Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lohengramm

Pages: [1] 2
1
Fixed a bug, and having just updated my game to the Nightly build, modified the .zip to no longer use a "Ruleset" folder internally. If you aren't on the Nightly then just put the .rul file where all your other mods are.

2
I have a version of the XAE with modular tanks, where you build a chassis, add a cannon (I think it makes more sense to use aircraft weapons, since in vanilla it is those that unlock the HWPs) and a few components, to get your working tank.

If you go that route, it is good to also have disassembly projects that allow you to recover the weapon, chassis and component, so you can remove one turret and add a different one. I decided that a tank wreck could be repaired into a chassis, but that the extra components and weapon(s) would be lost.

Also, if you want tanks with two weapons, it starts creating a LOT of assembly and disassembly projects. ;)

I've attached my rulesets if you want to use them to get started on the full tank building project.

Wow. That is a bit beyond what I need, but impressive all the same :) I am just interested in small QoL stuff right now... besides Weapon Roles :P

3
The X-Com Files / Re: New megaproject, working name: FMP+
« on: October 18, 2015, 02:09:12 am »
Wow. That sounds cool. I saw your original FMP and honestly I was overwhelmed by it as someone who hasn't been playing original XCOM for about 20 years now ;)

Do you know if anyone has put together something like FMP-light that just has what you would consider the bare essentials like extra maps / fixed lore entries (reproduction) ?

4
So, I dealt with it. They cost substantially more now than in v0.1, but are still probably too good an investment to pass up on, ESPECIALLY if you're using other Better Tanks mods like the one that comes with OpenXCOM.

5
you know what would be nice? make the tanks true to their name "heavy weapons platforms" - allow them to carry every kind of available heavy weapon.
- the original manufacture project creates a chassis.
- additional manufacture projects allow for assembly of the chassis with available heavy weapons.

this would make tanks more versatile - you could fit a standard tank with a heavy plasma once you have one. you could even make the unarmed chassis faster than the armed versions, making it more of a scout unit.

This is a really good idea. Also, I think I made tanks too cheap to produce. They're no brainers, not a decision point, with this mod.

6
What about clicking on that little button that spends all the unit's TUs so they don't reaction fire, instead of changing the weapon? ;P

(I'd say that's a boost: faster aimed shots on rockets is quite handy, even if at the cost of a little less accuracy, while snap shots is really only for reaction, and often (most of the time?) is detrimental for the team).

That little button is nice, but this is just being consistent with the rest of my changes since none of the other Heavy style weapons are allowed Snap shots anyway. That and, WHO THE FUCK FIRES A ROCKET WITHOUT AIMING FIRST? Only XCOM...

7
Snap shots removed from Rockets :P
TU and Acc on Aimed shots reduced by 15% each.

I should have done this in the first pass, but no, I had to experience the guy all the way in the back of my Skyranger (literally last 2 rows) taking a Reaction shot at a terror unit to remember yet another lesson I had already learned 20 years ago...

8
More storage is something I can support for sure. It's stupid planning to start with full warehouse when your main objective is to reclaim goods..

Commander: Soldiers! Bring back all that UFO Tech!
Soldiers: Yes! Sir!
*Soldiers come back with half the squad but a bunch of stuff*
Facilities Management: Sorry, but we can't keep this junk, no space...
*Everything is sold except a sample of alien alloy for the scientists to work on*
Morale plumets, on the next battle soldiers blow up the whole thing and just bring back the scraps instead of suffering casualties. Humanity loses the war because it never got the right samples to make its breakthrough.

Exactly. Go check it out :)

Enhanced Armory

9
Another small quality of life mod similar to Engineered Tanks. Read the notes below for details.

# Enhanced Armory 0.02 by Evan Williams / Lohengramm @ OpenXCOM Forums
#
# Start out well supplied with basic XCOM equipment using Enhanced Armory mod!
#
# Your base now comes supplied with Flares, Prods, and more standard terran
# equipment such as Pistols, Rifles, ammo, types of ammo, etc...
#
# Your Skyranger has been emptied back into the base, pick your own load out
# using your much Enhanced Armory :)
#
# ALL General Stores have been doubled in size, cost, and monthly maintenance
# fee to reduce fiddling with them now and over the course of the game.
#
# I sold the extra Interceptor Cannon and Stingray Launcher you start with that
# nobody ever wants, and gave you an extra Avalanche in storage. You're welcome!
#
# Starting cash is untouched as these are mundane (cheap) items that a world
# class organization such as XCOM really should have in abundance anyway :P
#

facilities:
  - type: STR_GENERAL_STORES
    buildCost: 300000
    buildTime: 10
    monthlyCost: 10000
    storage: 100
startingBase:
  crafts:
    - type: STR_SKYRANGER
      id: 1
      fuel: 1500
      damage: 0
      items:
        STR_GRENADE: 0
        STR_HC_AP_AMMO: 0
        STR_HC_HE_AMMO: 0
        STR_HEAVY_CANNON: 0
        STR_PISTOL: 0
        STR_PISTOL_CLIP: 0
        STR_RIFLE: 0
        STR_RIFLE_CLIP: 0
    - type: STR_INTERCEPTOR
    - type: STR_INTERCEPTOR
  items:
    STR_AC_AP_AMMO: 10
    STR_AC_HE_AMMO: 5
    STR_AC_I_AMMO: 5
    STR_AUTO_CANNON: 3
    STR_AVALANCHE_LAUNCHER: 2
    STR_AVALANCHE_MISSILES: 15
    STR_CANNON_ROUNDS_X50: 1
    STR_GRENADE: 25
    STR_HC_AP_AMMO: 10
    STR_HC_HE_AMMO: 5
    STR_HC_I_AMMO: 5
    STR_HEAVY_CANNON: 3
    STR_PISTOL: 15
    STR_PISTOL_CLIP: 30
    STR_RIFLE: 20
    STR_RIFLE_CLIP: 40
    STR_ROCKET_LAUNCHER: 2
    STR_SMALL_ROCKET: 4
    STR_LARGE_ROCKET: 10
    STR_SMOKE_GRENADE: 25
    STR_STINGRAY_MISSILES: 25
    STR_ELECTRO_FLARE: 30
    STR_STUN_ROD: 5




10
I was going to ask what the point of this would be (you are essentially removing player choice by saying: "Here, I built you the base I like and took away your money to cover the cost") but I guess it is the fact that you don't have to wait for it to be built?

Eh I'm backing off on the facilities part of the mod just because not having to wait to build Alien Containment / more Living Quarters actually does present a balance change. Enhanced General Storage though, I do not think is a real concern :P Just less fiddling around with the least interesting facility in the game.

11
Hmm, if you're going that way, why not do the same with Heavy Cannon, Auto Cannon and Rocket Launcher, and (possibly) their ammo (ammo is arguable, even though X-Com has prototype weapons, there is probably an open-ended supply of their ammo available, plus, ammo is better made in factories than hi-tec workshops...)? After all, they're specifically-designed anti-alien weapons. Plus the player gets a CHOICE what to do with them bored engineers :)

Hey... Lets not get TOO CRAZY here :) Not a bad idea, though.

I'm actually in the middle of writing another mod right now that starts you out with more standard Terran equipment (and improved General Storage [2x space for 2x the upkeep / cost to build new ones], another Living Quarters, and Alien Containment) in exchange for reduced starting cash equal to what they would have cost you.

I just need to figure out how to change starting cash or this is sunk :O

12
Very simple mod which exists to give your starting 10 Engineers something to do. It is so short I pasted the contents of the mod below:



# Engineered Tanks 0.02 by Evan Williams / Lohengramm @ OpenXCOM Forums
#
# Give bored engineers a project when the game starts! We're paying them
# to smoke (this was made in 1994...) and play video games all day otherwise!
#
# Adding tanks to manufacture list with no requirements to begin production.
# Cost is reduced by exactly 1/2, making them a more viable opening move while
# giving your bored Engineers something to get started working on. They build
# in about 2/3 the time it takes to build the Laser and Plasma tanks due to
# their reliance on conventional armaments that don't need manufactured. Their
# sale price was reduced drastically to prevent an exploit where they would be
# even more profitable to produce for sale than Laser Cannons.
#
# Since they still use conventional ammunition which is easily purchased,
# that is how you get ammo for them. GO BUY IT. Remember: 30 shots to board
# the Skyranger, Cannon kids! Rocket tanks only carry 8 shots, though.
#
manufacture:
  - name: STR_TANK_CANNON
    category: STR_HEAVY_WEAPONS_PLATFORM
    requires:
    space: 30
    time: 800
    cost: 210000
  - name: STR_TANK_ROCKET_LAUNCHER
    category: STR_HEAVY_WEAPONS_PLATFORM
    requires:
    space: 30
    time: 800
    cost: 240000
#
# Removing tanks from purchase list, but leaving their ammo, and cutting their
# sale price.
#   
items:
  - type: STR_TANK_CANNON
    costBuy: 0
    costSell: 220000
  - type: STR_TANK_ROCKET_LAUNCHER
    costBuy: 0
    costSell: 250000



0.1 - First release
0.2 - Increased build price to exactly 1/2 the standard purchase price, it was too good at under 1/3
0.3 - Fixed an oversight that shall not be named (you could still buy tanks)

13
Ok so dang, I might have succeeded finally at merging TerranPlasmaWeapons with XCOM Weapon Roles :)

Go give it a spin, I am right now as well~~~

14
Work In Progress / Re: XCOM Weapon Roles (beginning testing...)
« on: October 16, 2015, 03:19:47 am »
A detail : Avoid using exactly 35% TU costs, as it allows some soldiers to shoot three times in the same round, if they have specific TU numbers (like 54). If you want everybody to shoot at most two times, use 36% or more.
I posted details about this phenomenon here : https://openxcom.org/forum/index.php/topic,3662.msg45678.html#msg45678

Ahhh OK good catch :) I will go do that right now. I'm in the middle of adding the XCOM specific variants and disabling access to the Xenos variants.

15
Work In Progress / Re: Lohengramm's Weapon Roles (beginning testing...)
« on: October 16, 2015, 02:28:32 am »
Grats Lohengramm, this is some very sensible and well-rounded rebalancing.
Two notes :
- Be careful with weights inferior to 3, because weight is used as a divisor for throwing distance. In the vanilla game, 3 is the weight of the lightest items, including flares and grenades. Items with weight 2 can be thrown 50% farther, items with weight 1 can be thrown a whooping 300%.
- About the question of heavy plasma having no snap : You could redefine deployments to give pistol/rifle/heavy + basic clips in the first months, then pistol/rifle/heavy + advanced clips, then pistol/rifle/heavy + high-power clips in the endgame. This way, aliens maintain the variety of weapons from beginning to end, yet their firepower improves gradually. As a bonus, the player who researches alien technology immediately does not get the endgame firepower.

Oooh great points :D Thank you!

I just did another pass (reduction!) on Auto damage to compensate for the massively increased accuracy of Auto weapons and left some notes about why it was absolutely necessary.

Pages: [1] 2