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Messages - Barghum

Pages: [1] 2 3 4
1
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 31, 2024, 01:16:35 am »
teaser for

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

(i am limited to only 10 images but the total is 17 sprites)



(yep i am animating pipebombs in full when primed)

2
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 30, 2024, 01:44:37 am »
(part 2)
ChemLasers

* fixed an error that made it so that laser goggles self destructed even if you owned them
+ added single usage laser goggles
(warning any laser goggles or their alloy version you owned before this update will become single usage goggles)
* made it so that normal (non breaking) goggles need premotion 3

3
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 30, 2024, 01:39:38 am »
a set of bug fixes I made in less than an hour

(maps and scraps)
* fixed the text string for "High Power Burst"
(part 1)

4
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 29, 2024, 06:44:23 pm »
Next mod will include:

* 5 new damage types

* pipebombs for cultists (a weapon with a fixed 3 turn timer till exploding)

* a rebalance of every single item to give every single tool in the tool kit a distinct use case

* 4 new guns

* multiple new ammo types

* new loadouts for every mission in the game

* and more that i have not listed

(no new missions though)
  :(

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

coming: when it's done

5
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 25, 2024, 01:14:37 am »
ChemLasers 2.1
for this update I have added:
+ broken alloy goggles
+ the option to repair laser goggles (alloy version included)
oh and I fixed some text errors 

the main new stuff is only useful to modders
and yes this version will be needed for all mods after this in project xenophobia

6
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 16, 2024, 05:17:03 am »
Maps and scraps is done and it features:

4 new missions
14* new weapons
4 new foes
buffed soldiers and hero units (more like op)
new civilian types
4 new tracks
and rebalanced sanity mechanics

*(some are variants)

enjoy the power trip while it lasts next mod is a complete rebalance to fit with the buffed soldiers. (it will be hell compared to this  :) )

7
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: October 12, 2024, 08:29:39 pm »
Response to coorta88's quite well written post (an unholy amount of spoilers below)

Spoiler:
Quote
4/Cyberweb - probably want to take control over earth as well, but not sure about that with their mad scientists vibe.
I always saw them as simple unhinged scientists whom value technological advancement over all else
and when said technological advancement led them to dimension X they chose to align themselves with the dimension X aliens (man we need a way to say that that does not take 84 years) in exchange for the technology needed to build the battleship they use.

Quote
Jarhead terror missions should probably be replaced by something similar to reptoid assasination missions as it does not make much sense to deploy jarheads as shock troopers (which they are not)
unless this is either a test of their combat ability, a strategic error, or they made a shock troop variant.

but that's all I have to say

8
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: September 30, 2024, 07:24:07 am »
ChemLasers 2.0 IS HERE

now with 2 new weapons,
a huge buff to all of the shield shredders,
a new usage for sanity (W.I.P Will be expanded in the next mods),
and a ton of error fixes such as:

1.vehicles (barring armored cars) no longer being blindable
 
2. the jumpsuit no longer breaking the game via immunity to plasma
 
3. the 'Flash in the pan' actually shreds shields as it says in the Ufopaedia

4. all vehicle laser weapons now do blind damage (as they should)

overall in my opinion this is a much needed patch that improves ChemLaser weapons (and this mod) from mid to slightly better than mid
well have fun  :)

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 29, 2024, 02:00:09 am »
the FN Minimi Ufopaedia article uses the term "bullets" where the term "round" should be as is shown below

current text: "It fires the 5.56mm NATO bullets."

all of the following are fixes:

1. "It fires the 5.56mm NATO round."

2. "It fires 5.56mm NATO bullets."

3. "It fires 5.56mm NATO rounds."

4. "It fires the 5.56X45mm NATO round."

5. "It fires the 5.56X45mm NATO bullet"

6. "It fires 5.56X45mm NATO bullets"

although it could be improved with:  "It fires 5.56X45mm NATO rounds from a 100 ammo box."

or:  "It fires 5.56X45mm NATO bullets from a 100 ammo box."

welp that's all I have to say.  :)

10
Help / Re: [SOLVED] A visual error that makes me feel quite blue...
« on: September 28, 2024, 09:08:57 am »
thx for the help turns out I did not add the needed index values

11
Help / Re: A visual error that makes me feel quite blue...
« on: September 27, 2024, 08:52:38 pm »
when i say some i mean some on the same handob set

btw here is the mod

thx for reading

(btw it very well might be bad modding)

12
Help / [SOLVED] A visual error that makes me feel quite blue...
« on: September 27, 2024, 08:22:20 am »
I am seeing that some of the hand sprites are being replaced with other hand sprites in my mods
e.g. and m12 being replaced with an m1 carbine (yes maps and scraps is almost done)
or in the case shown the ChemLaser Rifle being replaced with the 'flash in the pan' smg

if anyone has any idea what the cause is or a fix for this please send it to this thread

Thanks for reading and sorry for the pun  :)

13
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: August 27, 2024, 05:31:40 am »
A fix was needed for the chemlaser pack so here it is

changes:

1. turbo laser smg was buffed

2. blinding and google scripts were fixed

3. preparations for a rather huge update  ;)

14
OXCE Support Y-scripts / Re: I need help with a Chemlasers problem...
« on: August 20, 2024, 03:21:16 am »
turns out its the goggles script (my rage is infinite)

15
the script for blinding foes in my ChemLasers mod seems to be bugged even though I changed nothing

there are 2 bugs listed here:

1. the text does not appear on damage

2. no affect happens

I don't know what the cause is and even after checking everything i cant figure anything out... ???
as such i am once again asking for "you're supports"

here is the code

Code: [Select]
    damageUnit:   
      - offset: 99.2
        code: |
          #var ptre BattleUnit unit;     
          var ptr RuleItem itemRuleset;   
          var ptr RuleItem item_rule;
          var ptr RuleItem RuleItem; #item_rule;
          var ptr BattleUnit unit_battle;                                   
          var int laser_blind_power;
          var int anti_laser_goggles;
          var int goggles_are_broken;
          var int is_blinded;
          var int blindness_level;
          var int curr_acc;
          var int curr_rea;
          var int curr_thw;
          var int curr_acc_minus;
          var int curr_rea_minus;
          var int curr_thw_minus;
          var int temp;

          damaging_item.getRuleItem item_rule; #item_rule; damaging_item.getRuleItem RuleItem;
          item_rule.getTag laser_blind_power Tag.LASER_BLIND_POWER;
          item_rule.getTag anti_laser_goggles Tag.ANTI_LASER_GOGGLES;           
          #unit.getTag anti_laser_goggles Tag.ANTI_LASER_GOGGLES; 
          unit.getTag anti_laser_goggles Tag.UNIT_RESIST_ITEM_SLOT_300;         
          debug_log "check 1 LASER_BLIND_POWER: " laser_blind_power;

          unit.Stats.getFiring curr_acc; #GeoscapeSoldier
          unit.Stats.getReactions curr_rea; #GeoscapeSoldier
          unit.Stats.getThrowing curr_thw; #GeoscapeSoldier

          set curr_acc_minus curr_acc;
          sub curr_acc_minus laser_blind_power;
          set curr_rea_minus curr_rea;
          sub curr_rea_minus laser_blind_power;
          set curr_thw_minus curr_thw;
          sub curr_thw_minus laser_blind_power;
          #debug_log "check 2 LASER_BLIND_POWER: " laser_blind_power;

          if and ge laser_blind_power 1 eq anti_laser_goggles 0;
            unit.Stats.setFiring curr_acc_minus;
            unit.Stats.setThrowing curr_thw_minus;
            unit.Stats.setReactions curr_rea_minus;
            battle_game.flashMessage "STR_LASER_BLINDED_DMG" laser_blind_power to_health to_armor;
            #debug_log "blind is working";
          else;
            debug_log "blind is NOT working";         
          end;
          return; 
  thank you for reading for reading this  :)

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