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Messages - dbarizo

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Work In Progress / Re: [WIP][MOD][OXCE] Air Warfare
« on: September 09, 2024, 11:04:06 pm »
All of the X-Com craft weapons have been modified, and a few new ones added. Ideally, each has a niche now.
      Cannon: About 1/2 damage per round, but 4x faster firing. Great self defense weapon against H-K UFOs
      Laser cannon: 1/4 damage per shoot, but 4x faster firing. Perfect complement for the Wasserfall and Avalanche.
      Plasma cannon: 1/2 damage per shoot, but 4x faster firing. Reduced ammo capacity to 75 shoots. Still, a Firestorm with twin plasma cannons can shoot down almost any UFO.
      Stingray: More accurate. Useful multipurpose weapon. High damage capacity if all the missiles can be fired.
      Avalanche: Shorter range (45 Km) and reduced accuracy (70%). Still a very powerful and useful weapon. Ideally used complemented by other weapons.
      Genie: Very short range, fast firing, very powerful weapon. Use at your own risk. A lucky single Interceptor could shoot down a Terror Ship. Lucky.
      Wasserfall: Combines the accuracy of the Stingray with the range and punch of the Avalanche. 4 missiles per pack.
      Fusion Ball: Decreased range (60 Km), but still safe to attack all UFOs but the Battleship. Lower power (70) but 3 (instead of 2) faster firing missiles per pack.

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Work In Progress / Re: [WIP][MOD][OXCE] Air Warfare
« on: September 02, 2024, 04:28:49 am »
I've made some changes to the "Stallion", the "Improved Skyranger", named after the CH-53, and I think that the mod is ready.
Here is a link for anyone who wants to try it.
https://1drv.ms/u/s!Ao-z49aL7uwVybkT0b6NT3QlcZOySA?e=zCU555
It requires OpenXCom Extended, and should not have any problems with other mods. I have tested with quite a few myself and all seems fine, but I recommend not using any that adds additional crafts or UFOs.

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Work In Progress / Re: [WIP][MOD][OXCE] Air Warfare
« on: August 28, 2024, 11:37:17 pm »
One of the most obvious changes is the inclusion of pilots.
Before any craft can be used, pilots must be assigned to them (even interceptors). You can use any of the agents in the base, and their skills will affect the outcome of the combat.

A big implication of this is that you must have agents (and therefore living quarters) in all your bases, even those that you are only going to use to house fighters. Another, is that if all your agents are in a mission, or wounded, there won’t be any left to pilot your fighters.

The pilot’s skills affect their combat efficiency based on their Bravery, Accuracy, and Reactions.

    Bravery <=30, slow approach, >=60, fast approach.
    Accuracy bonus for pilots with accuracy over 55, penalty if below.
    Dodge bonus for pilots with reactions over 55, penalty if below.

Their stats also improve after each combat (at random), and this might be the best way to improve an agent’s Bravery and Reactions.

If the craft is shot down by a UFO, pilots and passengers are still able to eject. If they survive (about 3 out of 4 times), they’ll return to the base after some hours.

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Work In Progress / [WIP][MOD][OXCE] Air Warfare
« on: August 27, 2024, 11:04:41 pm »
Hello all,
I have been working on a mod to expand and improve the air combat aspects of the game.
It combines a couple of mods by others (Hunter Killer UFOs By Hobbes and Solar's new UFOs, by Solarius Scorch.) somewhat modified, 5 of my own mods, and plenty of changes specific to "Air Warfare"
It includes 3 new XCom crafts and 2 new missiles, modifies the other crafts and weapons.
There are limitations to which weapons can each craft use, pilots are required, and even the "Small scout" gets a (small) gun.

I'm quite close to sharing a "beta" version, so I wanted to start sharing some info about it.

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Released Mods / [UFO] [CRAFT WEAPONS] AIR-2 Genie rocket
« on: January 23, 2024, 09:28:26 pm »
Hello all,
A bad Sci-Fi movie recently reminded me of the old AIR-2 Genie, an air-to-air rocket with a nuclear warhead, able to destroy bombers in a 300 meter radius from the detonation point.
As it seemed like a good "tool" to engage UFOs, I created a mod to include it as one of the craft weapons available from day 1.
The Genie is far more powerful than the avalanche (250 vs 100) but each launcher carries only 2 missiles, has a very short range (25 Km), and low accuracy (20%). It is also far more expensive than the avalanche, at $50K each rocket.
I have tested it, and all is OK, but I'm concerned about how much it could affect the game balance in the early days, so I would very much appreciate any feedback about it.
It can be downloaded from here: https://1drv.ms/u/s!Ao-z49aL7uwVyIta5m3HJN0oqUSqEw?e=jzoywv

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Translations / Re: Spanish/Español (Latin America)
« on: January 01, 2024, 05:01:10 pm »
¡Feliz año!
Estoy trabajando lentamente para traducir X-Com Files.
Por si alguien llega a leer este mensaje, les dejo algunos comentarios sobre las traducciones. Si alguien tiene una opinion o sugerencia, se agradece.
Horizon Walker (Es el titulo o que se asigna a un agente por "Recorrer el plano del subconsciente")
Se sugirió "Guardian del Horizonte", pero quizás el más literal "Caminante del horizonte" o "Explorador del horizonte" vayan más de acuerdo con la intención original.

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Work In Progress / Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« on: November 04, 2023, 10:31:34 pm »
I've been trying to adjust the damage created by the explosion, so that most of the times it will breach 1 wall tile, and occasionally, another 2 wall tiles on the side.
For that, I've been trying variations of this:
Code: [Select]
    power: 150 #Base power
    damageType:  3#Set High-explosive
    damageAlter:
      RandomType: 2 #hardcoded 50-150% spread, not really relevant to damage to UFO Wall
      FixRadius: 3 #Max explosion radius
      ToTile: 1.3 #Tiles get 130% of the base power, 195
      RandomTile: true #enables randomizing damage taken by the tile
      TileDamageMethod: 2 #Damage will be ((power x RandomTile) * ToTile), or 150 x random x 1.3, or: 195 x random
      RadiusReduction: 65 #Base Power of the explosion will be reduced by 65 for each tile away from the center.
With this, I expect that the tile at the explosion center will take:
150 x 1.3 x random => From 0 to 195, if random goes from 0 to 100%
or
150 x 1.3 x random => From 97.5 to 292.5, if random goes from 50 to 150%

Then, the next tile would take:
150 x 1.3 x random - 65 => From -65 to 130, if random goes from 0 to 100%
or
150 x 1.3 x random - 65 => From 32.5 to 227.5, if random goes from 50 to 150%

Then, in most cases, the UFO wall in the center tile should be destroyed (Takes 100+ damage), and in some cases, so would the adjacent walls.
But, when I test it, I'm always having 3 wall tiles destroyed.
By playing with the numbers, and even the type of damage, I can get always 1 wall tile destroyed
But never any kind of randomness. What am I missing here?

Any help is much appreciated.

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Work In Progress / Re: [WIP][EQUIPMENT][UFO] Demolition Charge
« on: November 03, 2023, 04:38:48 am »
Thanks!
That one works a bit like the "Plasma Breacher" , in the sense that both are "guns" with a range of 1.
I think that this demolition charge is different enough, and something that if I were an X-Com soldier would prefer to use.
I mean, "Leave it in the floor, run, and count to 3", instead of "Stand by the wall and open a hole while standing there" ;D

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Work In Progress / [WIP][EQUIPMENT][UFO] Demolition Charge
« on: October 31, 2023, 05:26:42 am »
Hello all,
After trying the option to increase the High Explosive blast to 200, I thought that leaving it as it is, and having a new "tool" that can blast through a UFO's wall would be a good idea.
So I've been working on a "Demolition charge". It has a blast power of 200, but the damage radius is just 4, as it is supposed to have a somewhat directed charge, and heavier casing. It is also heavier overall and harder - takes longer - to throw.
This is in part to make it less useful as a "heavy grenade", a role that the classic "High Explosive" can still fulfill with the original 110 blast rating.
I was looking around to see if there was already a similar weapon, but I couldn't find one.
Any thoughts or feedback?


http://yaccs.info/SELFDRIVE/uploads/Demolition%20charge.mkv


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Translations / Re: Spanish/Español (Latin America)
« on: October 26, 2023, 01:28:11 am »
¡Buenas!
No parece que haya mucha actividad en este tema.
¿Hay alguien que esté coordinando esta traducción?
Yo comencé por mi parte con algunas cosas, pero me gustaría evitar trabajos duplicados e incongruencias.

11
Help / Show custom damage in Ufopaedia entry?
« on: October 23, 2023, 03:30:35 am »
Hello everybody!
I've been playing X-Com since 1994, and fooling around with mods for a few years now.
Right now, I'm working on a Laser Sniper Rifle, and for the damage, I'm using damageBonus.
    power: 25
    damageBonus:
      firing: 0.6
The idea is that a trooper with low firing accuracy will not do much damage, but one with high accuracy can do a very good deal of damage.
This will show the weapon as having a damage of 25 in Ufopaedia, which can be quite confusing.
So I'm using hidePower to keep it from showing any damage, and writing an explanation of the damage model in the text entry.
Is there a way to show a custom value in the Damage section, let's say "50-100"?

Thanks in advance!

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