a morale damaging version of a flashbang that doesn't even reduce stats, they do a bit of stun but I feel like they need to do more of..well everything I just didn't want to go overboard with them since they're sort of an early game tech. They damage TU's, Morale, and apply a bit of stun.

The smart auto-shotgun seems to be OP, and it can be seen from minute 0 even when you shouldn't be able to buy it yet, and it looks like the ultimate shotgun ever, with the baton shells being perhaps a bit too good. I was also able to see the Heavy Laser article even though I haven't unlocked lasers yet in my playthrough.

Yeah I haven't really had any balance passes applied to it, it shreds and baton rounds shouldn't actually be that fast to fire since realistically I dont think they'd have enough power to cycle the next round. My dilemma with baton rounds is that they're one of the reasons why my BO Shotgun (the regular one) stays relevant for a while, nothing else but the KS-23 shoots them so I wanted to have another shotgun with it...but I don't really think this ones a good fit OR they have to be nerfed to the ground, perhaps I should remove the Auto shots and nerf the TU's when you use them specifically (I mean and plus that whole shotgun needs to be toned down a lot)

Regarding the light tanks, they're a fun idea, I was hoping to get a bigger combat drone chassis before unlocking the HWP ones, but no dice. Your mod tries to do that, but funnily enough the light chassis are as big as a tank regarding size. The light cannon also has too many ammo IMO, compared to the regular rocket launcher and cannon from the HWP vehicles.
The 'paedia mentions something about a twin rocket launcher, but I wasn't able to see it, only a dual machinegun variant, but perhaps I didn't peer carefully enough.

I was undecided if I wanted an auto-cannon with a lot less power but was full auto capable or simply a smaller cousin to the regular cannon, the extra ammo I think you're right is a bit too much, Size wise do you mean the battlescape 2x2 sprite? or how much space they take up in your vehicle? I don't think I can change the sprite thing but I'm sure I could do something about them taking up maybe 3 slots instead? 2 sounds like a bit too much, but who knows I'll look into that

No idea what's the purpose of the explosive shells of the shotgun that are not pellet-based like the rest of the ammo.
The Shard Shotgun I wasn't able to try, but it is probably hax since few things resist well Cutting damage.
Overall, a good work, although it needs some tinkering.

Cutting is such a powerful damage type, it makes the shotgun look so so much cooler though :( but ideally I think we want a kinetic type shotgun that ignores some armor and deals some extra wound damage instead, I wanted explosive damage to not penetrate but chip away armor, do a bit of AOE and also just be able to destroy the enviroment, the Tracite Rounds are more of an incendiary deal and I think they deal a bit of AOE, the Frag-12 are the AOE effect plus the extra terrain damage. Frag-12 rounds to my understanding shoots one big slug full of explosives, so you're also getting a lot more range, there might be more nuances to that though

Again, thanks a lot for the feedback!











Title: Re: [MOD] XCom Files Arsenal Additions
Post by: HT on June 07, 2021, 01:39:23 am

I was undecided if I wanted an auto-cannon with a lot less power but was full auto capable or simply a smaller cousin to the regular cannon, the extra ammo I think you're right is a bit too much, Size wise do you mean the battlescape 2x2 sprite? or how much space they take up in your vehicle? I don't think I can change the sprite thing but I'm sure I could do something about them taking up maybe 3 slots instead? 2 sounds like a bit too much, but who knows I'll look into that
Don't mention it! As for the sprite, I mean it should be somewhat smaller if possible, a bit bigger than an agent but not as big as the armored car sprite you're using, since they're supposed to be light vehicles. No idea if that's feasible though.
As for how much space it takes within a transport, it should be as a regular HWP does, aka 2 spaces, maybe 3 for balance reasons if necessary.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 07, 2021, 01:59:52 am
Hotfix released for some dumb things that are easily fixable now that I learned how to properly lock the Ufopaedia articles until needed!

Don't mention it! As for the sprite, I mean it should be somewhat smaller if possible, a bit bigger than an agent but not as big as the armored car sprite you're using, since they're supposed to be light vehicles. No idea if that's feasible though.
As for how much space it takes within a transport, it should be as a regular HWP does, aka 2 spaces, maybe 3 for balance reasons if necessary.

The spritesets are a mess (and I don't mean the quality! I love them and props to the artists, just the system that's used in the engine is a mess for my millenial eyes used to polygons and regular textures), I honestly wish I could just shrink them but from what I'm seeing I'd need to edit every single one of them or shrink then move them so they're centered for all like 40 pieces, it's a bit weird, also for the vehicles, we have a limit for the number right? if the number's in place I think 2 spaces could work, if not I would have to make them 3 space based, I'll start tweaking it in a bit, for now I've done the "dumb" fixes

Update: you can't change the size, but setting the size from 2 to 3 results in a hilarious 3x3 vehicle that refused to load and crashed the game, it wont accept decimals either because its literally going from 1 to 2x2 to 3x3, I was planning on making a super heavy tank that needed a whole class of transport that enabled such super heavy tanks but... I guess they can just be differently colored tankier tanks xD
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: krautbernd on June 07, 2021, 03:43:00 pm
Update: you can't change the size, but setting the size from 2 to 3 results in a hilarious 3x3 vehicle that refused to load and crashed the game, it wont accept decimals either because its literally going from 1 to 2x2 to 3x3, I was planning on making a super heavy tank that needed a whole class of transport that enabled such super heavy tanks but... I guess they can just be differently colored tankier tanks xD

You might also want to check the Ruleset Reference (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor):

Quote
Size of the unit wearing this armor, in Battlescape grid units. 1 means 1x1 unit, 2 means 2x2 unit, other sizes are not supported.

"Half-size" (or non-square) units are not supported, as no drawing methods exists for these, not to mention path finding etc.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 07, 2021, 10:34:56 pm
You might also want to check the Ruleset Reference (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor):

"Half-size" (or non-square) units are not supported, as no drawing methods exists for these, not to mention path finding etc.

Yeah after reading into that it makes perfect sense as to why you'd only have square sized units too, and I figured the 3x3 vehicles was a long shot, that being said it shed some light into other questions I had floating around, thanks!
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 07, 2021, 10:47:37 pm
I think I need to better structure out what I want to do so it's better explained but, leaving sizes aside I would like to have a number variable (originally this was size, and it was related to the physical space it took up, soldier is 1, tank is 4) that would be in every transport and it would more or less limit the number of units based on this number, lets call it VehicleAllocatedSize, plus another one stating that this is a Vehicle/Big unit and not a soldier

your regular HWP's being heavy have a number of 4
your large drone (lets say this was rebalanced) being less heavy and less armored/armed has a number of 3 (it takes up 4 spaces still!)
your LWP would take up either 2 or 3 depending on configuration
your regular soldier would take 1 (or maybe even 2 if wearing some sort of super powered suit?)

Now we have our Skyranger with a capacity of 14, and a MaxVehiclesAllowed variable of 3 (hell, imagine if we could have a MaxVehicleSizeAllowed and have vehicles dedicated for heavier tanks as well, that'd be cool but it would obviously be too much micromanaging at some opint)

That means we can have either 14 soldiers OR a combination of soldiers and specific vehicles
Combination 1:
10 Soldiers 1 HWP
Combination 2:
2 Soldiers 3 HWP's
Combination 3:
3 LWP's (with a VehicleAllocatedSize of 2) and 8 soldiers, you cannot fit 4 LWP's because the MaxVehiclesAllowed is only 3 even if their VehicleAllocatedSize would allow for more

There IS a vehicles variable but I think it works universally, you will still only be able to bring two LWP's in your transport if its set to 2

I wanted an incentive to use these lighter vehicles even if they took up the same space but were weaker, I think I will not be able to do this in any case because if it is an engine thing well thats one thing, but even if it isn't and I manage the deployment zones correctly this might actually alter the main mod's balance and focus too much, something I wouldn't want to do but I think it is a neat idea for some other mod at another time perhaps   :)
 
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 08, 2021, 07:46:51 am
I'm very stuck with this currently:
the first two files are the GuiSoldiers file I have my 3 extra sprites, all the sprites show up BUT they have ugly brown like pixels which I cannot figure out where they come from, ive color picked every single bit and the spacing is identical between all sprites, its just always my 3 new ones getting these ugly bits

Now one of the main problems I have is that whenever I convert palettes its always turning my transparency to black, which is a bit of a problem

the other 2 pictures are the spritesets I have that also don't work and I suspect its the same issue with the transparency, I'm aware gimp is not perfect and I am not attached to it in any way it's just the one that's free to use, (along with Irfview but that one seems to work wonders so far)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: krautbernd on June 08, 2021, 12:24:40 pm
Could you upload in-game screenshots illustrating the issue you are encountering?
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 08, 2021, 08:52:01 pm
Could you upload in-game screenshots illustrating the issue you are encountering?

I highlighted the two soldiers, there's missing frames or the order of frames is altered so when I move it will turn partially invisible or have a weird arm floating, the soldier to the right was mid-movement

for the armor previews the last soldiers should all have black behind them because that's whats in the background but my sprites have weird brownish solid pixels
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: krautbernd on June 08, 2021, 09:17:45 pm
Ah sorry, I missed it the first time around - in reagards to your GUIsoldiers: your transparency (i.e. the background) does not match the transparency on your palette. Transparency/"Background" ist at color index 0. You have used 224-239 from what I can tell.

Is the riot armor included in the mod archive? Because this might be due to your rul-files/sprite definitions.

I don't know how exactely your workflow looks like for creating sprites, could you elaborate?
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 08, 2021, 11:11:03 pm
Ah sorry, I missed it the first time around - in reagards to your GUIsoldiers: your transparency (i.e. the background) does not match the transparency on your palette. Transparency/"Background" ist at color index 0. You have used 224-239 from what I can tell.

Is the riot armor included in the mod archive? Because this might be due to your rul-files/sprite definitions.

I don't know how exactely your workflow looks like for creating sprites, could you elaborate?

Yeah sorry about that, they're actually pretty much disabled (the RiotVest along with all its dependencies,items,research,sprites etc) and I had to change some things to bring them back to work just for the picture in so that's on me, the files are in however, I haven't removed anything just "disabled" them

For my workflow I use gimp in indexed mode, if I need to do a recolor for example I switch from indexed (palette) to rgb, apply my effects or what I'll be doing and then switch back to my indexed palette, I export this and run it through Irfview again selecting the palettes, this has worked 90% of the time except when I'm working with pure black colors which is probably the discrepancy you noticed

I've talked on the discord and it's been evident that I really need to switch to something like asesprite because gimp's optimization of palettes does not help my case, thank you very much for taking the time reading and replying

I'm going to upload here the current configuration I have, Im testing them on the New Battle mode (Riot Vest) this is how I left it for those screenshots I took


Title: Re: [MOD] XCom Files Arsenal Additions
Post by: The Martian on June 09, 2021, 12:45:00 am
Now one of the main problems I have is that whenever I convert palettes its always turning my transparency to black, which is a bit of a problem
I'm also using GIMP, and when making X-Com sprites it does fight you.

If you are not already using it you should look at Falko's Modding Tool's Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette), if you run an image through that and the background becomes green you are usually fine.

Falko's Modding Tool's OpenXcom forum thread: https://openxcom.org/forum/index.php/topic,2980.0.html (https://openxcom.org/forum/index.php/topic,2980.0.html)

Falko's Modding Tool: Palette converter: https://falkooxc2.pythonanywhere.com/spritepalette (https://falkooxc2.pythonanywhere.com/spritepalette)

The modding tool works directly off a website so no need to install or download anything.


If your image's background is Black, Yellow or White unexpectedly I've found this works to fix it:

[1] Open the image in GIMP.
[2] Create a new layer (Do not duplicate the layer of the image with the incorrect background)
[3] Copy your image to the new layer.
[4] Selected the "Select by Colour Tool"
[5] Change "Threshold" to 0.0
[6] Select the rogue background colour by clicking on it in the image.
[7] Press the Delete key.
[8] If this works you should have an empty transparency area where the colour was, but we're not done yet.
[9] In the menu's drop down selection of "Image -> Mode" select RGB.

Now you will need the GIMP palette files for UFO: Enemy Unknown/X-COM: UFO Defense (Or X-Com: Terror From The Deep which uses a different palette)

I've attached both the UFO & TFTD GIMP Palette files I use to this post.

[10] Download and install into GIMP the Enemy Unknown/X-COM: UFO Defense palette (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54144).
[11]<Optional> Download and install into GIMP the X-Com: Terror From The Deep palette (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54145).

[12] Now in GIMP's menu's drop down selection of "Image -> Mode" select "Indexed..."
[13] Select XCOM-BattleScape.gpl  palette file.
[14] Make sure "Remove unusued colours from colourmap" is left unchecked!
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54148)

[15] Press "Convert"

Final steps, you should now have an image with the correct colour palette and a background that is a transparency area, however to make 100% it works every time now do the following:

[16] Open Falko's Modding Tool: Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette).
[17] Click the red box marked "Drop files here or Click to upload multiple images."
[18] Select the files you want to convert.
[19] Since you are using the UFO palette the default settings are fine (Note: If using TFTD then click "fix-palette(ufo-battlescape)" and change it to a TFTD setting.)
[20] Press "Convert" and wait. (Large sprite sheets take a second, BigObs, FloorObs & HandObs are almost instantly done.)
[21] After you've pressed the "Convert" button it will gray out, when it returns to normal press "Download" and obtain your converted images.

[22]<Optional> If you want to see the images before downloading click "Show Images" in the upper right or the "Show" button beside the file entry you are converting, then select "images" from the "Show" button's menu


If Falko's Tool (https://falkooxc2.pythonanywhere.com/spritepalette) has converted the image to having a green background then it usually is going to work in OpenXcom without a problem.
(Note: If the background has simply changed colour and is now White, Black or Yellow. Repeat the above steps and it usually becomes the expected bright green.)


Hope that helps. (It sounds like a lot of steps, but it is actually really fast once you get used to doing it.)


I've also attached a version of your "RiotArmor.png" & "RiotArmor_H.png" that have already been put through the above process:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54150)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54152)



Here is an example of what you should see if you use Falko's Modding Tool: Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette):
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54146)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: The Martian on June 09, 2021, 01:07:46 am
I highlighted the two soldiers, there's missing frames or the order of frames is altered so when I move it will turn partially invisible or have a weird arm floating, the soldier to the right was mid-movement

When I load a sprite sheet and there are limbs, torsos, etc missing from some of the frames it is usually a problem with the selected drawingRoutine: being used for that unit in the armors: section of the .rul file.

Here is a link to the Ruleset Reference Nightly's armors: section (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor), just scroll down a few lines to find the part on the drawingRoutine: variable.

Link:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor)

At a glance it looks like the sprite sheets your working with should be using drawingRoutine: 0 (The one for X-Com Soldiers & Sectoids)

The other thing to check is that in the extraSprites: section you have assigned the correct height and width to image when loading it. (But that 'usually' ends in a crash if it is wrong instead of missing frames.)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 09, 2021, 02:07:37 am
I'm also using GIMP, and when making X-Com sprites it does fight you.

If you are not already using it you should look at Falko's Modding Tool's Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette), if you run an image through that and the background becomes green you are usually fine.

Falko's Modding Tool's OpenXcom forum thread: https://openxcom.org/forum/index.php/topic,2980.0.html (https://openxcom.org/forum/index.php/topic,2980.0.html)

Falko's Modding Tool: Palette converter: https://falkooxc2.pythonanywhere.com/spritepalette (https://falkooxc2.pythonanywhere.com/spritepalette)

The modding tool works directly off a website so no need to install or download anything.


If your image's background is Black, Yellow or White unexpectedly I've found this works to fix it:

[1] Open the image in GIMP.
[2] Create a new layer (Do not duplicate the layer of the image with the incorrect background)
[3] Copy your image to the new layer.
[4] Selected the "Select by Colour Tool"
[5] Change "Threshold" to 0.0
[6] Select the rogue background colour by clicking on it in the image.
[7] Press the Delete key.
[8] If this works you should have an empty transparency area where the colour was, but we're not done yet.
[9] In the menu's drop down selection of "Image -> Mode" select RGB.

Now you will need the GIMP palette files for UFO: Enemy Unknown/X-COM: UFO Defense (Or X-Com: Terror From The Deep which uses a different palette)

I've attached both the UFO & TFTD GIMP Palette files I use to this post.

[10] Download and install into GIMP the Enemy Unknown/X-COM: UFO Defense palette (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54144).
[11]<Optional> Download and install into GIMP the X-Com: Terror From The Deep palette (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54145).

[12] Now in GIMP's menu's drop down selection of "Image -> Mode" select "Indexed..."
[13] Select XCOM-BattleScape.gpl  palette file.
[14] Make sure "Remove unusued colours from colourmap" is left unchecked!
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54148)

[15] Press "Convert"

Final steps, you should now have an image with the correct colour palette and a background that is a transparency area, however to make 100% it works every time now do the following:

[16] Open Falko's Modding Tool: Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette).
[17] Click the red box marked "Drop files here or Click to upload multiple images."
[18] Select the files you want to convert.
[19] Since you are using the UFO palette the default settings are fine (Note: If using TFTD then click "fix-palette(ufo-battlescape)" and change it to a TFTD setting.)
[20] Press "Convert" and wait. (Large sprite sheets take a second, BigObs, FloorObs & HandObs are almost instantly done.)
[21] After you've pressed the "Convert" button it will gray out, when it returns to normal press "Download" and obtain your converted images.

[22]<Optional> If you want to see the images before downloading click "Show Images" in the upper right or the "Show" button beside the file entry you are converting, then select "images" from the "Show" button's menu


If Falko's Tool (https://falkooxc2.pythonanywhere.com/spritepalette) has converted the image to having a green background then it usually is going to work in OpenXcom without a problem.
(Note: If the background has simply changed colour and is now White, Black or Yellow. Repeat the above steps and it usually becomes the expected bright green.)


Hope that helps. (It sounds like a lot of steps, but it is actually really fast once you get used to doing it.)


I've also attached a version of your "RiotArmor.png" & "RiotArmor_H.png" that have already been put through the above process:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54150)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54152)



Here is an example of what you should see if you use Falko's Modding Tool: Palette converter (https://falkooxc2.pythonanywhere.com/spritepalette):
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=54146)

Wow I'm still reading both of the replies, but this really hit the spot for what I needed I'm sorry if I should've posted this in the modding help channel, but you still answered in depth. SUPER appreciated  :) :) :) :) :)
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 10, 2021, 08:01:52 am
0.38 Is up, I've started updating sprites with this new update, Riot Vest sheet is still in progress but I wanted to at least put in the new revolvers I've been cooking up using aseprite instead of mspaint (at last!) I think they look much better than any previous attempt at sprites I've made, but

balance is still pending but the spritework has been completed! including some new armor preview icons

things coming up:

Howitzer Cannons
Stocks for the Full-Auto Mauser (unreleased), Glock and  Beretta 93 R as well as for the BlackOps Machine Pistol (unreleased)
These work as a no time manufacture process which will either consume a stock you can purchase and return it if you decide to disasemble the gun via another project OR you can assume X-COM has an endless supply of stocks lying around, in any case these are meant to help with the machine pistol's characteristic of being very hard to control in exchange for making it a two-handed weapon with penalties associated for using it one-handed, these are weapons you'd use before you unlock true submachine guns and rifles (except the black ops machine pistol, that's just a different version of the SMG, with a much higher RPM, it's meant to be an AUTO-9 from the Robocop universe WITHOUT the special ammunition of course... unless you want that, it just feels weird having special ammo on something other than shotguns that isn't just straight up AP vs HP rounds )
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: krautbernd on June 10, 2021, 10:36:57 am
Just a bit of a heads-up - currently your mod is kind of messy to look at and sort through (for bug finding & troubleshooting, among other things). Best practice - at least as far as I can tell - is to seperate files per rul-section (e.g. research: , manufacturing: etc.), not on a per-item basis. Otherwise you end up with a steadily growning number of files with varying section lengths and no clear naming scheme. You might also want to package your mod into its own folder.
Title: Re: [MOD] XCom Files Arsenal Additions
Post by: 8mono on June 10, 2021, 10:57:42 am
Just a bit of a heads-up - currently your mod is kind of messy to look at and sort through (for bug finding & troubleshooting, among other things). Best practice - at least as far as I can tell - is to seperate files per rul-section (e.g. research: , manufacturing: etc.), not on a per-item basis. Otherwise you end up with a steadily growning number of files with varying section lengths and no clear naming scheme. You might also want to package your mod into its own folder.

I thought I would be at 0.4 by now, that's when I was going to do a purge of the duplicates and unused files as well as a restructuring, for the last part do you mean having a folder right before all the files? (XCFAdditions Folder --> Files ?) I should probably start doing it right now before it gets bigger, thanks for the heads up

update: I think it should be good now, better organized and closer to the XCF's structure
Title: Re: [MOD] XCom Files Arsenal Additions (ver 0.4 the Anti Tank Trio)
Post by: 8mono on June 19, 2021, 12:40:37 pm
v 0.42+ is up! New anti-tank rifle sounds are in

new toys im tinkering with:
- Overdrive Injector: will boost your soldiers stats for a brief time but any wounds sustained in that period are doubled, and you will ALWAYS end up with at least 1 wound at the end of the effect
- Psi-Shield: this will essentially convert your soldier's morale and sanity into extra health while it is primed, I will probably have to make it so it scales properly with your psi skill or psi strenght so it's just not an automatic morale/sanity to hp converter
like the Resuscitator these are not meant to be replicable or manufacturable, or at least not in their current state and will probably add versions of these that have a much lesser effect or are more expensive but manufacturable
-Tracite Armor decay effect: Tracite and Infernite (wip) will burn away part of the target's armor for a few turns, if this seems too much I might just make a chem based status effect instead
-Biological Warfare expansion: toxin, acid, flesh eating gas like Xenonauts X-Division etc
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.42d Support Grenade integration)
Post by: 8mono on June 27, 2021, 01:24:43 pm
v 0.5 is out!

I set myself to learn how to script about 10 days ago or so and I'm seeing the fruits of my labor now because the thing that made me want to make a mod for XCF so bad was wanting flare rounds for my mortar...and guess what, functionally we're there, I would still love if it were possible to have them slowly fall from the sky each turn as they illuminate the area , for now they just illuminate, additionally Proximity Mine Launchers are now a thing! again

I have stated this before in my other mod but I want to say it here as well, if you like anything here , specially script-wise (which would be the more lets call it... "made from scratch" by me) I would be more than happy to see your take on it or how you use it on your own mods/edit it to your liking, all I ask is a small mention (and it's more so I can see what you come up with when you use it or how you would use it) and that's it, you're free to do with it what you want, this community has provided so much for me and its members without charging a dime and I am very thankful for that. These last months have been honestly hell and even if this is merely a measly submod for a mod (a GREAT and AMAZING mod) I feel happy if I can provide even a fraction of the enjoyment or fun that these big mods can capture or perhaps even enhance the experience that is the X-Com Files (trying!).

So yeah, and also sorry for the speech, thank you!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.2 The Big Boys)
Post by: 8mono on July 03, 2021, 04:14:11 am
We're back in business, culprit was a misbehaving commendation ruleset  8) 8) 8)

Also, if I get permission I will be adding 60mm's Tactical Lightning mod patched to work with X-Com Files and adjusted the stats to make it an option for tactical deployments at night as well as being undetectable, mostly the graphics 60mm has made are dope af and they fit with my idea of an improved Lightning craft I wanted to make for a while, I think we already have said mod but it uses the graphics from vanilla

Scripts have been re-enabled for 0.5.3! The mod should be fully back to normal now

https://openxcom.mod.io/tactical-lightning
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: HT on July 11, 2021, 01:22:55 pm
I have to say, your dedication is commendable. I'm torn between giving this mod a quick spin, or wait until you reach 1.0 or more to start a new (and hopefully last already) campaign with this mod enabled.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: Niewiem on July 12, 2021, 09:19:23 pm
Hey
Just wanted to ask how to use it? Should I unpack it into separate folder in mods folder or to xcomfiles mod folder?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: 8mono on July 13, 2021, 11:57:32 pm
Hey
Just wanted to ask how to use it? Should I unpack it into separate folder in mods folder or to xcomfiles mod folder?

Unpack it in a different folder, treat it as if it was another mod, it just happens to be compatible with the xcomfiles

I have to say, your dedication is commendable. I'm torn between giving this mod a quick spin, or wait until you reach 1.0 or more to start a new (and hopefully last already) campaign with this mod enabled.



thanks! I try :), I have some ideas for the next update but I don't think I'll be updating any time soon, I'm getting a job (hopefuly) sometime this week so my time to work on this will be less, I'm not quitting! just might take longer to make additions to the mod
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: Niewiem on July 14, 2021, 12:01:38 am
ALready figured it out by trying but thank you very much! :)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: Marrik on July 15, 2021, 08:30:09 pm
Am I correct in assuming one would have to start a new game to use this?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: 8mono on July 15, 2021, 10:47:36 pm
Am I correct in assuming one would have to start a new game to use this?

You should start a new game preferably, since a lot of the content focuses on early game, I have very few additions to the mid and late game as of now. You CAN do it, I don't think it would crash but you would miss out on A LOT of the early game content I added
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9b The Big Boys)
Post by: 8mono on July 16, 2021, 04:07:16 am
Progress is going smooth  :) coming soon is Update 0.6 Another Brick in the Wall
- Introducing Cult Convoy Ambushes as well as two units for each cult the Logistics Crewmate and Logistics Officer (Red Dawn only for this release)
- These ambush missions don't have the units necessary to keep progressing the story, just the convoy progression itself, they're optional and will not give you any penalties for aborting
- Added Cult specific Ramshackle, Weapon Boxes and Reinforced Weapon boxes as well as Ammo boxes (Red Dawn done)
- Cult Operations unlocks small convoys, Logistics Crewmates unlock medium convoys, Officers unlock large convoys and large convoys unlock warehouse raids (the origin of the convoys) (subject to change, Red Dawn units done)
Every time you unlock the next tier you can research a project that will prevent any further lower tier missions from spawning (So if you do Mediums you unlock the ability to stop Smalls from spawning again)
(Small ,Medium and Large Convoys done! missing Warehouse Assault)
- New weapons:
- AA12 shotgun
- APS Machine Pistol (can use a stock)
- Mauser Full Auto (can use a stock)
- HKMP5K (Not done)
- Scoped Magnum
- BlackOps Precision Magnum (both scoped magnum and precision magnum can use bipods)

- Reward from clearing the warehouse
(still debating whether to give this or a regular heavy tactical suit)
Prototype Tactical Suit, worse stats and heavier but will provide the best defense before Promo 3, and you can upgrade this suit into the regular Heavy Tactical Suit with no durathread cost, just money
You need to take down 'The Brick' without killing him to gain access to his prototype armor, otherwise it will self-destruct when you kill him, consider him a mini boss

Plus some fixes I already migrated from 0.6 to 0.5.9b since its going to take a bit more before I can finish this and I'd rather have these small fixes ready since they don't need anything

- Future: Riot/Non-Lethal/Utility Boxes which contain loot related to tear gas or riot equipment/flare ammo etc, the principle behind the cult specific boxes and these is to unbloat the existing crates which mess up the chances to get stuff you want
- Future: Add a chance to get ambushed by reinforcements during the convoys if you take your sweet time
- Future: Warehouse raids for cults (more or less like clinics for hybrids, between a safehouse/hideout and a base in terms of difficulty, but you won't find progression for story here, just extra loot/ weapons specifically)

Here's a few pictures from the missions as well as the Logistics Crewmate for Red Dawn
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9b The Big Boys)
Post by: HT on July 16, 2021, 10:36:53 am
You should consider asking Solarius about integrating this mod into the "main one". These new missions sound a bit redundant IMO, cult houses are already very difficult before getting something better than the helicopter, and these ones sound like they'll be tougher.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9b The Big Boys)
Post by: 8mono on July 16, 2021, 11:45:25 am
You should consider asking Solarius about integrating this mod into the "main one". These new missions sound a bit redundant IMO, cult houses are already very difficult before getting something better than the helicopter, and these ones sound like they'll be tougher.

I balanced them around them being optional and you do have some extra gear available that isn't in vanilla XCF like the Riot Vest and Tear gas (which stacks with flashbangs when you get those)
I personally believe I gave enough tools for the player to be able to fight through these missions, and from what I've playtested Small to Medium convoys are fine, Warehouses I'm not done coding them in but they're essentially the same as large Convoys with better cover and one extra special unit

The point you mention about tediousness is something I can't really deny, and again is why I made them entirely optional, they will only net you extra points and extra loot if you do them and nothing bad happens if you don't  :) they only unlock after Operations and an extra research after that, I'm not of the mindset to want to make things stupidly hard, a bit of challenge is always fun but I don't want to overdo it, if I see that it gets too hard I'll make them easier or find another way to adapt them without being overly disruptive

In any case, the missions are not yet in the mod and I'll probably release them a cult a time so I can better balance them, Red Dawn is almost done


Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: HT on July 16, 2021, 05:06:04 pm
You should start a new game preferably, since a lot of the content focuses on early game, I have very few additions to the mid and late game as of now. You CAN do it, I don't think it would crash but you would miss out on A LOT of the early game content I added

Does this mod require starting a new game for sure, or would it be fine to load a save right at the start of the campaign? I keep one of the latter just in case, and it would work better IMO.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.5.9a The Big Boys)
Post by: 8mono on July 16, 2021, 08:25:55 pm
Does this mod require starting a new game for sure, or would it be fine to load a save right at the start of the campaign? I keep one of the latter just in case, and it would work better IMO.
As of now Im 99 percent sure you can use that save, it might be an issue later if I add events or very early changes
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: 8mono on July 18, 2021, 11:56:01 pm
0.6.0 is out!
0.6.0 The Wall
Notice: This might be the first update where saves might not be entirely compatible, items in question changed:
Super Illegal Requisition Files, I'd recommend you start a new campaign anyways since most content is early game

- Added Red Dawn Convoys (Small, Medium , Large) and the final Warehouse Assault unlocked after all 3 are done
- Added Scoped Magnum and BlackOps Precision Magnum (Both have a Bipod attachment option)
- Added Assault Auto-12 shotgun, lighter than the USAS-12 but a bit harder to handle
- Added Mauser Schnellfeuer, full auto capable Mauser as well as a Mauser big clip (Can use a stock)
- Added Stenchkin Automatic Pistol and a big clip for both it and the Makarov (Can use a stock)
- Added new maps for the Convoys/Warehouse missions
- Added Illegal Requisition Files for Red Dawn
- Changed AN-94's name
- Fixed typos for Stock versions of Machine Pistols
- Added Prototype Heavy Tactical Suit (Heavier and bulkier version of the Tactical Suit, slightly less defense but attainable before Promo 3)
- Added Impact Vest scripted item (50% or less damage reduction when physical attacks are closer than 5 tiles from you)
- Updated Ammo and Weapon boxes loot to have the new weapons from this submod
- Added Red Dawn Ammo, Ramshackle, Normal and Reinforced Weapon boxes
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: HT on July 23, 2021, 05:13:15 pm
Quite fun additions, but I believe some are overlapping with the newest updates of the main mod. There's already a night-ops camo suit, and improved ammo meant for the taser IIRC.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: 8mono on July 23, 2021, 08:49:27 pm
Quite fun additions, but I believe some are overlapping with the newest updates of the main mod. There's already a night-ops camo suit, and improved ammo meant for the taser IIRC.

Scorch added them after I did so I need to remove them if they are redundant, Im still going through a campaign playthrough atm and planning to change and fix things I missed, they are in my list of things I want to change though, or remove altogether if they're very similar
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: Bonakva on August 01, 2021, 01:28:47 am
An interesting addition to the mod. I have a suggestion for the general development of your mod.
How about mobile weapon platforms from xcom 2012 (S.H.I.V.).
I already said something about it in a separate thread (https://openxcom.org/forum/index.php/topic,9289.0.html)
In xcom 2012 S.H.I.V. is analogous to tanks, only instead of 4 cells they take 1.

In essence, it is a mini-tanks, which can be without harm to the main squad to swallow and deal damage, as well as scout the area.
The game already has everything to implement the idea. Drone scout is essentially already a S.H.I.V. All you need to do is change the armament and play with the armor settings.

In my game, I changed the shotgun to a machine gun m-60, as well as slightly increased the frontal armor. It turned out a kind of assault version of the mini tank. After I went into lasers and alloys I once again tightened the characteristics to those of the analogues.

Of course, the armor characteristics should be less than those of full-fledged tanks. Compared to full tanks, the S.H.I.V. has an order of magnitude less armor, but they can be placed in greater numbers. And they are also able to storm rooms with the squad.

(https://i115.fastpic.org/big/2021/0801/8e/04c889948c160681780e3f83985b6b8e.png)(https://i115.fastpic.org/big/2021/0801/fc/49b74028cc9368b39c8563abfdc042fc.png)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: Jimboman on August 09, 2021, 12:58:15 am
I've discovered a bug in 0.6.  I can't 'extract' from Red Dawn Ammo boxes even after researching them, although the other Red Dawn boxes work ok.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: 8mono on August 09, 2021, 06:00:32 am
I've discovered a bug in 0.6.  I can't 'extract' from Red Dawn Ammo boxes even after researching them, although the other Red Dawn boxes work ok.
Thank you, it's fixed you should be able to see a project for opening crates now

I'm currently not going to be working on any future updates for now, I intend to return when I have the motivation to work on this again but for now I promise to mantain the mod and work on squashing any nasty bugs that may arise :)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: Jimboman on August 09, 2021, 04:11:05 pm
Thank you, it's fixed you should be able to see a project for opening crates now

I'm currently not going to be working on any future updates for now, I intend to return when I have the motivation to work on this again but for now I promise to mantain the mod and work on squashing any nasty bugs that may arise :)

Thanks for the fix, that was quick!

I find this mod adds much more 'fun' to the early game with the extra missions instead of endless monster hunts and cult safehouses, and the extra equipment helps a lot before you're able to get promotion II.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0b The Wall)
Post by: ashtroboy79 on August 12, 2021, 02:26:04 am
Im slightly confused with the convoy missions, how do you progress from small to medium to large? Is it just a number that need to be done or a specific objective/character that needs to be caught?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0b The Wall)
Post by: Jimboman on August 12, 2021, 12:05:49 pm
Im slightly confused with the convoy missions, how do you progress from small to medium to large? Is it just a number that need to be done or a specific objective/character that needs to be caught?

In the 'small' mission you need to capture a logistics guy and interrogate him to get the medium convoy mission.  He looks like a Red Dawn Sailor but he has a green-striped shirt instead of a blue one.  In the medium convoy you have to capture a logistics officer, who looks like the usual Red Dawn officer.  The one I got looked like Natasha Morova(spelling?).  If you've done the capture Natasha mission you'll know who I mean.  I haven't got a large convoy mission yet, so I don't know who to capture to move to the warehouse assault.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0b The Wall)
Post by: 8mono on August 12, 2021, 12:26:19 pm
In the 'small' mission you need to capture a logistics guy and interrogate him to get the medium convoy mission.  He looks like a Red Dawn Sailor but he has a green-striped shirt instead of a blue one.  In the medium convoy you have to capture a logistics officer, who looks like the usual Red Dawn officer.  The one I got looked like Natasha Morova(spelling?).  If you've done the capture Natasha mission you'll know who I mean.  I haven't got a large convoy mission yet, so I don't know who to capture to move to the warehouse assault.

that is correct, I believe the large convoys didnt have new units to capture, they're just like the medium convoy units, just better armed and slightly more of them. I can't recall if you got the illegal requisition files from there and those directly unlocked the Warehouse or if you need to complete the mission for that to trigger

Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: 8mono on August 12, 2021, 10:29:37 pm
Thanks for the fix, that was quick!

I find this mod adds much more 'fun' to the early game with the extra missions instead of endless monster hunts and cult safehouses, and the extra equipment helps a lot before you're able to get promotion II.

The mod began with me wanting to make the transition from Promotion 2 to 3 a bit easier with things like the LWP's and the Heavy Riot Armor (those being less tanky versions of the HWP's and Tactical suit you unlock later on), the problem with the extra missions is I don't want to bloat the game too much and they mostly help players like me who decide to play with Alien Weapons Self-destruct , not sure if people with the option off find these mission's rewards excessive
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0 The Wall)
Post by: Jimboman on August 13, 2021, 01:56:13 am
The mod began with me wanting to make the transition from Promotion 2 to 3 a bit easier with things like the LWP's and the Heavy Riot Armor (those being less tanky versions of the HWP's and Tactical suit you unlock later on), the problem with the extra missions is I don't want to bloat the game too much and they mostly help players like me who decide to play with Alien Weapons Self-destruct , not sure if people with the option off find these mission's rewards excessive

Well in my case I started a new game on 1.9.1 (just about to hit year 2) and the extra missions add a bit of variety, as I noted in a previous post.  I'm not fond of 'old weapons' like shotguns and hunting rifles, so getting AKs early from the RD missions (and being able to buy them) before Promotion II helps me a lot.  The riot gear makes you more survivable than a coat or suit as well.

I hope you're still working on this, because getting a steady supply of M16s from Exalt would make the guys in my 'Area 51' base very happy!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0b The Wall)
Post by: 8mono on August 30, 2021, 02:29:46 am
Things being worked on right now (No new gameplay features yet!, mostly workflow):
- Further cleanup of the mod's files (It looks more like the original mod now!)
- Script modularity, sort of (Breaking up the different scripts into modules makes it easier to add/remove and play test them, I still have to see if this works as intended)
- Workflow improvements (Testing is a lot easier now that I've separated two main builds, one is release the other is experimental build) these will lead to less stray files and possible file fuckery that might occur because I'm testing new features that need to be fully fleshed out or they bork other aspects of the mod
- Updated the OXCE version used to take advantage of one feature I was really looking forward to (version 7.0.15 at least)
- Refining the scripts already in the mod (mine anyways, the ones already in XCF are pretty good already) I've updated my other mod Support Deployables which is where I deploy most new items I work on so I can test them and then I bring them over here, I reworked the logic for the Impact Vest script on that and will be updating those changes over here too, and maybe bring the Hellweave vest as well

Things that you can look forward to being reworked/updated:
- Everything script based (Impact Vest, Proximity Ammo, Illuminating Ammo etc)
- Reconciliation with added items that might conflict with XCF's new items (BlackOps nightvision suit for example)
Things or features that will be added eventually:
- Mid to Late game items, research and even aliens!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0c The Wall)
Post by: Thatguysenpai on August 30, 2021, 05:47:54 am
I hope you keep the tac-ops suit in its current iteration, its an incredibly useful filler armor for most missions and rookies, the armor and resistances are great for the early game and the camo helps against the aliens and their ridiculousness. It feels like the logical standard issue after Xcom makes the jumpsuit, like, why wouldn't you also just put a kevlar vest over it, lol.

Good job so far, this mod was fun to play with on my latest campaign!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0c The Wall)
Post by: Jimboman on September 07, 2021, 06:19:47 pm
I'm sorry to say this mod breaks the new version of Xcomfiles due to the changes in the barett rifle.  I had to delete this submod even just to get xcomfiles running.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0c The Wall)
Post by: nickkeane on September 08, 2021, 06:47:49 am
I'm sorry to say this mod breaks the new version of Xcomfiles due to the changes in the barett rifle.  I had to delete this submod even just to get xcomfiles running.

Change all STR_M83_BARETT* references to STR_M82_BARETT* in the rul files
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: 8mono on September 08, 2021, 10:25:15 am
It should be working now, uploaded newest version
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Jimboman on September 08, 2021, 08:38:35 pm
It should be working now, uploaded newest version

Works great.  Thanks for the update.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Blood Raven 117 on September 12, 2021, 02:56:37 am
I've loaded a save and made a new game, for some reason its as if the mod resources aren't there. No research options and those that i have researched disappeared. Going to try uninstalling then reinstalling again.

EDIT: Right I don't know what, why, or how, but I think my computer just hates this file for some reason. I got around it by using 7 zip extractor and directing it right into the OXCE folder I'm using. It fixed all the missing files.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Hadriex on October 03, 2021, 04:07:35 pm
I can't tell from the pictures how the attachments like the bipod work, and that's what I'm most curious about. Can they be added and removed from guns during battle? Or are the like separate weapons?

Now that I'm imagining how an attachment system might work I can kinda picture something probably more elaborate then what you did. The weapon slot would be expanded to have more slots, and each weapon would simply 'fill' all the slots it doesn't have. Those leaving open attachment slots for attachments it can have. Then the attachments would be items each with their own bonuses. This would probably create all sorts of issues when storing them in backpacks though.    ...Am I making any sense at all?

Anyway, how's your attachment system work, can I get a couple pictures please?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Mrvex on October 04, 2021, 05:38:06 pm
I can't tell from the pictures how the attachments like the bipod work, and that's what I'm most curious about. Can they be added and removed from guns during battle? Or are the like separate weapons?

Now that I'm imagining how an attachment system might work I can kinda picture something probably more elaborate then what you did. The weapon slot would be expanded to have more slots, and each weapon would simply 'fill' all the slots it doesn't have. Those leaving open attachment slots for attachments it can have. Then the attachments would be items each with their own bonuses. This would probably create all sorts of issues when storing them in backpacks though.    ...Am I making any sense at all?

Anyway, how's your attachment system work, can I get a couple pictures please?

Attachments are build projects in engineering, you need some pocket change and engineer and its almost instantly build. Then it works as standalone weapon.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Hadriex on October 05, 2021, 01:08:25 pm
Ah. Thanks.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: 8mono on October 24, 2021, 09:52:24 pm
Sorry for being away for so long, life gets complicated sometimes!
I'm getting close to completion of the next version, the content is mostly done I just need a ton of playtesting done so I make sure it works
0.6.1
- Added M16GL (M16 with grenade launcher, 1 round capacity, poor man's OICW)
- Added Sturmpistole (Multiple ammo "flare" gun, concealable and tiny version of a grenade launcher)
- Added upgrade to the Alloy Flare Gun into the Alloy Storm Pistol (tritanium tier for the Sturmpistole)
- Added B-52 Stratofortress:
Serves as a craft between the dragonfly and the first skyranger in terms of transport ability, multi-role, can equip heavy cannons, howitzers, heavy plating or heavy fuel tanks, VERY expensive and cannot hunt down UFO's with its speed, lastly you can unlock a version with higher cargo capacities while sacrificing speed, fuel economy and being able to equip heavy plating (extra weight)
This is a whole new class of craft, its much slower and its cannons are more focused on having range and damage rather than speed, this is an experiment and I want to see what can be done with it. You can have it patrol with a squad of agents in it, the cargo variant of it actually has more troop capacity than the skyranger's 10, plus an extra vehicle while being a lot slower
- Added Motorbike:
Single person vehicle, for those playthroughs where you want to send out lone agents against the world, faster than the sports car
- Added nameAsAmmo properties to the following weapon's ammo:
 BlackOps Auto-Shotgun exotic ammo
 Shard Shotgun ammo
 Shotgun ammo
 Flare Pistol ammo
 LWP Riot Launcher ammo
 Light Hand Cannon ammo
 KS-23M ammo
 All anti-tank rifles
 M3 Carl Gustav ammo
 BlackOps Smart Auto-Shotgun ammo
 Mortar ammo
 Barret HE ammo
 5.16 Ammo (AP and FMJ)
 5.45 Ammo (AP and FMJ)
 7.62 Ammo (AP and FMJ)
 Some others I may have missed, but most if not all the exotic ammunition I added should now work with it, when equipping ammo it will be reflected in the name of the weapon now. I've added this for the weapons with ammo that has different behavior or is the tritanium equivalent, I might add it to more weapons if you guys like it, except the extended magazine versions which I feel are redundant since its obvious when it's big but they'll still say if theyre HE or FMJ just NOT if its FMJ extended, HE extended etc
- Changed the naming convention for mod folder
- Added two new
Muton
units:
Muton Berserker: Melee oriented, lots of TU's and hitpoints as well as a deadly AOE punch that can disorient you
 Muton Heavy Gunner: Has access to the plasma gatler, better armored than its normal counterparts

I am not happy with the Smart Auto-shotgun or the Shard Shotgun quite yet, the baton ammo on the first is what worries me most, you cannot cycle that kind of ammunition that easily and I wish to make it reflect that but I haven't had the time or focus for scripting (IF its even possible) so I might just remove it if I can't limit it to 1-2 shots per turn, I don't want to make it single-shot ammo either since that's not the proper solution either. The Shard Shotgun needs further playtesting, I feel it lacks its own identity, as cool as the concept is it doesn't quite feel right yet.

This is also one of the last pieces of pre-invasion content I'm adding so I can focus on further balancing and there probably won't be any more room to keep putting real world guns in (as much as I'd love to keep doing that) from here on I want to do Tritanium and more of the sci-fi ones as well as finish the initial laser/plasma weapons I added, after that I'll finish the HWP and LWPs... basically no more collector edition weapon from WWII or Vietnam War ...unless I can't contain myself and it really does add something to the gameplay
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: Tchey on October 26, 2021, 01:15:14 pm
Thanks for the hard work

Will the update be compatible with ongoing campaign, or i should better keep my current version so i break nothing ?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: 8mono on October 26, 2021, 09:48:21 pm
Thanks for the hard work

Will the update be compatible with ongoing campaign, or i should better keep my current version so i break nothing ?

Should be perfectly fine, unless I add missions or something very likely to break campaigns I'll 99% warn you guys beforehand :)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: FishyFin on October 29, 2021, 07:59:28 am
I wonder if it's cool to have X-Com version of some Cyberweb stuff. Since X-Com laser have elerium battery for the first tier and anti-matter containment for the second tier. Something like 2 more tier of Lightning Thrower would be great with upgrade on power input.

Another addition I would like to try making is a transport ship with smart layout. I like how the Lightning have elevators, but I don't like how the alien above and bellow can see my agents inside. Something like multiple auto doors on different directions similar to Skymarshall would be more practical. We can make elevator better by putting it into a different sections separated by some auto doors to avoid being seen through. Also include roof access for artillery as well. All those combine and we can have a rapid deploy + fortress like kind of transport that is safe to our operatives on deploy while deadly to any enemies surrounding it. Of course to make it balance, the ship space will be smaller compare to average transports for having many separate section and doors, or much slower if the player insist on having a big squad size + HWP include.

Also while setting up way point I find out that I can set different the patrol priority. We can make it so that the enemy would be very tempting to board the ship. Which mean either you have to kill them fast or they will try to jump in and melee you.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.6.0d The Wall)
Post by: 8mono on October 30, 2021, 04:54:31 am
I wonder if it's cool to have X-Com version of some Cyberweb stuff. Since X-Com laser have elerium battery for the first tier and anti-matter containment for the second tier. Something like 2 more tier of Lightning Thrower would be great with upgrade on power input.

Actually I want to do some of the Cyberweb stuff, either an alternative/sidegrade or an upgrade of them I'm honestly not a big fan of the original stuff

Quote
Another addition I would like to try making is a transport ship with smart layout. I like how the Lightning have elevators, but I don't like how the alien above and bellow can see my agents inside. Something like multiple auto doors on different directions similar to Skymarshall would be more practical. We can make elevator better by putting it into a different sections separated by some auto doors to avoid being seen through. Also include roof access for artillery as well. All those combine and we can have a rapid deploy + fortress like kind of transport that is safe to our operatives on deploy while deadly to any enemies surrounding it. Of course to make it balance, the ship space will be smaller compare to average transports for having many separate section and doors, or much slower if the player insist on having a big squad size + HWP include.

I have two planned ships like this, a lot more strategic resources rather than having more capacity on them, It's a bit difficult to balance them though, I adapted one from another mod already, only reason I havent advertised it more is I'm waiting for permission from author
https://openxcom.mod.io/tactical-lightning

Quote
Also while setting up way point I find out that I can set different the patrol priority. We can make it so that the enemy would be very tempting to board the ship. Which mean either you have to kill them fast or they will try to jump in and melee you.

This sounds cool, but I have no idea how to edit that, sorry

Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.0 Name Pending)
Post by: 8mono on December 02, 2021, 08:18:19 am
Version 0.7 is out! Go download it at the mod.io page for now, it won't let me upload iit here  :-\
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.0 Name Pending)
Post by: Hadriex on December 06, 2021, 01:00:43 pm
A few things I've always really wanted, but are kinda pipe dreams.

#1 Arbalest: A big heavy version of the crossbow that deals awesome damage, but, takes like 90% TU to reload the damn thing. Clip size 1. It's heavy. Available early in the game.
The UFOpedia mentioned outdated weapons that are overengineered being useful, well, this would be the poster child. Tactically you could carry one into battle, fire it once, then whip out a sidearm. Or, if given the opportunity duck for cover and spend a round reloading it.

#2 brass knuckles: I dunno why but I always wish that some of the gangsters randomly had this crappy melee option. Just seems like something these punks would use. Maybe it can train bravery if you want it to have some use.

#3 Silver Bullets. Probably beyond the scope of what you're doing to add a damage type, but imagine if all the artificial creatures, from werewolves to chupacabra had a weakness to silver. When hunting creature sightings you keep a couple revolvers loaded with silvered rounds just in case.

#4 neuralyzer spray. For the men in black. It's like pepper spray but a bit more effective, when researched the page would say it's a chemical cocktail that make's it's target forget the last few hours, and probably disorients the hell out of them.

Anyway, keep it up, next time I play a round of the xcom files I'll definitely be using your work :)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.0 Name Pending)
Post by: EleriumWard on December 08, 2021, 01:48:43 pm
Good evening. I would just like to ask something. By any chance, does your mod contain the following?

STR_PUMP_ACTION_SLUGS
STR_M16MK

Recently, I have not been able to play The X-com Files due to an error related to these.

Error processing 'STR_M16MK' in items: Item STR_PUMP_ACTION_SLUGS not found

Any ideas? Thank you.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.0 Name Pending)
Post by: 8mono on December 08, 2021, 01:55:02 pm
Good evening. I would just like to ask something. By any chance, does your mod contain the following?

STR_PUMP_ACTION_SLUGS
STR_M16MK

Recently, I have not been able to play The X-com Files due to an error related to these.

Error processing 'STR_M16MK' in items: Item STR_PUMP_ACTION_SLUGS not found

Any ideas? Thank you.

I forgot to implement this in a better way, the slugs are from the weapon overhaul mod I need to remove them or make the overhaul a necessary mod, I will upload a version without the slugs regardless, just a moment
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.1 The Hand Of Dagon)
Post by: 8mono on December 08, 2021, 02:12:01 pm
I have asked Eddie if they'd be willing to let me integrate their submod fully into mine to avoid any compatibility issues in the future, for now I have a version without the slugs referenced uploaded so anyone should be able to play it without having that one installed

https://openxcom.org/forum/index.php/topic,9683.0.html

here's the link to the other submod, it's pretty cool
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.0 Name Pending)
Post by: 8mono on December 08, 2021, 02:16:59 pm
A few things I've always really wanted, but are kinda pipe dreams.

#1 Arbalest: A big heavy version of the crossbow that deals awesome damage, but, takes like 90% TU to reload the damn thing. Clip size 1. It's heavy. Available early in the game.
The UFOpedia mentioned outdated weapons that are overengineered being useful, well, this would be the poster child. Tactically you could carry one into battle, fire it once, then whip out a sidearm. Or, if given the opportunity duck for cover and spend a round reloading it.

#2 brass knuckles: I dunno why but I always wish that some of the gangsters randomly had this crappy melee option. Just seems like something these punks would use. Maybe it can train bravery if you want it to have some use.

#3 Silver Bullets. Probably beyond the scope of what you're doing to add a damage type, but imagine if all the artificial creatures, from werewolves to chupacabra had a weakness to silver. When hunting creature sightings you keep a couple revolvers loaded with silvered rounds just in case.

#4 neuralyzer spray. For the men in black. It's like pepper spray but a bit more effective, when researched the page would say it's a chemical cocktail that make's it's target forget the last few hours, and probably disorients the hell out of them.

Anyway, keep it up, next time I play a round of the xcom files I'll definitely be using your work :)

1) We already have a heavy crossbow, albeit unlocked much later in the game so Im not sure if it would become too redundant
2) That'd be a nice addition, I don't have any melee weapons in here yet so definately would look into this
3) This isn't too hard to implement, just a bit tedious since I'd need to give a special tag to all the affected monsters and script the ammo to do extra damage to those with the tag, the main problem is progression wise and how it would tie up with the later research you get that
eliminates monsters altogether
4) I do want to add an upgrade to Tear Gas/Flashbangs so this would actually come in handy, plus it fits the MIB expansion I want to do too at some point

Thanks for the suggestions, and have fun!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.1 The Hand Of Dagon)
Post by: EleriumWard on December 09, 2021, 03:16:35 am
Good morning.

I downloaded the latest version of this submod yesterday. I can finally play X-Com Files again. Thanks!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.1 The Hand Of Dagon)
Post by: 8mono on December 09, 2021, 03:34:11 am
Good morning.

I downloaded the latest version of this submod yesterday. I can finally play X-Com Files again. Thanks!

glad to hear! if you have any further issues I'll be more than glad to help
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.2 The Hand Of Dagon)
Post by: 8mono on December 12, 2021, 05:34:55 am
As I plan to eventually add the remaining two Convoy/Warehouse missions to Exalt and Lotus respectively I am going to cut down on the amount of research and redundancy needed to progress, this is my game plan:
1) Instead of individual research subjects I'll be converting them into an "objective" that you clear once you finish the mission, immediately and instantly completing the research
2) Eliminating the terminate X missions since I don't think players want to decide to keep doing convoys even if they need the weapons, it takes up time and the early game is limited
3) Currently theres 2 Phases: Convoy interception and Warehouse raid, the Convoys have 3 stages and I would like at MOST  tohave 2 or even just 1 instead
4) There is some fine-tuning I need to do, right now the Dagon Warehouse has static/no patrol routes and the enemy count might still be a bit too overwhelming

These are the things I've changed, but not published yet
  0.7.x
  Buffed Winchester's fire rate, lowered its range slightly and can now fire breaching and flechette shells
  Nerfed vests by making them 3 x 3
  Moved Riot Stab Vest slightly back, you need to have encountered strange creatures and cultists
  Cut down the debug_log lines
  Cleaned the script code to a single file, plus some slight optimization
  Added psi-shield to Hand Of Dagon
  Removed "Damage bypasses vest!" message when Sanity effects kick in every turn
  Added 3 Tiers of gas mask, they will provide a chance for complete protection from dazing/tear gas effects plus some resistance to chemical/stun/choke damage that is AOE:
  Regular Gas mask which provides 100 base protection
  Tinted Gas mask which provides 125 base protection + 100 base protection against flashbangs (Not currently possible, this one's disabled)
  Alloy Respirator which provides 200 base protection
Fixed missing Dagon Small Convoy for Deser (This one could crash the game so it's been published in 0.7.2b
  Fixed missing string for events
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.2 The Hand Of Dagon)
Post by: FireStarTracer on December 13, 2021, 10:12:44 pm
Wow you beat me to the punch on some of those ideas (I was toying with flechette and FRAG-12 ammo for shotguns, as well as under barrel shotguns).  I'll be interested to see how those work out.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.2 The Hand Of Dagon)
Post by: 8mono on December 13, 2021, 11:45:15 pm
Wow you beat me to the punch on some of those ideas (I was toying with flechette and FRAG-12 ammo for shotguns, as well as under barrel shotguns).  I'll be interested to see how those work out.

They're in there but they're one of the first things to be put in the mod so they might need some spicing up, if you have any cool suggestions for that im more than happy to read   :D
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: 8mono on December 15, 2021, 01:12:24 pm
0.7.3 is out! The most important fix is those goddamned LWP camo values, they should now not be stupidly op (You were only visible at 2 tiles, whoops)

0.7.3

  Added Bloodhound Gene Mod, provides a bit of armor to your X-dogs but reduces their speed
  Added Riot Combat Shield ufopaedia article and adjusted stats so its slightly cheaper to use but also weaker than the Xeno Combat Shield
  Added a new mission type and two maps for it (Madman Hostage Rescue)
  Added missing sounds to new units
  Added TearGas stats to its ufopaedia page
  Added 3 Tiers of gas mask, potency is what also determines chance for gas to go through the mask and apply debuffs, the higher the base protection the less likely for that to happen:
  - Regular Gas mask which provides 100 base protection
  - Tinted Gas mask which provides 125 base protection + 100 base protection against flashbangs (Not currently possible, this one's disabled)
  - Alloy Respirator which provides 200 base protection
  Added Breaching Explosives ufopaedia slide
  Added new script functions that will reduce stats when wearing impact/riot stab vests and gas masks (Stamina and Time Unit Penalties not working, don't know how to add them yet)
  Added new script function that enables neutral units with the hostage tag to be completely ignored by enemies
  Buffed Winchester's fire rate, lowered its range slightly and can now fire breaching and flechette shells
  Added psi-shield to Hand Of Dagon
  Moved Riot Stab Vest slightly back, you need to have encountered strange creatures and cultists
  Rebalanced Tear Gas to use different potency depending on the source (Mortars will give you 100% , tear gas grenades will give you 40-50%) the random range for the debuffs has its lower limit lowered but upper limit kept the same, additionally it now has a 0.1 toHealth damage modifier instead of 0 since tear gas is not entirely non lethal
  Fixed Motorcycle's base sprite
  Remade the sprite for the Razor Shotgun and its clips (bigOb, floorob and handob)
  Retouched the Alloy Flare Gun sprite a bit (bigob only)
  Retouched the Alloy Assault Pistol Stock's Stock (bigob only)
  Retouched Cyber Taser's sprite a bit (bigob only)
  New sprites for Riot Stab Vest and Impact Vest
  Fixed camo being stupidly op on LWP's, they were only
  Fixed Sturmpistole and Alloy Flare pistol clips' floorob, bigob and explosion animations
  Basic Training now requires at least 6 months of service commendation, and takes a bit longer
  Beretta 93R moved behind Nonstandard weapons, big Beretta clip moved behind Promotion 1
  Cult Convoy and Warehouse missions are more streamlined, "Destruction/Termination" research is automatically completed upon finishing the mission, shown with an objective plus its score points
  Convoys and Warehouses also had their enemy count very slightly reduced
  Cut down the debug_log lines
  Cleaned the script code to a single file, plus some slight optimization
  Removed "Damage bypasses vest!" message when Sanity effects kick in every turn
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: Jimboman on December 15, 2021, 08:16:36 pm
Bad news, I'm getting a crash when I try to load openxcomfiles with the new version of your mod.  0.7.2b still works though.

I'm using the 13/12/21 github version of openxcomfiles, before all the hybrid changes, so that may have something to do with it.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: 8mono on December 15, 2021, 11:03:27 pm
Bad news, I'm getting a crash when I try to load openxcomfiles with the new version of your mod.  0.7.2b still works though.

I'm using the 13/12/21 github version of openxcomfiles, before all the hybrid changes, so that may have something to do with it.

I still can't support the newer versions until they're official, however I don't mind helping people patch the submod can you send me a screenshot of the error? it might be a simple fix

Update 1: Oh actually, this might be my fault because I removed one of the placeholder sprites LOL give me a sec
Update 2: I think there might be something going on with the github version at least on my end, I can't run it even without the submod on
Update 3: I'm going to update the mod with a fix but I think the resound mod might be breaking it as well
Update 4: I've uploaded a fix for the resound mod breaking with the new hybrid changes, changing these should fix that as soon as I update this message I'll finish work on the update for  the fix
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: Jimboman on December 15, 2021, 11:58:02 pm
I can't give you a screenshot, sorry.  The alert came-up when trying to load openxcomfiles, which then crashed, but when I removed the new mod and put the old one in again it loaded , and I can't remember what the alert was.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: Jimboman on December 16, 2021, 12:15:12 am
I still can't support the newer versions until they're official, however I don't mind helping people patch the submod can you send me a screenshot of the error? it might be a simple fix

Update 1: Oh actually, this might be my fault because I removed one of the placeholder sprites LOL give me a sec
Update 2: I think there might be something going on with the github version at least on my end, I can't run it even without the submod on
Update 3: I'm going to update the mod with a fix but I think the resound mod might be breaking it as well
Update 4: I've uploaded a fix for the resound mod breaking with the new hybrid changes, changing these should fix that as soon as I update this message I'll finish work on the update for  the fix

Don't worry about it.  I'm not DL'ing another github version and will wait for the next official xcomfiles release, and your .72b mod works with what I have so I'll stick with it.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: 8mono on December 16, 2021, 12:22:23 am
0.73b is up, fixed the missing resources crash, should be enough to make the game start but there's a few other errors going around that don't crash the game (so far) those are next but will take a bit more time
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: Jimboman on December 16, 2021, 03:46:38 pm
0.73b is up, fixed the missing resources crash, should be enough to make the game start but there's a few other errors going around that don't crash the game (so far) those are next but will take a bit more time

Thanks for all your hard work on this.  Will give it a try later after work.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: Jimboman on December 16, 2021, 07:59:30 pm
The new version is working fine now.  Thanks again for all your great work.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.3 Counter Strike)
Post by: 8mono on December 16, 2021, 11:16:46 pm
The new version is working fine now.  Thanks again for all your great work.

Glad to hear , have fun!    :D
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.4 Counter Strike+)
Post by: 8mono on December 20, 2021, 02:32:57 am
New version is up, the hostage changes were meant to go earlier but I had to test them properly 
0.7.4
  Attachments for weapons should not cost research points now
  All weapon boxes from Cult Convoys should not cost research points now
  Sturmpistole HE and Incendiary grenade rounds now require explosives license to buy
  Added two new commendation for stunning or killing with Chemical or Incendiaries (+1 Sanity, then +5 Sanity at level 10)
  Cult Convoys/Survey Changes:
  - Cult Survey Event now give the correct amount of surveys
  - Reduced enemy count for Dagon Warehouse and Large Convoys (More enemies removed from Warehouse than the convoy)
  - Nodes have been added as well as linked for both Warehouse maps, so units should now be able to move around and patrol
  Hostage Mission Changes:
  - Both Hostage types have new timers, one expires faster than the other. When it hits 0 they're visible to the terrorists.
  - Adjusted the sell price for the hostages
  - Removed a Hostage spawn that was causing issues
  - Both maps have had windows added as well as doors inside
  - Nodes have been linked so the terrorists will move around
  - Hostages will no longer CQC the terrorists as their hands are bound (lol)
  - Adjusted the bomb stats
  - Changed the spawns to be instantaneous
  Nerfed the Accurized shotguns, they were OP as hell
  M16 Masterkey and M203's underbarrel ammo should show up now in the ufopaedia article
  Stock versions of pistols should not require both hands now, but do have a penalty associated when using it with one hand
  Fixed Sturmpistole ufopaedia article
  Added firing sounds to Sturmpistole and Alloy Assault Pistols
  Changed listorders for weapons so they appear in the right spot now (has the side effect of being fragile, and I will rectify my weapons instead when I have more time to do so)
  Fixed Proximity Flares sell price so they're not insanely profitable to make
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.4 Counter Strike+)
Post by: 8mono on January 04, 2022, 05:40:31 pm
Suffer my wraith, 0.7.5 is out!  8) 8)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.5 Shadow of the Lotus)
Post by: 8mono on January 06, 2022, 04:26:53 pm
New version integrates all the optional things to avoid having to bugfix them separately, it's mostly the reason why I release something and it breaks day 0 so I figured why not just bundle it together, they're easily separated in the folders if you wish to disable them

I am aware of the palette issues for the new Flare Turret, I don't have much time right now but that's next on the list

0.7.5c
  - Removed Dragonfly's lighting so your units can do night missions a lot easier (In the future I might replace these with toggleable flashlights like the Shadowstorm does)
  - Added smoke ammo to the flare dispensers on the Shadowstorm
  - Fixed the wrong image being used for the Flare Turret's ufopaedia article
  - Added ufopaedia articles for both new muton units
  - Fixed muton berserker's sprite
  - Fixed muton berserker's AI and weapon, should now be ...a bit more terrifying
  - Updated the anti self damage script for muton berserker
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.5 Shadow of the Lotus)
Post by: The Martian on January 08, 2022, 12:23:58 am
I am aware of the palette issues for the new Flare Turret, I don't have much time right now but that's next on the list

Here is a edit of your CraftFlareTurret.png & floorob_CraftFlareTurret.png that hopefully may save you a bit of time.

The colours have been changed slightly on the effected areas, I tried to keep them near the gray tone of the original:

(Original)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55595) (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55599)

(Edited)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55591) (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55592)


I think the reason this was happening was that you had used colours from this selection:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55600)


Although part of the palette these darker gray colours appear to have special uses and that bottom row on the palette should be avoided when possible. (From what I've read anyway.)

Also if you use that dark gray it can end up automatically converting into the black/white row from the palette unexpectedly.

(Before Conversion to Battlescape palette)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55597)

(After Conversion to Battlescape palette)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55598)



Keep up the good work 8mono, your XCom Files Arsenal Additions continues to impress with every update. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.5 Shadow of the Lotus)
Post by: The Martian on January 08, 2022, 01:20:33 am
Some detail was lost when I tried shifting it to the white/black palette row:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55602)

Here is an alternate version that tries to retain that shading effect by substituting the dark gray palette row for colours from the alloy/purple selection:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55604)

(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55601)


Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.5 Shadow of the Lotus)
Post by: 8mono on January 09, 2022, 08:01:47 pm
Here is a edit of your CraftFlareTurret.png & floorob_CraftFlareTurret.png that hopefully may save you a bit of time.

The colours have been changed slightly on the effected areas, I tried to keep them near the gray tone of the original:

(Original)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55595) (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55599)

(Edited)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55591) (https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55592)


I think the reason this was happening was that you had used colours from this selection:
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55600)


Although part of the palette these darker gray colours appear to have special uses and that bottom row on the palette should be avoided when possible. (From what I've read anyway.)

Also if you use that dark gray it can end up automatically converting into the black/white row from the palette unexpectedly.

(Before Conversion to Battlescape palette)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55597)

(After Conversion to Battlescape palette)
(https://openxcom.org/forum/index.php?action=dlattach;topic=9722.0;attach=55598)



Keep up the good work 8mono, your XCom Files Arsenal Additions continues to impress with every update. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)

Thanks a bunch! the darker colors strike again... I've been running some of the older sprites through the palettes again and swapping the transparency, since it's grabbing the dark shades as transparency, I found out how to export them correctly from GIMP now, I will most definately be using these so thanks again!

Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.5 Shadow of the Lotus)
Post by: 8mono on January 09, 2022, 08:02:36 pm
The thrilling conclusion to the Cult Convoy saga is over, 0.7.6 will be up in a few moments
0.7.6 EXALT Escalation
  - Added Motorcycle as a valid vehicle for infiltration missions
  - Fixed dumb script error (Missed a period)
  - Added missing strings
  - Fixed Heavy Riot Suit's spritesheet (Elbow was missing a few pixels)
  - Added EXALT and Black Lotus Cult surveys
  - Added Cult Survey ufopaedia article
  - Streamlined the different Cult Boxes into a single article each to save ufopaedia space
  - Streamlined the way you start Cult Convoys, previously you needed to research each specific Cult Convoy entry they now unlock as soon as you research the first generic one and the respective cult's operations research
  - Revamped UAC SMG into a 2-handed pistol UAC pistol with 2-shot auto fire and higher magazine capacity (Experimental)
  - The exciting conclusion! EXALT Convoys are now here!
  - More LWP Sprite fixes for Ufopaedia and Inventory images
  - Added Exotic Ammo dependancy for KS-23M Exotic Ammo, but reduced the research time a bit
  - Added new music to Osiron Hacienda
  - Palette/Sprite fixes for the Craft Flare Turret (done by The Martian)
  - Added missing Ufopaedia articles for church of dagon cult convoy units
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.6 EXALT Escalation)
Post by: Praevasc on January 11, 2022, 08:53:33 am
Maybe I missed something, but the description says it's for X-Com Files 2.2.
But 2.2 is not yet released. Isn't the official version still 2.1?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.6 EXALT Escalation)
Post by: 8mono on January 11, 2022, 09:02:38 am
Maybe I missed something, but the description says it's for X-Com Files 2.2.
But 2.2 is not yet released. Isn't the official version still 2.1?

I think I should specify it's the OXCE version that XCF 2.2 uses (the one on github and not officially out yet) rather than making it exclusively compatible for XCF 2.2
But yes, 2.1 is the official version... it's a bit confusing I need to edit that later for clarity
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.6 EXALT Escalation)
Post by: 8mono on January 15, 2022, 09:48:18 am
The last update for a while, I will be taking a break from modding so I can get used to my new job. After that though I will be focusing more on cleaning up the mod, consistency as well as the ufopaedia articles and other things  that aren't necessarily core gameplay

0.7.7 It's fun to stay at the M.A.G.M.A. Corporation
  - Added Pulse Sniper Rifle and M.A.G.M.A. Launcher
  - Added EXALT illegal requisition files
  - Changed the way I added entries to existing content so I don't overwrite them (Commendations, Research topics, Items, etc)
  - Removed duplicate ammo box manufacture entry
  - Fixed a music track error on one of the EXALT convoys
  - Removed Muton Berserkers from the Hostage mission (Oops)
  - Added Gas Sturmpistole Clip
  - Added Gas Mortar and Mini-Mortar
  - Fixed Cult Generic Weapon Boxes
  - Cleaned up Ruleset folder
  - Removed Flame Gloves from assasins during a convoy (Oops x2)
  - Made AP Ammo unlock more noticeable, now each specific ammo is locked behind their respective cult
      5.56 = EXALT
      7.62/5.45 = Red Dawn
      QBU-88 = Black Lotus
      HKMP5/HKMP5K/FN FAL = Church Of Dagon
  - Further balancing of BlackOps Auto-Shotgun's exotic ammo (DB severly nerfed, Frag-12 radius' increased but power reduced, 50% damage fall off from center)
  - Cult survey debriefing now only shows for the cult you unlocked
  - Added weapons to new commendations
  - Added Breaching Charges to a new item category so they dont clutter your auto-equip
  - Further refinements to the Hostage Rescue maps,
  - Fixed wrong shotgun ammo for Hostage Enemy deployments
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.7 EXALT Escalation+)
Post by: Praevasc on January 16, 2022, 03:10:58 pm
I just tried this with the recently released 2.2 version of the main mod. I get the following error at start:

[ERROR]   FileRecord::at(Resources/Explosives/medgasexplosion.wav): requested file not found.

It seems the "resound" mod is required. After adding that mod, the crash no longer happens.
Maybe you should add it to the description as a requirement?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.7 EXALT Escalation+)
Post by: 8mono on January 16, 2022, 09:38:54 pm
I just tried this with the recently released 2.2 version of the main mod. I get the following error at start:

[ERROR]   FileRecord::at(Resources/Explosives/medgasexplosion.wav): requested file not found.

It seems the "resound" mod is required. After adding that mod, the crash no longer happens.
Maybe you should add it to the description as a requirement?


Just got reports from this error, you shouldn't need to use the mod. When I get on my computer I'll fix whatever's missing. I do recommend using the resound mod in general, its pretty good.

Edit: Found the error, it's pretty dumb I missed adding the Resound folder in resources so its using the original one I'll upload a fix in a bit
Edit Edit: Done!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation+)
Post by: 8mono on January 21, 2022, 01:17:14 am
The fixes are much more comprehensive than described, and also involved some errors that were present since version 0.2
0.7.8
- Added NSW Heavy Machine Gun, unlocked by doing one of the Warehouses
- Added Tracer (not to be confused with Tracite) ammo for the HMG and NSV conventional ammo, slightly less armor effectiveness but can sometimes ignite the places hit, providing some illumination or morale damage
- Riot Vest unlocked a bit earlier, you only need to discover one network now
- All Convoys have been fully converted to the new spawn system, you shouldn't notice much differences
- Fixed compatibility regarding alienRaces changes in 2.2 (Missing Host previously and some others)
- Fixed missing sprites
- Fixed issues with the M3 Greasegun and enemies appearing without ammo
- All 3 Heavy Lasers have had a buff, they now cause a small AOE, inflict armor damage but are slower to fire and harder to aim
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: EleriumWard on January 21, 2022, 04:41:16 am
So, I tried the latest version, but I got this error in the process.

[ERROR]   During linking rulesets of research:
Error processing 'STR_RIOT_VEST_BUY' in research: Unknown research 'STR_ANY_CULT_NETWORK'
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on January 21, 2022, 04:43:43 am
So, I tried the latest version, but I got this error in the process.

[ERROR]   During linking rulesets of research:
Error processing 'STR_RIOT_VEST_BUY' in research: Unknown research 'STR_ANY_CULT_NETWORK'

Ahh my bad, that's a research topic from the Github version of XCFiles. You can download that or wait a few minutes while I patch it to work with the normal version.

Edit: It's done, both the version on the forum and mod.io are patched to work now
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: Praevasc on January 28, 2022, 09:38:40 pm
What is the name of the motorbike? I tried searching for it in-game on the research screen ("select topic"), as "motor" or "bike", but couldn't find it. The Stratofortress is in the list, so this submod has to be active.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on January 29, 2022, 04:51:50 am
What is the name of the motorbike? I tried searching for it in-game on the research screen ("select topic"), as "motor" or "bike", but couldn't find it. The Stratofortress is in the list, so this submod has to be active.
It won't appear since it's not a research topic but rather unlocked as part of the private transport. If you unlock the private car it should be unlocked as well
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: Praevasc on January 29, 2022, 11:33:23 am
It won't appear since it's not a research topic but rather unlocked as part of the private transport. If you unlock the private car it should be unlocked as well
Thanks, I unlocked it successfully!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on January 29, 2022, 12:08:38 pm
0.7.9 is going to be a juicy one, we're still ways off but progress is going smooth!

Added Gnawer commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 5 max each))
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Added Dragonbreath ammo to the Kludge
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey

Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)

Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)
Most LWP and LWP ammo have had their size reduced by one

BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make

Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
Fixed most of the missing manufacture projects for Tritanium ammo

Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them

Shotgun Damage mechanics and other changes:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7

Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
All other HE and explosive ammo that is NOT based on grenades EXCEPT the assault plasma grenade (which now damages armor slightly) has some degree of armor damage
Tactical Sniper Rifle now has a snap shot

Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!

Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything

Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)


What i'm working on as we speak:

Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it

Don't despair at the balance changes I will include an optional item ruleset with the previous values so you can go back if you dislike it, but from testing it makes shotguns feel like shotguns now. No more sniping with buckshot.
I will make this stand-alone later

Have a look at some of the new sprites as well!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on February 06, 2022, 01:01:00 pm
A lot closer to release... the convoy system has been revamped a bit:
OLD: Any Cult Operations --> Cult Convoys --> Small Convoys unlocked
NEW: Any Cult Network (Tier 2 cultist) --> Cult Convoys --> Small Convoys unlocked --> Cult Operations --> Medium Convoys --> HQ Found --> Large Convoys --> Warehouse

The progression of convoys is now not only tied to having to interrogating the logistics officers but will also require you to advance the progress of the cult in general. You also start them a bit earlier to match the new pace Solarius is going for with the change to the Cult progression.

Now the unlocks for the Non-standard ammo are divided in 4 tiers that does not depend on cult.

Clearing a convoy the first time gives you a random unlock for non-standard ammo (One per convoy, they're called Black Market Leads). clearing all of the convoys in the same tier unlocks all the research for that black market tier. These leads work exactly the same as Illegal requisition files but they have tiers to them.
This incentivizes finishing the convoy instead of just snatching the logistics dude the first time. You'll also have something nice unlocked if you can't manage to capture the dude but clear the whole mission.

This is just one part of whats in the update, theres a lot more that isn't convoy related
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: Praevasc on February 11, 2022, 09:22:09 pm
The progression of convoys is now not only tied to having to interrogating the logistics officers but will also require you to advance the progress of the cult in general.

Will this make it savegame-incompatible, and only work on saves where the cults weren't yet researched?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on February 11, 2022, 11:33:20 pm
Will this make it savegame-incompatible, and only work on saves where the cults weren't yet researched?

I am 99% sure it is compatible, I am using different conditions to trigger the missions so if anything you're going to get more missions even if you cleared the cults
The rewards are retroactive so you will get all the events once the month ends and receive rewards for having cleared the convoys
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: Praevasc on February 12, 2022, 03:44:51 pm
Thanks, it really looks well designed, looking forward to it!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
Post by: 8mono on February 15, 2022, 02:08:22 am
0.7.9 is out! changelog is huge, tons of reworking and tidying up
(I will tidy up this changelog later im extremely tired and needed to post the update before I went insane im sorry!)

Added Gnawer (For rats) commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 4 max each))
Rats no longer gain Mauler commendations
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make
Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)
Added Dragonbreath ammo to the Kludge, and made its clipsize 6
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added AP Ammo for USP Match (and big clip for USP Match with a big AP clip as well) and Beretta 92/Beretta 93R
Fixed most of the missing manufacture projects for Tritanium ammo
Most LWP and LWP ammo have had their size reduced by one
Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Shotgun Damage mechanics:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Anti-Tank rifles accuracy has been halved (Kneel bonus is 2x accuracy, forgot to adjust accuracy for that) their range diminished slightly and snapRange reigned down so you can't overwatch as easily but the formula for aiming has been changed to use both strenght and firing acccuracy
Additionally the accuracy formula is now the same for all the AT Rifles, the bonus damage from firing accuracy has also been roughly set to be the same, the difference should come from the power and type of the catridge itself
Reworked clip sprites for Beretta 92, Mauser and Makarov's big clips
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!
Tactical Sniper Rifle now has a snap shot
Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything
Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)}
Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey
Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it
Shields now scale with 10% bravery but 10% less strenght, Guardian commendations give +10, +20 and +30 bravery (total) at level 2, 4 and 10
Riot Combat Shield now has the same cost to use as the other two shields, Armored and Tritanium versions have +5 and +10 power respectively
Added "Big Clips" for M-42 Carl Gustav and RT-20 Rifle, unlocked after clearing Dagon and EXALT warehouse respectively
Auto MP-9 now fires multiple bullets per shot
Sounds from the resound mod have been added to several weapons! Im still missing quite a few
Changed some paperdoll layers to be more in line with XCF's
Added Shield for Liquidator and Assault Suit/Stormtrooper Armor
Added Raging Kludge 513 and BlackOps Executioner as well as a 7-round version of the Kludge (the first ones are chambered in .454 casull, 28 gauge but can only carry 5 rounds... they're also notoriously hard to use without good aim and a strong two-handed grip)
Reduced price of Stratofortress by half, increased HP
Buffed range and damage of the anti tank rifles as Craft Weapons, fixed their sounds and icons as well
Fixed a bunch of Research Lookups
Fixed missing strings for LWP Autocannon's Night version
Added Share Tracite Tech research along with Tracite and Elerium ammo for all the M.A.G.M.A. cannons and a Tracite Rocket for the Launcher
All cannons, light-handed cannon, anti-tank rifles, tactical sniper rifle and both of the super heavy machine guns now have slight accuracy bonus from strenght (Miniguns might become a bit op with these so I dind't add it to them)
Adjusted spawn rate of Tier 3 cultists (Leaders/Logistics NOT the convoy specific ones!) on Medium Convoys, they're no longer guaranteed to spawn (don't know if I should remove them altogether, I don't want the progression to be easier for the cultists)
There is now ufopaedia articles dedicated to explaining the new ammo types as well as the changes to buckshot/HE ammo
Fixed missing death sounds for the unique Convoy units
PTRS41 now unlocks PTRD41 too
Fixed Hybrid armors showing up before being able to recruit them
Cult Convoys will now keep spawning until you unlock the next tier (Small will stop spawning when Medium is unlocked, then Medium w Large etc, Warehouse unlock will stop Large convoys and Warehouses are still one-time only once cleared)
Cult Convoys/Warehouse will keep spawning even after terminating the cult to avoid having to prolong terminating
Change icon and fire sound for the pintle mounted guns
Fixed some missing convoy spawn requirements
Fixed a spawn node in EXALT Warehouse
Fixed Mini-Mortar shells being buyable after only having Mortar Acquisition
Toned down commendations but Chemist and Arsonist give +4 Psi Strenght at level 10
Arsonist and Chemist now give proper Sanity bonuses
Added Night Scout Drone (Shotgun/Flare, worse heat vision, has some night camo , great night vision, almost no anti camo at day, slightly better anti camo at night than rat, slightly less reactions because of sensors and slightly less fast)
Fixed the RandomType on LWP Flare Clips
Added BS ammo for the door breaker shotgun as well as a snap mode
Fixed misbehaving Warehouse spawn conditions for Black Lotus and Red Dawn
Fixed Private Car/Motorcycle base sprites
Fixed Stratofortress missing strings, weapon slots as well as sprite for the base
Pintle-Mounted Guns have been buffed:
Machine guns have +1 damage (Not the HMG or NSV though)
Miniguns have had their firerate doubled
Rocket Launchers have had their accuracy increased from their measly 5 to minimum of 25 and up to 50 for the more advanced ones
Anti-Tank Rifles start at around 40 and go all the way up to 60ish, tactical sniper rifle does around 70 accuracy
Move Elerium/Tracite ammo for Magma cannons so its a bit more appropite
Streamlined LWP's:
Unlocking LWP's unlock the Machine Gun turret, you no longer have to manufacture individual LWP's for their turrets but you do have to unlock them to swap them
Cannon unlocks Autocannon and Twin Machinegun
Unlocking Night and Plate modifications works the same you still need to unplate/uncamouflage
LWP Machinegun (Can swap to research unlocked turrets freely)--> Camouflaging/Plating Manufacture project --> Night/Plated LWP Machinegun (Can swap to research unlocked turrets freely, night camo'ed/plated of course)
Added missing LWP Riot Launcher ammo manufacture projects
Fixed hit sound for M3 Carl Gustav's Flechette round
Silenced more debug_log lines
Added script for working wieldable shields! They provide two stats: extra Armor in damage calculations and durability
Just equipped you receive the armor bonus and a -10 aiming penalty
As long as they have durability remaining you can prime them to double that armor (and penalty), that will also double the chance to work for side attacks
When durability will be 0 or less due to damage it will automatically unprime itself
Four new shields: Riot, Xeno Combat, Xeno Tritanium, Assault, Stormtrooper
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: Praevasc on February 15, 2022, 06:25:29 pm
Seems to be an unresolved dependency on the resound mod. If trying to run it without resound, it gives:

[FATAL]   FileRecord::at(Resources/Resound/judge.wav): requested file not found.

And as the current resound release no longer works with 2.3 XCF, I can't test whether enabling resound really solves it.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on February 15, 2022, 06:36:05 pm
Seems to be an unresolved dependency on the resound mod. If trying to run it without resound, it gives:

[FATAL]   FileRecord::at(Resources/Resound/judge.wav): requested file not found.

And as the current resound release no longer works with 2.3 XCF, I can't test whether enabling resound really solves it.

You know what, I think I need to ditch the current file naming structure because it results in things like this. If you want to fix it quickly I suggest you add judge.wav to that folder

Turning the resound mod on probably does fix it if this is the same case as before where I am using sounds from the mod but I might have forgotten to put them in this mod. The resound mod should work with the patch I uploaded in that thread, since I do have it running right now.

I'll be patching this but I have to see if I don't break some other sounds while doing it so it will take me a bit.

Update: well that didn't take long, and apparently the freaking file wasn't even in the right place to begin with!
It boots with AND without resound now, that being said I patched my resound to work so don't expect that to work if you just downloaded it since it hasn't been updated by Ksenni officially
Update 2: 0.7.9c has been released, thank you for your patience!, also I just noticed that the Resound mod has been officially updated so make sure you're up to date on that if you wish to run everything
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on March 03, 2022, 10:33:10 am
I've uploaded the project as a github repository since its getting a bit too big to properly patch small fixes!
Current version as I post this is 0.8 very very WIP! but playable, just be ready for some weirdness
GitHub page (Not responsible for your computer bursting into flames!):
https://github.com/8mono/XComFilesArsenalAdditions (https://github.com/8mono/XComFilesArsenalAdditions)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: Praevasc on March 20, 2022, 08:03:00 pm
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on March 20, 2022, 09:40:11 pm
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?
That doesnt sound right, it should be the same with this unit interrogation process:
Infiltrator, Goon, Enforcer, Master and brainer (corpse too) for
Safehouse, Outpost, Base, HQ and cult termination respectively, double check im pretty sure I dont alter any of base game progression

when I get back home ill check, but im 99 percent sure I dont touch base progression
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: Praevasc on March 20, 2022, 10:01:33 pm
I left the game running for a long while, ignoring all missions, and at last an Exalt safehouse mission spawned. Until now, I met Exalt on special Exalt-related missions, but not their safehouses or outposts. (meanwhile dozens of such missions spawned for other cults)

So it means it was just extraordinarily bad luck!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on March 20, 2022, 10:10:04 pm
Pretty common for a lot of people I see, everyone gets that one cult that just refuses to spawn missions. That being said, remmeber that manors will generate missions that might clog up your mission list unless im misunderstanding how mission geberation works in general
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: Solarius Scorch on March 20, 2022, 10:41:45 pm
Pretty common for a lot of people I see, everyone gets that one cult that just refuses to spawn missions. That being said, remmeber that manors will generate missions that might clog up your mission list unless im misunderstanding how mission geberation works in general

No, missions don't stop one another... Unless you specifically made it so.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on March 21, 2022, 03:09:37 am
No, missions don't stop one another... Unless you specifically made it so.

oh they don't stop others from spawning if there's too many? guess that only leaves bad rng as the culprit
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
Post by: 8mono on March 21, 2022, 03:13:58 pm
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?

I think I know whats up, the brainer WILL automatically unlock operations if you were to interrogate it but the normal path is through unlocking one of the EXALT Operations prerequisite (Enforcer or Master) AND Psiclone
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: 8mono on March 31, 2022, 10:46:10 pm
0.8 is out!

0.8 Anarchic Anachronism

Changed aiming formula for Blackops Scout Rifle and added auto firing mode (2 shots)
Added a snap shot for the NSV Machinegun
Added Accurized FN FAL
Added M-21 Rifle
Added VSSK Sniper Rifle
Added RSh-12 Revolver
Added ShAK-12 Rifle
Added M16 Beowulf
VSSK, RSH-12, M16 Beowulf and SHAK-12 can fire two type of rounds:
1) Heavier subsonic ammo designed for controlled penetration and maximum damage against soft targets
2) Lighter armor piercing ammo designed for heavily armored targets
Added milestones for attacking each manor tier and all the cult versions of that tier (They do nothing for now)
All Greater Manor assaults and above now have some of the new weapons and convoy cultists (as well as some of the appropiate cult weapons from this submod)
Greatest Manor assaults have 1 new elite cultist, theyre pretty dangerous so be careful!
Additionally all cult manors will now give Weapon Boxes (Regular, Reinforced for Normal and Greater Manors) Greatest Manors give Illegal Requisition Files for their cult
Red Dawn and Dagon Medium Convoys and Up have some of the new weapons recently added as well
Added 1 Tier 2 cultist in each of the Warehouses where they were missing(Witch, Chosen, and Sailor respectively)
Added DMR Category, Commendation (Scout) and Ufopaedia article
Fixed Sturmpistole Gas Grenade clipsize (was 0 , whoops)
Fixed missing string for clearing all Warehouse Raids
Added some TU damage to Nitro Express
Fixed missing EMP explosion effect for the Tactical Grenade Launcher
Both SKS and QBU now have firing accuracy scaling, stats adjusted to compensate
Fixed duplicate ammo box project
Now clearing all the warehouses and convoys at each tier wont give you all the leads at once, instead some are obtained at a very low chance from boxes as well as manor assaults
All Cult manors additionally have extra loot in them, which can contain Black Market leads or other items (Regardless of tier)
Cruise Liner now has destructible floor on the first and top floors, and the engines explode a bit...more
All cultists carrying Sturmpistoles now have a combat knife and have had their ammo doubled, Elite and Warehouse Boss have had it tripled instead and carry gas ammo for it as well (They literally only had 2 grenades before, now it should be 4 and 6 respectively)
Added LWP Riot Taser Overvolted Clip, made the same way the other Overvolted clips
All Overvolted clips now give more per corpse! (1 muckstar corpse = 2 Riot Taser or 3 Muckstar cannon or 5 Cyber taser overvolted clips rather than 1:1 ratio)
Adjusted H&K-51's stats
Adjusted H&K MP5K's stats and removed MPK clips altogether, HKMP5 and MP5K now use the same clips
Removed Scaling accuracy formulas for MP5K, HK51, Raging Kludge, BlackOps Executioner
Change sound for Grenade throwing and melee?
Fixed wrong death noises for some units
Adjusted Rat and Dog bites/barks to scale with 10% and 15% bravery as well as adjusted stats to compensate a bit
Removed MPK Clip
Slightly toned back damage for Laser Cannons
Fixed missing Tracite Rocket Ufopaedia entry
Removed Gilldog Gene Therapy for rats
Added Buckshot and Tritanium Buckshot for Assault Cannon
Added HP and AP ammo for MK23 Socom, Colt 45 and Desert Eagle
Added slight stun damage to Slugs
Added articles for Hollow point and Slugs
Added DMR Article
Added some more nameAsAmmo entries to the different ammo types (FMJ, AP, BS)
Added Tracite Rocket ufopaedia
Rats no longer can access Gilldog Gene therapy
Added "Buckshot" type ammo to Assault Cannon (Regular and Tritanium)
Added HP and AP ammo for Colt .45, Desert Eagle and MK23 Socom
Added DMR and Hollow point articles
Added a bit of stun to Slugs
Fixed Riot Vest requiring STR_NIGHTOPS and Colt .45/Blackops Scoped revolver buy crash
New units that show up in manors should be capturable now
Adjusted stats and nameAsAmmo for weapons
Galil ARM and RPK added
Experimenting with sprites changing based on ammo equipped/other effects
RPK Now changes (bigob,handob and floorob) if the following happen (EMPTY, RPK Clip, RPK Drum equipped)
Razor Shotgun (bigob only) when equipping Tracite infused shards
Shield sprites now change depending on their primed state or if they're broken (Bigob, Floorob AND Handobs!)
Added missing Mini Mortar Gas Shell bundle article
Added extra page to Mini Mortar's ufopaedia
Retouched some of the old sprites for Convoy cultists
Added strings to elite cultists
Added proper combat analysis and ufopaedia article to elite cultists
Added proper repair/armor extraction for Heavy Riot and Prototype Tactical Suits
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: Mrvex on April 02, 2022, 07:24:15 pm
So much content and not enough time to play with it....
Time to i guess, post what i think of this submod, you made commendable work, but there could be some polish in certain areas.

The one thing i for sure use are the new armors in this mod, the armor staging in baseline XCOM Files is too harsh given you jump from kevlar vest, which can sometimes stop really low caliber rounds but otherwise is a pretty much just better than nothing to blast padded vests that renders shotguns and pistols almost harmless to your troops unless they roll for high damage and the next step up is outright bulletproof armor unless you are getting hit by armor piercing projectiles or high caliber rounds.

Armoured cars are great, also fits the massive gap of XCOM tank troops because it takes a long time before you get tanks and by the time you get tanks, you had to take out a cult already given that is the situation where they would be the most useful.

Optional off hand shield that isnt glued to your soldier is way better alternative to the baseline version, albeit i didnt actually found it that useful as i expected, mainly because having blackops rifle that can hit enemies halfway across the map is just way too strong to pass up and good pistols come way too late for this shield to be relevant. And enemies simply not breathing my air is plain out better option than shielding up. This off hand weapon does open up some playstyles but requires alot of TU to mine every ounce of usability (Like carrying it with shotgunner, pulling it, shielding up and brace for impact while you close the gap), but this competes with the fact that high TU troops are better used elsewhere. It also requires considerable strenght which means most likely Dawns bio upgrades so you can actually have a two handed weapon, shield, some medispray and few shells on one soldier so he is usable beyond turn 3.

So many new weapons like the anti tank rifle feel redundant by the time i can actually buy them, they would be REALLY useful against Armoured Cars of Red Dawn which happens to be the first cult for me to defeat (They have the least bullshit around them, i progress Red Dawn -> Black Lotus -> Exalt -> Church of Dagon)

I kinda laughed that i got some kind of rocket launcher, carl gustav something something for finishing the Church of Dagon, mission that got cleared with a laser tank, miniguns, rocket launchers and auto sniper rifles, kinda late ?

Gas Grenade and Gas Mines are a good gear, albeit i found it rather really inconsistent if it kills or just knocks people unconcious, but i like it over standard mines and grenades when i dont want to destroy enviroment like staircases and the blast radius is quite large.

So many weapons added by this mod could have been more accessible, here is the problem, pretty much most weapons added by this mod cannot compete with BlackOps weapons, who hit more accurately, generally have good damage, some minor armor penetration ability and mainly, excelent range, the most basic Blackops Rifle is like THE most used weapon, obscene range, accuracy and kills most humanoids in 1-2 and can even dent armored enemies.

And its quite a problem given Blackops weapons are unlocked w Military Envoy recruitment, which can be actually quite early, way more quickly before you could access these weapons. And even then, i just realized i should just stick to hunting rifle (given it has map wide range and kills most humanoids in 1-2 hits, very cheap ammo), regular shotgun (Which can shoot multitude ammo types and be pretty effective at most ranged fights, i do like flechets, kinda wish i could have buy more of them to actually use them beyond 1 mission against Red Dawns manor where it raked quite the bodycount.
And by the time i could, everyone was walking around with Blackops rifles and shotguns pretty much took a backseat outside creature/zombie hunts.

Things like AA12 are sort of overkill, the standard shotgun does the same work at beter range and i find this quite the deal when it comes to fighting creatures.  And i cannot remember if there are enemies in this mod that actually are 1) Have massive HP 2) Dont have fuckton of armor 3) Dont have some sort of reaction attack that can instantly kills your soldier
Like, if there was like a creature, that has no armor, but really high HP... then automatic shotguns would be straight up better given you could nuke it when it gets close.

But the biggest "why even use the other weapons" is the freaking MP5, yes i am not kidding, this accurate, people shredding SMG and accessible EXTREMELY early on, way before you get actual cult weapons pretty much makes most weapons redunant, before Military Envoy recruitment, the only weapons i need to round up cultist officers are hunting rifles, Mp5 and shotguns, i literally dont need anything else (Well if i skip non weapons like stun weapons, tear gas, smoke screen etc...). Like i am looking at kalashnikov and MP5 and comparing its stats, yes kalashnikov has better ammo type that will do more damage to armoured enemies, but here is a thing... there arent many enemies in the early game with armor where such difference would mean anything, just double tap them 6 times and they will be riddled with so many bullets it didnt matter that they got hit for 8 HP x 6.

Look, i guess what people encounter and how they progress will change from person to person so dont take what i say as some sort of ironclad facts. I do have actually few ideas to improve these problems.

- Make MP5 locked as a cult weapon, Dagon Cult, this gun is way too good for how early you get it and this submachineguns competes with actual assault rifles.
- Make an anti tank rifle be purchasable once you finish integoriating Red Dawn Coordinator so you have 100% chance to actually put it to use and its probably also the only time you will use it to be frank, given explosive weapons will surpass these clunky WW2 weapons because they hit for 4x times each attack. And against individuals, you will have the much more useful MAGMA cannons or simply the Blackops Rifles. Hell the Armoured Cars can actually be damaged with regular blackops sniper rifles and if you happen to get Berret Sniper Rifles, then they are in for bad time too. And by the time i get to assault Red Dawns HQ i usually just have blackops weapons and some scrounged up explosives and incendiaries to take out the armoured cars outside.
- Increase the cost of all Blackops weapons or decrease the cost of the weapons you made, looking at the list i notice that KS 23 cost whoopin 12k to buy while a Blackops Weapon costs 4500, despite Blackops shotgun being much better weapon at killing enemies KS 23 might be able to fire different ammo but by the time of Promo 2 its super likely you wont even need that.







Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: Praevasc on April 04, 2022, 10:25:18 pm
While blackops rifles are good and I use a couple of them, they aren't superior in every way. Their biggest disadvantage is that their damage doesn't benefit from skill. 30 damage isn't bad, but for many better armored humans I roll zero damage all too often. By the time I can field them, I use them for a couple of my good-but-not-great guys. The beginners get the 130-140 accuracy guns to train with otherwise they would miss all too often, the elites get guns with good damage scaling so that every hit guarantees a penetration (and often, a kill), and a few in the middle get blackops rifles to cover the rest with the quick and accurate snap shots. Tritanium ammo will improve the damage, but it comes only later, and even by then many +0.2/skill guns out-damage them (+20 extra damage for a 100 accuracy guy is better than the flat +10 for the tritanium ammo).

The mp5 sounds nice, but I found that I don't tend to use it much. Not bad stats, but at the time of the game it's common, I usually need something more specialized. Either for accuracy, or for damage. And the damage is just too low, gets often defeated by almost any armored enemy.

The only gun category I never found a use for, is the pistols equipped with stocks and scopes and other gadgets. Far too big of a speed penalty for the small accuracy gain, I'd better use a rifle if I need that accuracy or range boost.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: Bonakva on April 05, 2022, 02:52:20 am
What's wrong?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: 8mono on April 12, 2022, 12:27:10 pm
What's wrong?

Turn the lazy loading option on and this will will fix it temporarily, I've issued a more permanent fix in the github version I am very busy at the moment so I can't update the official version, its not too different anyways it has some extra fixes and thats it
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: 8mono on April 12, 2022, 12:54:17 pm
To both Mrvex and Praevasc

I haven't ignored both of your replies, but I've been extremely busy lately. I do have some plans to address some of the concerns and it was something that was part of the next versions. I want to address each point individually in a better fashion since almost all of these are actually things I want to change.

I don't like the state of stock and bipod versions of weapons at the moment either and I might need to implement them better through either smarter stats or scripting

The Mp5 is good because the aimed shot has range to it and you can double tap at close range, but unless you're playing on the easiest difficulty the armor will reduce your damage output by a lot, rifles will outrange and be able to perform much better against armored cultists, like Pravasc said you often need more specialized weapons.

To really make things super short I want to make BlackOps Weapons unlock somewhere around ALMOST Promo 3 or make a Promo 4. Money is not a constraint for me and I really dislike how at some point I just use the non black ops weapons because of flavor and fun, they definitely need to be either more expensive or unlock more progressively the same way the cult weapons do.

Auto shotguns are not an instant win, up close sure they can pretty much decimate anything if its not armored. But try using it against an armored unit or at further distances and you will struggle. They also can't use non lethal ammo and only the BoOps auto shotgun can keep using tritanium, neither the AA12 or the USAS-12 can use trit ammo. KS12M can also use some exotic ammunition thats non lethal. I've actually struggled to use the AA12 or USAS-12 outside of monster fights, and even things like spikeboars are not that straightforward since they can outrange you and have some armor. UAC Shotgun is also pretty strong, and works better against armor. What I suspect might have happened is the shotgun mechanic change I did might have given them more power than they should, I know exotic ammo like Dragonbreath and Frag-12 is still unbalanced which can add more to that power creep

These weapons are also alternatives to just using auto shotguns:
The RPK and Galil-ARM are high capacity and very manageable weapons against monsters while being lighter than machine guns like the PKM or Minimi
You can also just literally use miniguns if the PKM and other machine guns are not cutting it
M16 Beowulf/Grendel and Shak-12 (and the Rsh-12 to some extent) are more versatile and sacrifice capacity for power, use the heavier subsonic ammo against monsters or the AP against harder targets. While they do have shorter range than rifles and not that much range than shotguns they do not lose power over distance unlike shotguns.
The Kludge has better ammo capacity and its more powerful cousins are also amazing at a secondary that can stop monsters on its track if not outright kill them
VSSK is like a mix between a VSS and a Nitro Express, absolutely adequate against monsters and hard targets alike.

Against chryssalids you DO NOT want to use an auto shotgun ,let alone against uber chryssalids or the new uber chryssalid variants im making, you want the range and stopping power at a distance.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8 Anarchic Anachronism)
Post by: Praevasc on April 15, 2022, 12:42:41 pm
I haven't ignored both of your replies, but I've been extremely busy lately.

Hey, I appreciate your work and dedication, you don't have to feel bad about being slow, you don't owe us anything ;)
BTW my point was that I liked the current balance in the weapons, and except for the pistol attachments, there is a use for basically almost any weapon. Maybe some of the earliest pistols are superfluous because they are very similar to each other, but they add flavor.

One thing comes to my mind which I almost forgot: there seems to be an inconsistency in which types of firearms are concealable. I thought the spypistol should be concealable but it isn't, yet there are some bigger ones which are concealable.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Moth_Of_Decay on July 08, 2022, 11:41:56 am
I've been using this alongside a mod that starts the game two years earlier, and it's been a ton of fun exploring various strategies with low-tech weaponry before the big invasion. The higher-accuracy shotguns are a total game changer.

I did have one thing I noticed which may be a bug. There is a WP 7.62 extended magazine which is listed under the AKM, but which is not in fact compatible with it. (I can't remember the exact name, but it has a wider curved graphic.)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on August 09, 2022, 02:01:53 pm
I've been using this alongside a mod that starts the game two years earlier, and it's been a ton of fun exploring various strategies with low-tech weaponry before the big invasion. The higher-accuracy shotguns are a total game changer.

I did have one thing I noticed which may be a bug. There is a WP 7.62 extended magazine which is listed under the AKM, but which is not in fact compatible with it. (I can't remember the exact name, but it has a wider curved graphic.)

Glad you're enjoying it! I believe the 7.62 extended might be RPK only but I don't see why it shouldn't also work with the AKM/AK-47.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on August 09, 2022, 02:03:38 pm
I will be doing some maintenance to make sure the mod is 100% compatible with the current XCF, don't expect a lot of changes since i've gotten a bit rusty at this whole modding business... maybe a few fixes here and there
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Bloodvoin on August 16, 2022, 08:03:24 pm
Hey SolariusScorch updated X-Files on GitHub and now your mod is throwing errors on launch
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Meridian on August 16, 2022, 08:18:06 pm
Hey SolariusScorch updated X-Files on GitHub and now your mod is throwing errors on launch

X-Files is not throwing any errors.
It works fine.

Issue is with the Xcom Files Arsenal Additions submod; it's not compatible with the newest X-Files.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Bloodvoin on August 16, 2022, 08:38:18 pm
X-Files is not throwing any errors.
It works fine.

Issue is with the Xcom Files Arsenal Additions submod; it's not compatible with the newest X-Files.
I understand this, I meant that mods are no longer compatible
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Meridian on August 16, 2022, 08:44:35 pm
I understand this, I meant that mods are no longer compatible

OK, then it should be reported to the author of the submod (8mono?), not to SolariusScorch.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Juku121 on August 16, 2022, 08:50:18 pm
But it was? This is the thread for the submod, and the 'Hey' was addressed to 8mono, as I understand.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Meridian on August 16, 2022, 09:00:45 pm
Hmm, yes, I guess it can be read that way too.

I read it like this (comma after SolariusScorch):
"Hey SolariusScorch, updated X-Files on GitHub and now your mod is throwing errors on launch"

Should have read it like this probably (comma after Hey)
"Hey, SolariusScorch updated X-Files on GitHub and now your mod is throwing errors on launch"
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Kozinsky on August 17, 2022, 09:37:13 am
Hey SolariusScorch updated X-Files on GitHub and now your mod is throwing errors on launch
In the "scriptsXCFA.rul" file, replace the lines "STR_SECTOPOD_ARMOR2" with "STR_SECTOPOD_LASER_ARMOR" and "STR_SECTOPOD_ARMOR3" with "STR_SECTOPOD_PLASMA_ARMOR". That should help.
However, this change will cause the same error in those who play an older version of XCF.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on September 15, 2022, 01:15:59 pm
I'm currently adding the last content to the mod, it is currently very out of date so my objectives in the next few days are as follows:
1) Update mod to make sure it works with XCF (it seemed to work some weeks ago, I'm not sure if Solarius has changed anything recently)
2) Merge the "Worskhop" content with the main branch (This is the Metalloid, Chryssalid and Zombie expansion)
3) Make sure the merge didn't break anything! (Currently I've correctly merged the two branches and the scripting part seems to be working which means the hardest part is done for this)
4) Integrate the new content into the campaign + making sure it works!

After this I'm not going to add anything else so this might be some sort of "final" official release, anything else after this will be making sure it keeps working and squashing bugs/organizing the files
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Moth_Of_Decay on September 17, 2022, 12:12:00 pm
I'm so happy this mod hasn't been abandoned!

On a really odd note, I've been running this mod on XCF 2.5 for quite some time now and haven't had any crashes, startup errors, etc. The only thing I've encountered is a single armor item had a messed up name, but that hasn't actually impacted my game as far as I can tell. I wonder if there is something odd about my setup. I will say that I haven't gotten into the late game and am playing with a few other adjacent mods, so it's entirely possible I'll encounter some game-breaking bugs later on.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Kozinsky on September 20, 2022, 11:43:32 am
I'm currently adding the last content to the mod, it is currently very out of date so my objectives in the next few days are as follows:
1) Update mod to make sure it works with XCF (it seemed to work some weeks ago, I'm not sure if Solarius has changed anything recently)
2) Merge the "Worskhop" content with the main branch (This is the Metalloid, Chryssalid and Zombie expansion)
3) Make sure the merge didn't break anything! (Currently I've correctly merged the two branches and the scripting part seems to be working which means the hardest part is done for this)
4) Integrate the new content into the campaign + making sure it works!

After this I'm not going to add anything else so this might be some sort of "final" official release, anything else after this will be making sure it keeps working and squashing bugs/organizing the files

For the convenience of translators, please remember to move the text strings from scripts at "battle_game.flashMessage" to "extraStrings" file. And from the "objectiveComplete" in the "alienDeploymentsXCFA.rul" file.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on September 21, 2022, 04:53:21 pm
For the convenience of translators, please remember to move the text strings from scripts at "battle_game.flashMessage" to "extraStrings" file. And from the "objectiveComplete" in the "alienDeploymentsXCFA.rul" file.

just to know if im understanding correctly ( I uploaded two pictures below to illustrate)

the string in scripts STR_TARGET_IS_BLOODCLOT should be defined in extraStrings like this ? and the objectives something along the lines of
objectiveComplete: [STR_WAREHOUSE_OBJECTIVE_COMPLETE, 500] while the extraStrings has STR_WAREHOUSE_OBJECTIVE_COMPLETE: "WAREHOUSE RAIDED"?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on September 21, 2022, 04:56:27 pm
I'm so happy this mod hasn't been abandoned!

On a really odd note, I've been running this mod on XCF 2.5 for quite some time now and haven't had any crashes, startup errors, etc. The only thing I've encountered is a single armor item had a messed up name, but that hasn't actually impacted my game as far as I can tell. I wonder if there is something odd about my setup. I will say that I haven't gotten into the late game and am playing with a few other adjacent mods, so it's entirely possible I'll encounter some game-breaking bugs later on.

glad to hear, from what I've seen its stuff like armor changes and script changes that will break the submod but if I catch them they're very easy to fix (most of the time)
What I can't do and the reason why I split it into two releases is having the github version work with the stable release, sometimes theres big changes to systems that won't allow it
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Kozinsky on September 21, 2022, 05:47:07 pm
just to know if im understanding correctly ( I uploaded two pictures below to illustrate)

the string in scripts STR_TARGET_IS_BLOODCLOT should be defined in extraStrings like this ? and the objectives something along the lines of
objectiveComplete: [STR_WAREHOUSE_OBJECTIVE_COMPLETE, 500] while the extraStrings has STR_WAREHOUSE_OBJECTIVE_COMPLETE: "WAREHOUSE RAIDED"?

Yes, that's right. You have to move all the messages that are visible to the player to the "extraStrings" section.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on September 21, 2022, 06:07:15 pm
Yes, that's right. You have to move all the messages that are visible to the player to the "extraStrings" section.
thank you! I'll see if theres any other stray strings lying around and move them to extraStrings
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Moth_Of_Decay on October 03, 2022, 04:45:26 am
Any idea when we might get that update? I'm tempted to hold off playing 2.6 until this is ready. (I simply cannot live without my anti-tank rifles!)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on October 07, 2022, 05:39:40 pm
Any idea when we might get that update? I'm tempted to hold off playing 2.6 until this is ready. (I simply cannot live without my anti-tank rifles!)

Unfortunately not really since I plan to make this the last major update (And im also very busy with other stuff, expect it before the end of the year I think???) or at least have 0.9 then 1.0  buuuut I haven't found any issues with my install, im actually playing just fine if you have any major bugs please let me know because I can prioritize bug fixing for the current version if its a major crash
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: Kozinsky on October 08, 2022, 08:51:16 pm
Unfortunately not really since I plan to make this the last major update (And im also very busy with other stuff, expect it before the end of the year I think???) or at least have 0.9 then 1.0  buuuut I haven't found any issues with my install, im actually playing just fine if you have any major bugs please let me know because I can prioritize bug fixing for the current version if its a major crash
Error in the file "missionScriptXCFA.rul" in "type: CultConvoyLargeBlackLotus4" - here is a region (REGION_BLACK_LOTUS_CONVOYS_LARGE) that does not exist in the file "regionsXCFA.rul". You just forgot to specify the anchor in "regionWeights: *BlackLotusRegions".
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8b Anarchic Anachronism)
Post by: 8mono on October 09, 2022, 12:38:27 am
Error in the file "missionScriptXCFA.rul" in "type: CultConvoyLargeBlackLotus4" - here is a region (REGION_BLACK_LOTUS_CONVOYS_LARGE) that does not exist in the file "regionsXCFA.rul". You just forgot to specify the anchor in "regionWeights: *BlackLotusRegions".

This must be pretty old  :'( you're right, I had the wrong anchor.
RegionsXCFA should not exist either at this point but I havent migrated the Madman missions to this system.

I've updated modio's and the forums file versions to include the fix now
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Tchey on February 11, 2023, 02:59:55 pm
Hello !

Is this mod compatible with the current last 2.8 version of OXF ?

Thanks
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Niewiem on February 12, 2023, 03:31:13 am
I am using it with this mod - there are some string mismatches sometimes but I did not encounter anything gamebreaking
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Xylon666Darkstar on February 12, 2023, 04:19:36 am
I'm also still using it and as stated above me, no real major issues otherwise encountered.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: 8mono on February 21, 2023, 05:13:18 pm
I tried 2.8 and I completed a few missions with no problems. Unless Solarius changes the way mission logic works or reworks major already existing parts you will get problems, otherwise mod should run fine. There WILL be bugs at some point and I am aware that he's made some of my weapons redundant (We do balance the guns differently so there's also that, they won't be the same BUT they will be the same weapon conceptually). I will be changing the version number but I have not done any further testing.

About the (possibly) last update
I've rarely got time as of late but I CAN fix specific issues if you guys point them out, but no new content will be coming out soon There's still a big zombie/chryssalid themed content I want to release but its unfinished:

The main content is a second choice for the end of one of the story arcs that culminates in a mini boss battle:
SPOILERS AHEAD FOR THE SYNDICATE ARC (I guess?)
- The syndicate/Mutant plotline gets resolved in an alternate way by... not resolving it in exchange of letting a certain group of scientists see how far they can take mutants and zombies, the council will HATE you but you get new tools for dispatching them plus new ways of dealing with chryssalids

- It goes awry (or maybe that was the plan all along !) and now theres even stronger variants of zombie running amok (This changes EVERY single mission with zombies to have a higher chance if not always a chance for these things to spawn, theyre not just buffed zombies they have different specializations like runners, radioactive goo zombies, SUPER infectors, gas zombie and more...

- Later on you have another choice when you detect an abandoned space station filled with strange crimson chryssalids that lead to you teaming up briefly with MIB and MAGMA to erradicate a small outbreak of these extremely dangerous creatures. (They're BIG, they shoot ACID, some lay eggs! LOTS OF THEM!) If you helped the mad scientists earlier, your newly acquired tools will help you fight these ferocious creatures

- The final mission of this story arc has you fighting both of the new "Tempered" zombies and the crimson chryssalid variants in a space lab installation with MIB/MAGMA troops providing support

- The new chryssalids and some of the zombies share this semi regeneration feature that can only be stopped with fire, they cannot suffer fatal wounds unless you're using tracite or its next tier equivalent promethium (infernite, idk what it'll be called)

-Incendiary weaponry will do extra damage, but not stop the regeneration completely
-Tracite and better weaponry will do extra damage, stop the regeneration and also stop some of their special abilities from working (The Brood Mother's egg laying ability for example, as this will sterilize her)


I have the scripting portion done, and most of the assets are actually done as well its just writing the story, lore, and missions themselves, most of the enemies have some unique scripted abilities that were not previously possible so thats fun too!
If anyone gets sick of waiting I will just release all the art assets and everything I have if they wish  to finish or even make the missions themselves, the aliens and maps are already done I believe I will finish this fight myself, my will to work has returned  8)
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Moth_Of_Decay on April 03, 2023, 10:38:04 pm
Heyo mono - you probably already know this, but I figured I'd post anyhow. I happened to grab the master branch from your github the other day, and noticed the nanorifle and haunted hotel mission are both missing some important tags. Notably proper descriptions, but also the nanorifle needs to have it's research dependencies fixed. Currently it shows up as STR_Nanorifle (along with it's ammunition) in the buy menu at the very start of a new campaign. I got confused bumbling around thinking the haunted hotel was something from the ghost-themed 2.7 XCF update, and spent like two hours trying to figure out why it was showing up as STR_HAUNTED_HOTEL (etc) a few months into my new 2.8 run.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: 8mono on April 03, 2023, 11:57:39 pm
Heyo mono - you probably already know this, but I figured I'd post anyhow. I happened to grab the master branch from your github the other day, and noticed the nanorifle and haunted hotel mission are both missing some important tags. Notably proper descriptions, but also the nanorifle needs to have it's research dependencies fixed. Currently it shows up as STR_Nanorifle (along with it's ammunition) in the buy menu at the very start of a new campaign. I got confused bumbling around thinking the haunted hotel was something from the ghost-themed 2.7 XCF update, and spent like two hours trying to figure out why it was showing up as STR_HAUNTED_HOTEL (etc) a few months into my new 2.8 run.

I forgot to take down that version, it's not meant to  be out for "normal" use it's more of a testing version, a proper one is being worked on so you'll have to stick with the one on mod.io, I need to polish some things for the new update I'll be pushing out soon so I can sync it with the one on github
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: sirmik on July 04, 2023, 09:43:10 pm

Does anyone know how this works with version 3.0?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Xylon666Darkstar on July 06, 2023, 04:02:33 am
Still works for me in 3.0.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: Aelhis on July 24, 2023, 01:35:03 am
Hey I know this works with 3.0 but my question is more is it not outdated now and might break new things added by Solarius? Also 8Mono anything we can do to help you with the modding?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: varajo411 on August 05, 2023, 08:11:47 pm
I love this submod as it adds more spice to the game. Here is some things to fix

- standard green muton showup strange with body missing just arms and legs.

- STR_muton_berserker_corpse and STR_muton_heavy_corpse need fixing in the item list so STR _ is not visible. 

- Motorbike shows up in game as a car when I am playing.

- The impact vest from berserker is empty in manefacturing menu in the list of categories
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: 8mono on August 28, 2023, 12:11:39 pm
By the way if anyone wants to use some of the "new" and new assets I've kitbashed/made or take parts of the mod or modify it you're more than welcome, I do not currently have the time to properly maintain this mod at the moment but I will be looking to fix some of the more egregious errors people  have been finding
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1b Anarchic Anachronism)
Post by: 8mono on August 28, 2023, 12:22:48 pm
I love this submod as it adds more spice to the game. Here is some things to fix

- standard green muton showup strange with body missing just arms and legs.

For this go to XComFilesArsenalAdditions-master\Resources\Races_Compilation\MutonRace and delete MUTON.png if it exists, if not make sure no regular muton (the green ones) spritesheet is there


- Motorbike shows up in game as a car when I am playing.


This requires me to make actual vehicle graphics I believe, I do not know how to work with these sprites or if I can re-use the ones already ingame for bikes.

and lastly these two:

- STR_muton_berserker_corpse and STR_muton_heavy_corpse need fixing in the item list so STR _ is not visible. 

- The impact vest from berserker is empty in manefacturing menu in the list of categories

I'll make sure to fix that in the next update
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: 8mono on August 30, 2023, 12:07:34 pm
hi  :)
0.8.1c
*Scripting:
Fixed shields not properly taking damage resistances that werent kinetic or incendiary, they will now properly attenuate damage and receive the proper damage as well as also have their durability reduced by the affected damage.
- Old shields when hit with 50 kinetic if they had 20 armor would properly send the damage to be calculated against your soldier as 30 but would reduce their durability by the full 50
- Old shields when hit with 100 plasma  if they had 20 armor would check damage type and if there were no plasma damage reductions it'd treat it as 0 therefore nullifying the damage
- New shields when hit with 50 kinetic still send the 30 damage to your soldiers armor but will now properly take off 30 durability instead of 50
- New shields when hit with 100 plasma if they had 20 armor will now check damage resistance, default to 100 if none is found and will continue the normal path of damage instead of nullifying it
Shields had their armor values slightly buffed:
- 10 for Riot (was 8 )
- 12 for Combat (was 10 )
- 14 for Alloy (was 12 )
- 20 for Assault (was 15 )
- 18 for Stormtrooper (was 15 )
Reduced amount of debug logs in some scripts
*Sprites:
Fixed malformed Muton sprites
*Strings:
Added missing strings for Muton Berserker and Heavy strings
*Manufacturing:
Added missing category for Impact Vest
*Commendations:
Fixed FG42 commendations
*Research:
Fixed self referencing BOps Smart Auto Shotty Tritanium ammo reqs
*Other:
Removed github patch (deprecated)

Still checking out some of the missing categories and will keep adding them in the next update
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: YolosaurusRex on August 31, 2023, 03:32:54 pm
Hello!
First of all, thank you for this mod :).


Secondly, when I tried activating it, I got a bunch of errors on load (see attached picture). I only have this mod & XCOM files enabled.
Did I do something wrong?

Also...I don't know how to un-enable it in order to get back into the game itself xD. How do I do that?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: Meridian on August 31, 2023, 03:38:59 pm
Also...I don't know how to un-enable it in order to get back into the game itself xD. How do I do that?

delete or move the mod in the filesystem

or edit options.cfg manually
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: YolosaurusRex on August 31, 2023, 04:08:10 pm
delete or move the mod in the filesystem

or edit options.cfg manually

Thanks!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: 8mono on September 01, 2023, 06:06:06 am
Hello!
First of all, thank you for this mod :).


Secondly, when I tried activating it, I got a bunch of errors on load (see attached picture). I only have this mod & XCOM files enabled.
Did I do something wrong?

Also...I don't know how to un-enable it in order to get back into the game itself xD. How do I do that?
You're welcome! sorry that it's not running though
Can you check if theres any other unzipped XCFAA versions in your mods folder? and are you on the most recent versions of this and Xcom Files? I unfortunately cannot pinpoint whats wrong on my end since I am running the most recent build like you probably are, I do however have the newest OXCE which is 7.9.11 (I think), however I really dont think that would cause this
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: YolosaurusRex on September 01, 2023, 02:04:57 pm
There are not any other zipped or unzipped XCFAA versions in my mod folder (1st time installing). I did notice that my OXCE is version 7.9.8, so I'll see if that's the problem...
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: YolosaurusRex on September 01, 2023, 02:10:42 pm
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: 8mono on September 01, 2023, 09:21:56 pm
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

No that's on my end lmao, I haven't changed that in ages I will next update. Also yes that should be the latest stable OXCE
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: 8mono on September 01, 2023, 10:27:48 pm
More fixes!
0.8.1d
fixed BlackOps Smart Launcher ammo missing categories
Added monthly buy limits to ammo provided by sharing tech with M.A.G.M.A.
Added new soldier types as being eligible for the law enforcement training transformation
Fixed BlackOps Executioner sprite
Added recovery points for Male VIP hostage
Slightly buffed M42 Carl Gustav (Clip size +1 , +2 more power, stronger against armor)
Slightly buffed RT-20 (Clip size +1, +1 more power, stronger against armor)
All tracite related equipment should be buyable (with a monthly limit) after sharing the Tracite tech
Rebalanced tracite equipment prices accordingly
Groza, AK47 and AKM can now use extended clips
Added missing extra page for M16 M203 and Masterkey underbarrel ammo
Fixed Greatest Manors not unlocking their respective milestones
Reduced BlackOps Scout Rifle's regular clip to 15 (This was an oversight, it was always meant to have 15 on both Trit and Regular)
Added missing string for the plated light tank machine gun
Altered Cult Convoys progression so that you no longer need to find the HQ to raid the warehouse, if you capture the warehouse specialist (the special mini boss) you unlock the HQ's location
Added Tracite Rocket manufacturing
Tracite and Tritanium Var Cannon Clip manufacturing is more expensive
Gas Rocket, Mortar, Mini Mortar and Sturmpistole Gas Clips are more expensive to manufacture
Added missing Large Fuel Tank ufopedia entry.
Added missing Convoy/Warehouse article entries
Golden Whisper now has male sounds
Updated version compatibility (Purely visual)
Updated the values shown in the Wieldable shields ufopedia articles to reflect the updated ones
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1c Anarchic Anachronism)
Post by: 8mono on September 01, 2023, 11:46:22 pm
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

can you check if Lazy Loading is on in your options ? if it is, turn it off and see if that makes the mod run
Update: Found out what was causing it, fixing it
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Killbotvii on September 11, 2023, 05:53:14 pm
I'm having a problem where, even if I'm using this as the sole submod, there are huge problems with graphics. The most egregious I've found so far is the inventory display for the riot armor, which results in most of the screen being white. In-mission, the armor displays correctly, but then I briefly caught a glimpse of an enemy that became a white square later on, though I wasn't able to capture that because I couldn't find them again.

I am using XCF 3.1 and OXCE 7.9.10.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: 8mono on September 13, 2023, 03:08:18 am
I'm having a problem where, even if I'm using this as the sole submod, there are huge problems with graphics. The most egregious I've found so far is the inventory display for the riot armor, which results in most of the screen being white. In-mission, the armor displays correctly, but then I briefly caught a glimpse of an enemy that became a white square later on, though I wasn't able to capture that because I couldn't find them again.

I am using XCF 3.1 and OXCE 7.9.10.

First time I've ever encountered this that looks horrible!, can you send me a save file just so I can try replicating it on my end?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Meridian on September 13, 2023, 01:13:55 pm
The save was incorrectly uploaded here: https://openxcom.org/forum/index.php/topic,6596.msg157672.html#msg157672

As for the issue, my guess would be using GIF files, which MacOS (resp. SDL on MacOS) doesn't (fully) support.
I'd recommend using PNGs only.

Second guess would be incorrect transparency palette index, even for PNGs.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Killbotvii on September 13, 2023, 05:16:54 pm
The save was incorrectly uploaded here: https://openxcom.org/forum/index.php/topic,6596.msg157672.html#msg157672
I don't think I've ever managed to do that before, whoops. I had that thread up ensure there wasn't some oddity I should mention before posting, didn't realize I was posting in it!
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: 8mono on September 13, 2023, 08:50:35 pm
I don't think I've ever managed to do that before, whoops. I had that thread up ensure there wasn't some oddity I should mention before posting, didn't realize I was posting in it!
Mmmm it doesn't seem to be visible on my end, now I did recently change some of this in the rulesets rather than the sprites (they're now consistent with the other vanilla XCF armors in that certain armors show the head without helmets like in the second picture) but that shouldn't realistically affect it since that soldier doesn't have an exposed face + it is the exact same sprite as well, also none of the mods you're using would affect it

while I am using .PNG for all the sprites I might have messed up the transparency in some of them (like Meridian said) BUT for some reason they work fine on Windows?? (third picture shows that sprite on the top and vanilla on the bottom, notice the first two colors being on different slots) I am guessing the the white squares you saw as enemies were from this mod so that would confirm it
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Lyneral on October 03, 2023, 06:49:36 am
received this error when attempting to launch the mod:

ERROR: During linking rulesets of armors:
Error for 'STR_RIOT_VEST_SHIELD_UC' : Missing surface definition for 'HUMAN_AGENT__14_F49_HAIR_FRONT'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_OLYMPIAN_UC' : Missing Surface definition for 'HUMAN_AGENT__14__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_PROTEAN_UC' : Missing Surface definition for 'HUMAN_AGENT__11__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_UC' : Missing Surface definition for 'HUMAN_AGENT__15__HAIR_FRONT'

I've triple checked my versions for everything, and the only other submod active is dark geoscape.

Anything else i can provide to figure this one out?
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: 8mono on October 04, 2023, 06:13:54 am
received this error when attempting to launch the mod:

ERROR: During linking rulesets of armors:
Error for 'STR_RIOT_VEST_SHIELD_UC' : Missing surface definition for 'HUMAN_AGENT__14_F49_HAIR_FRONT'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_OLYMPIAN_UC' : Missing Surface definition for 'HUMAN_AGENT__14__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_PROTEAN_UC' : Missing Surface definition for 'HUMAN_AGENT__11__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_UC' : Missing Surface definition for 'HUMAN_AGENT__15__HAIR_FRONT'

I've triple checked my versions for everything, and the only other submod active is dark geoscape.

Anything else i can provide to figure this one out?
Think you figured this one out, but lazy loading will help you with it. I need to properly fix it in the next update
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: InquisitorDarius on October 07, 2023, 10:34:55 pm
Is the Alloy Flare Pistol supposed to take 25000 Engineer hours to make? Seems like a 0 too much, considering something like a full on aircraft (Skymarshal is 9000 hours) takes less time to make
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: gchpaco on October 30, 2023, 09:44:16 pm
Hey, folks.  So I was looking into the background bug because it annoys me, and I actually managed to sort out what was going on.  OpenXCom's standard is that the 0th element of the palette is the transparent one, and that was inconsistently honored.  I can't embed the code, because the forum considers it an "external link" for some reason, but here's the recoded Resources directory.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: varajo411 on December 25, 2023, 04:31:10 pm
Can you make cult weaponboxes buyable at the end of warehouse raids, I have a run where I would love to have some of the submods guns but they are not avalible to me yet because they are not discovered, in one of my old runs I want to have the Fg42 rifle and m16-50 grendel but I have defeated all the cults and have yet to discover thosoe wepaons.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: varajo411 on January 03, 2024, 04:42:49 pm
This mod crashes with the new Xcomfiles update a fix would be much appreciated
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Kozinsky on January 03, 2024, 05:44:07 pm
This mod crashes with the new Xcomfiles update a fix would be much appreciated

Fast-fix for XCF 3.2. Replace this file in "...\OpenXCom\user\mods\XComFilesArsenalAdditions-0.8.1d\Ruleset\" folder.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: varajo411 on January 03, 2024, 06:02:47 pm
The fix dosent seem to workthe game still crashes with this mod enabeled, I have looked into the file and it has Underwater power suit in it but the armours have# symbol in it, I think it measn to diable., I also removed the ones with # and the game still crashes

Never mind I made it owrk by deleating the backup file,

thanks for the quick fix
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Abyss on January 08, 2024, 11:18:16 pm
Everything good now with scripts?
I'm using this mod. Are original files from first page link upgraded too?

What about new armor added to XCF?

UPD. Installed quickfix into XCFAA 0.8.1d for XCF 3.2, got this error
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Kozinsky on January 10, 2024, 03:56:06 pm
UPD. Installed quickfix into XCFAA 0.8.1d for XCF 3.2, got this error
This errors from "Morozova" submod. Download latest version of that submod.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Abyss on January 10, 2024, 07:33:15 pm
This errors from "Morozova" submod. Download latest version of that submod.
Thank you!
I thought new XCF armor somehow interferes with armors provided by this mod.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Kozinsky on January 11, 2024, 09:42:22 am
Thank you!
I thought new XCF armor somehow interferes with armors provided by this mod.
The problem is that XCF version 3.2 removed the armor that was used in many submods. Because of this, these submods produce these errors.
Title: Re: [submod] XCom Files Arsenal Additions (ver 0.8.1d Anarchic Anachronism)
Post by: Agoelia on April 06, 2024, 08:44:46 pm
Hey, here to report some issues with the mod!
Several guns do not show the accepted ammo types or damage in their Ufopedia entry (AN-94 assault rifle and Mac-10 that I've seen so far).
Additionally, several guns (I suspect all the ones in the mod) do not show the relevant research when right-clicking in inventory screens, and do not show the relevant Ufopedia entry when middle-clicking in inventory screens.