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Messages - Zeno

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Released Mods / Re: [INVENTORY] Expanded Inventory
« on: August 23, 2018, 04:53:10 am »
I'll be blunt:
I had lost interest in modding for openXcom due to limitations in the non-extended version.
Then i lost motivation to finish undisclosed modding projects because the tools are obtuse and ancient, and the amount of work didn't mesh with my real job at the time.
Then i basically stopped playing most videogames all together because of being burned out.

Sorry for any inconvenience or frustration anyone may have had if they wanted to play with this mod, but were not able to due to external mod portal problems. I'll attach the original mod file to this post and to the OP.

2
Work In Progress / Re: A Better Inventory Slot Layout
« on: August 18, 2016, 06:25:36 am »
Holy MOLY!
That is a ton of inventory space!
I both Like it and don't...

That looks nice!
Now you got Chest and Belt. :D

Thanks.

You can find the release here:
https://openxcom.org/forum/index.php/topic,4848.0.html

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Released Mods / [INVENTORY] Expanded Inventory
« on: August 18, 2016, 05:58:50 am »
Very straight-forward, this mod effectively doubles the storage capacity of your soldiers and provides them with more choices for item layouts.

Works best in conjunction with mods which provide you with a wider variety of items than vanilla xcom does. Now you can carry 4+1 large rockets to make those Cyberdiscs really pay for their crimes, or a rediculous amount of blaster bombs, or stun bombs and still have space for carrying the unconcious body!


Might be a good idea to add weight reduction to Powered Armors if you try to do this.

Downloads:
Edit - Mod portal finally behaved for me! That means the attachment has been removed; Please use the modsite download.
https://www.openxcom.com/mod/expanded-inventory
Due to the Mod Portal no longer being affiliated with the official site i'll upload the original mod file here. Some modification may be necessary if the file structure regarding the file format has changed since the original time of posting. Be aware that this mod will not work with other mods which modify the inventory setup heavilly, or through oxc-extended, such as Piratez.

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Work In Progress / Re: A Better Inventory Slot Layout
« on: August 18, 2016, 01:42:45 am »
You're not the only one.
I'll make a new thread for this in releases, I just need to tweak the costs a bit more.


This mod is now released, get it here:
https://openxcom.org/forum/index.php/topic,4848.0.html

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Work In Progress / Re: Mission Scripting
« on: August 01, 2015, 11:14:50 pm »
Research trigger is going to be giving a lot of amazing options; you could research an alien weapon, and then the aliens change to adapt
Being able to force a mission of a type/enemy is wonderful, especially being able to force a mission in a region that has an XCOM base in it. You can actually ensure that you get a UFO in the first week.
maxRuns is dangerous as hell if you're setting up a mod that uses plot-based missions; if the player misses a critical one for whatever reason, the players campaign could be gimped if the mod didn't build the missions with research redundancies in mind.

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Also a minor suggestion, avoid anything that weighs less than 3, maybe 2, because an object weighing 1 can be thrown an insane distance away (3x further than a grenade). Unless this has been "fixed" somehow.

Looking at the UFOPaedia page about throwing distance, and seeing the formula for it, wouldn't it be possible to avoid this problem if you reduced the strength value of the soldier to keep the numbers sane?

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