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Messages - Barghum

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1
The X-Com Files / Re: [Submod] Project Xenophobia complete
« on: May 16, 2025, 05:47:53 am »
Quote
Great news, thanks! Can please tell me if this mod now has Laser and Maps and Scraps together?

They are both merged together with new content and fixes.



From now on, the first post will contain the newest version of Project xenophobia.

2
The X-Com Files / Re: [Submod] Project Xenophobia complete
« on: May 12, 2025, 10:59:26 pm »
Quote
Could you move the new file(s) to the OP? Having them in some random post is a pain to find, and leaving outdated stuff up, especially without notifying that they are outdated, leads to people trying to use stuff they shouldn't be using. Especially the Maps&Scraps mod.
did it

thanks for the advice

3
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: May 11, 2025, 07:39:27 pm »
Quote
You shouldn't use MP3 files, OpenXcom does not support them on many systems/devices.

Also, converting WAV to OGG will decrease the mod size by 40+ MB.

noted

(update 2.i don't know anymore)

now with reduced file size

EDIT: download moved to first post

4
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: May 11, 2025, 06:54:19 pm »
GUESS WHAT I FINISHED

project xenophobia compiled (to be honest I don't know what I was thinking when I made it multiple different mods)

and the new Terran proto plasma weapons (credit to _Brain322 for the sprites)

all plasma weapons have blast radii (AND ARE REALLY ANNOYING)

the chickens gun has been resprited to make a detail visible

and best of all the crashes caused by it have been fixed

works with the new version

edit: (patch released further in forum do not use this version)

5
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 21, 2025, 06:37:08 am »
Quote
PSA: Don't use the "Maps and scraps" mod, it WILL crash your game!

Fixed in next update

(the update will release when i finish the Terran proto plasma weapons)

6
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: March 22, 2025, 08:33:10 pm »
as you can tell i have been inactive recently...

however i am now back and working on a huge fix and update

including Terran plasma and a new plasma holdout pistol

and most exciting of all a merge of the 2 project xenophobia mods into 1

oh and all alien plasma weapons will now have AOE attacks (Terran plasma will not have AOEs)

7
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: January 05, 2025, 07:42:17 pm »
Quote
Barghum

Maps and Scraps doesn't work on version 3.6 either. Screenshot attached.
i will take a look at this

8
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: December 03, 2024, 08:25:20 pm »

Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'
just to be clear do you have the ChemLasers mod installed?

9
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: December 03, 2024, 09:02:51 am »
Quote
When enabling the modification, an error occurs:


Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'

I will try to solve this error tomorrow

also "life is a box of pipebombs (oh and a rebalance of everything ever)" will be moved up till later due to the sheer size of the mod (mainly due to being a rebalance of everything)

Quote
Thanks for this modification.

You're welcome and thank you for bringing this error to my attention

as such the next mod will be "Know thy enemy" a teaser is attached below

10
Suggestions / (board suggestion) Finished Y-Scripts
« on: November 22, 2024, 11:38:12 pm »
basically we already have a board for mods and Y-Script support

so why not a board for finished Y-Scripts so if any modder needs a finished script they can just take it

that's my suggestion

thanks for reading  :)

11
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)

12
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

13
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)

14
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

15
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

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