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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 0.7.0 Name Pending)
Post by: 8mono on June 02, 2021, 02:26:31 am
Back in business...
For X-Com Files 2.0

openxcom.mod.io page CANNOT UPLOAD CURRENTLY, DOWNLOAD IT HERE!:
https://openxcom.mod.io/x-com-files-additions

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

-- 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
- 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
- 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

-- 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

-- 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
- 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)

-- 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
- All the new weapons introduced have their respective commendations, and two of them feature "dual" roles so they get commendations there too

-- Alien 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

-- 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

things I am working on:
-Tritanium Canister Shot (might do the thing that tritanium weapons do and burn stuff up too, who knows, sounds as bit too op)

things I want to add when I learn how to script:
Thermal Googles (Heat vision basically, cancels smoke effects but would have some penalty when toggled)
Fusion Breach Vehicle (High armor, nearly no offensive capabilities, meant as a UFO wall breacher)
Tier 2 Flashbangs
Proximity Flashbangs/Stun mines/Tear gas mines
Bear Claw traps (when you step on it you cannot move out of the tile until you take TU's to "defuse" it)
Optic Synthsuit (your regular synthsuit but with dynamic camouflage that would reduce itself either everytime you move OR spend TU's)
Fulton system (obviously only one per mission, but different research projects will upgrade your limit, has a chance to fail and will only work on wounded targets/unconscious, plus it might just straight up kill them when they arrive at base if you're not careful)
Doggo transformations (I have a few ideas, including a Psi-enhanced hound that hunts down enemies)

0.7.0 Name Pending

- Fixed some missing strings/strings with wrong names
- Added Commendations for all the new weapons XCFA added, a few (one or two) are actually hybrid class so they benefit from 2 commendation classes rather than one as well!
- Added Cult Surveys as well as the rest of the missing Weapon Boxes for each cult:
Exactly like Land Surveys but for cults, needs some further balancing, each cult's survey is unlocked after interrogating their respective  vanilla "logistics" unit (Sailor, Witch, Chosen etc)
- Added Sturmpistole (Attachments: Stock):
Modified flare pistol that can fire some grenade rounds, HE, INC and Smoke rounds available plus the flare gun's ammo
- Added 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)
- Added Alloy Storm Pistol (Attachments: Stock)
Alloy tier Sturmpistol, modification of the Alloy Flare Gun, fires the same ammo as the sturmpistole + alloy flare gun
- Added Teargas ammo for both the Grenade Launcher and the Milkor GL
- Added MP5K:
Compact MP5 that uses a smaller magazine than its bigger counterpart
- Added HK51:
MP5 sized FN FAL
- Added LWP Autocannon:
Unlocked later on, a cannon focused on delivering more firepower at the expense of some accuracy and range, will make your tanks more expensive and there's no modular form for it so think carefuly about using it, it cannot use the Canister shot either
- Added LWP Cannon Canister and AP  shot (canister is for Cannon only for now)
Canister shot works just the same as the one on the HWP, and the AP are non AOE shells, useful if you want to avoid friendly fire and focus on armored targets
- Added M16GL:
Baby's first OICW
- Added AP ammo for the OICW
- Added Riot Stab Vest:
A vest designed to protect against bladed weapons up close
- Added M16MK:
Underbarrel shotgun attachment
- Added FG42 (Attachments:  Bipod)
Multipurpose rifle with limited magazine capacity
- 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 higher cargo capacities while sacrificing fuel economy and the ability to equip heavy plating
- 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 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
- Fixes for sound/explosion types on new Flashbang/Teargas type ammo
- Changed the naming convention for mod folder
- Progression changes:
Added Scoped Magnum into Illegal Requisition Files
Accurized Shotgun locked behind Promotion I
Manuhrin Revolver and Riot Armor locked behind Military Envoy Recruitment
Heavy Riot Armor locked behind finding at least one cult HQ
Riot Vehicles locked behind finding at least one cult HQ
-Balance changes:
LWP Cannon has been buffed and reworked to be more like a faster firing 20/30mm turret rather than a slower bigger caliber one, terrain damage has been slightly buffed since it was barely scratching buildings, the range has been brought down and the shotgunChoke is lowered compared to its bigger counterpart
LWP Machine Gun and Cannon ammo has increased clip size
Beretta 93R non auto modes slightly nerfed
The Impact Vest has had its melee resistance against blades disabled, it will only protect against blunt force melee, and its weight changed to 10
HKMP5 magazine reverted back to 24
Canister Shot's performance against armor buffed from 1.5 to 1.15 (both LWP and HWP for now), reduced pellet count and adjusted spread, it now starts losing power as distance goes beyond 10 tiles
Despawn and Abort values for Convoys/Warehouse lowered to be less punishing (Abort: 15, 25, 35, 50 and Despawn: 30, 50, 70, 100 for small, medium, large and warehouse respectively)
LWP Costs for Repair and Manufacture changed to be more in line with HWP, they're about half as much now and take longer than before to manufacture but are still faster to make than HWP's
Reduced Vehicle Machine Gun power from 36 to 32
Changed Alloy Shotgun's name to Razor Shotgun and reduced pellet count by 1
- 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
 - Fixed some weird characters in some of the Anti Tank rifle ammo names
 - Fixed LWP Tank's sprites, and added Specific ones for Plated Riot and regular Plated


* Optional: New music for Sewer missions as well as some Cyberweb missions  (tracks from XCOM Apocalypse and They Live)
need some feedback regarding volume, I had to boost the tracks a bit

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

Also, improved preview pictures for the forums :D

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

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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

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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  :-\