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Messages - skyhawk

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Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: May 21, 2021, 03:44:57 pm »
And a new release, this time to flex the MT-32's integrated Reverb circuitry, which I absolutely adore.

This is available from the Mod Portal, just like the previous version.



I've got Max Reverb uploaded, I intend to have Enh Reverb uploaded in a day or two.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 18, 2021, 09:05:22 pm »
Don't want to start a new thread for this, but I have a quick question.

It looks like the Android port of OXCE uses SDL_Mixer2 - any chance of that change being back-ported to the pc version (And ideally backported all the way to vanilla OpenXCom)? SDL_Mixer2 should support the LOOPSTART and LOOPEND .ogg metadata tags, which will allow me to make better MT-32 music packs.

Work In Progress / TFTD Tech-tree Rework and Lore Expansion 0.2
« on: May 18, 2021, 04:55:53 pm »
After almost two years buried under a pile of rubble on the back burner, I'm back with v0.2!

TFTD Tech-tree Rework and Lore Expansion 0.2

DOWNLOAD at the Mod Portal:
CheatSuite for the Rework:

This mod completely reworks the TFTD tech-tree, with aim to expanding the lore and making the technological progression a bit more believable. There are more options and buildables early game, and the late-game Ion armors are enhanced, but take longer to get to.

Game balance at this point can probably be described as 'lol'. I need to take some time to spreadsheet things out to get the overall research hours similar to vanilla.

I'm trying to avoid making large changes to the gameplay experience [And I have the artistic ability of a turnip], so little new artwork or battlescape units are planned.

This mod REQUIRES OpenXCom Extended 7.0.5 or newer (Changes were made to how getOneFreeProtected behaves in 7.0.3-Test) - At time of writing this can only be found in the main OXCE forum thread:,6586.msg138583.html#msg138583

Changes to vanilla:

* Too many to count. More variety and flexibility with early game units and armors, with late-game equipment taking longer to get to.

Wishlist/Todo - Feedback, suggestions and contributions for the below are welcome!

* Lots of artwork (UFOPedia artwork, mostly) and level design (New base facility artwork and Battlescape maps). Assistance is more than welcome!

* I've got palette problems with a bunch of the Battlescape artwork I've done. Most visible with the Plastic (Grey) Coelecanth and basic Ion Armor (Orange) showing red highlights during motion or line-of-fire-obstructed flashing.

* Translations are welcome! I've only supplied English text. English proofreading suggestions are also welcome.

* I still really don't like a lot of the UFOPedia text for the Alien descriptions and autopsies, these will likely be revised in the future.

* I'm considering (Have pretty much planned and have a good idea what the flavor text would be) adding an 'Advanced Gauss' family of weapons to the game, requiring late-game research and infrastructure to build. These would be all-around better than the early-game Gauss, and require small amounts of Zrbite to build, but would be overall much more economical than Sonic weapons. Seems like a waste of time considering that Lobsters are nearly immune to Gauss, and by that point every alien you drop leaves a Sonic Cannon for you to use.

* Lots more shit I'm forgetting right now, I'm sure.


Version 0.1 - Initial Release
Version 0.2 - Way too many changes to list, project name changed to 'Tech-tree rework and Lore Expansion for TFTD'

Work In Progress / Re: [TFTD] Aqua-Plastics Rework v0.1 [WIP]
« on: May 18, 2021, 04:52:31 pm »
Archive of original forum post:
[TFTD] Aqua-Plastics Rework v0.1 [WIP]

TFTD Aqua-Plastics Rework for OpenXCom

This makes a number of changes and introduces several plastics-integrated versions of Earth technology to the game. Plastic coelecanths,  flying subs, and crude plastic-plated diving suits. This mod includes my research fix for the Gauss Coelecanth, which removes the nonsensical New-Flying-Sub prerequisite for it.

The intention is to make Aqua-Plastics discovery and research make a bit more sense, and be a bit more believable (at least for me). I find it absolutely incredulous that your best-and-brightest scientists, engineers and technicians discover this new wonder-material and do absolutely nothing with it until mid-late-game. I'm trying to avoid making large changes to the gameplay experience [And I have the artistic ability of a turnip], so little new artwork or battlescape units are planned.

This is tested on OpenXCom Extended, though to my knowledge it should work fine on vanilla OpenXCom.

Balanced -
CheatSuite edition [See] -

Changes to vanilla:

* The economics of the Gauss Coelecanth required a tweak, making them less viable as a money-making item. Realistically this makes no difference as you're better off selling the big Gauss Cannon anyways.

* A tiny tweak to the Aqua-Plastics UFOPedia page is needed for any of this to make sense.

* Plastic Aqua Armor now requires dissection of either a Deep One or a Lobsterman (As both autopsies mention plastics integrated into their bodies). This fixes the (unlikely) potential issue where you don't have any dead Deep Ones a few months into the game when they disappear.

Wishlist/Todo - Feedback, suggestions and contributions for the below are welcome!

* UFOPedia page for the Plastic Plated Diving Suit. Ideally this would be based on the Diving Suit page, but there ISN'T ONE!.

* Differentiated Battlescape Paperdoll for the Plated Diving Suit is probably a good idea.

* Fix prerequisites for Ion Armor. You can't figure out how to make powered armor until you've interrogated a Deep One terrorist that has questionable intelligence and appears to make no use of technically-powered armor. What? I'd like to change this to something sensible and less broken, but I'm not sure what I could change it to without disrupting the balance of the game. A Technician alien would make sense, but they're too common. Is it possible to setup so you have to interrogate _several_ technicians to unlock the secret?

* I'm considering making Aqua-plastics a prerequisite for Gauss technology, with small amounts being required for construction of Gauss weapons. That would help explain why your small team of scientists is able to develop it when the rest of human civilization has not, and why you command a market premium on Gauss weapons throughout the game.

* Translations are welcome! I've only supplied English text.

Unexpected explosions! It's the X-Com way.

Actually, from the incorrectly translated and read, I did not understand one thing; Was anyone interested in my proposal for gravity shield ammo?
Ammo, Fuel, same difference. This base defense structure, built using Alien technology, needs Alien fuels that cannot be domestically sourced. I used 'fuel' because 'ammo' implies something that is going downrange to make the target have a bad day. The shield itself does not harm the attacker.

Meridian, it was intended as a quick "if it's not too much trouble" request, nothing more. You said no and I was perfectly content to simply drop it. I had no idea the thread would blow up like this. Thank you and the other devs for all you do and have done.

To go along with the optional ammunition for base defense structures, I would like to be able to define a fuel or consumable use for the Grav Shield [Or more accurately, TFTDs Pressure Bombardment Shield].

I envision something like the following:

Code: [Select]
    grav: true
    fuel_item: STR_ZRBITE
    fuel_quantity: 5


Like the base defense munitions, this would be computed at the Base Defense screen, whereby the fuel is consumed if the Shield needs to engage. If the fuel is not present, the shield would not engage and defenses would not get the opportunity to fire again - this would mean the defenses fail and you're into a Base Defense mission.

It would be nice to have the ability to vary fuel consumption by the size of the attacker - But that's probably more hassle than it's worth to implement.

Released Mods / Re: [UI] Amiga/PSX Fonts
« on: April 28, 2021, 10:42:37 pm »
Because necromancy is fun, and I just discovered this and am absolutely loving it, I'm going to throw a further improvement into the ring:

This file uses the new Amiga fonts for small characters, where they are a drastic improvement over stock, but keeps the stock large characters, as they do not have the cancer-inducing styling of the Amiga ones.

OpenXcom Extended / Presenting multiple UFOPaedia pages
« on: April 27, 2021, 05:33:21 am »
I have a feeling this has been discussed before, but I'm not having any luck finding it, so I present this question here:

Is there a way to present multiple new UFOPaedia pages to the player at a time? Take this configuration for example:

Code: [Select]
    type_id: 10
    listOrder: 6501
      - STR_ZRBITE
    image_id: UP066.BDY

Code: [Select]
    type_id: 15
      - STR_ZRBITE
    image_id: UP023.BDY
    listOrder: 1699

My expectation is that when I have researched both STR_AQUA_PLASTICS and STR_ZRBITE, I should be presented with 3 pages - Either STR_AQUA_PLASTICS or STR_ZRBITE, then when I click OK it should pop up with STR_BASIC_TOOLING, then when I click OK it should pop up with STR_PLATED_DIVING_SUIT_UC.

The current behavior is that it pops up with STR_AQUA_PLASTICS or STR_ZRBITE, then moves on to tell me I can now manufacture STR_PLATED_DIVING_SUIT_UC. If I manually open the pedia I can find these new pages, but that's not really an ideal way to present lore and information to the player.

I know that the research tree code is a long-standing point of irritation, and I apologize for poking it.

OpenXcom Extended / Re: [DONE][Suggestion] Base Defense Facility Ammunition
« on: November 01, 2020, 12:19:48 am »
Unexpected Necromancy!

Thanks Meridian.

OpenXcom Extended / Re: [suggestion] compressed saves option
« on: February 21, 2020, 01:56:06 pm »
As a potential slight alternative, and I don't really recommend this, if you're on Windows you could enable NTFS compression on your saves folder.

It won't compress as well as something like 7zip, and it has it's own caveats, but it is an alternative.

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 03:47:10 pm »
This is kinda ugly, but you could make all 'vanilla' base structures only 2 floors high, and have a higher-tier or upgrade structure that is then 4 floors high, with double the labs, storage, whatever.

If the Defense Battlescape is not limited to 4 levels, you could go even higher!

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 02, 2020, 08:47:52 pm »
Hey guys,

As in topic - because the mod contains many new facilities it'd be useful to have at least 2nd floor at basescape to disposal. Would it be possible to add?

Are you referring to second floor as in a second mission, or [I think this is what you're referring to] having stories 3 and 4 in the Battlescape?

The base defense mission and base facilities in TFTD are 4-level. You might want to examine the rulesets for TFTD to see how that's done.

I expect you might need to create 4-level variants of all the vanilla EU bases though, which might be a non-trivial endeavor.

Keeping the Statstring is pretty important. If configured correctly, it lets you know what each soldier is and isn't good at at a glance, while in combat.

I'd suggest, if the GUI has room enough, to present both the proper name and callsign on the soldier stats screen, both in base and in battlescape.

There should be an option for Callsign + Statstring [As opposed to Name + Statstring] in the Battlescape overview screen [Where space is very limited]

OpenXcom Extended / Re: Mod loading orders, Master Mods, and is-master
« on: January 25, 2020, 10:28:56 am »
Yes, mod on the top of the list loads first, mod on the bottom of the list loads last.


I never noticed the sorting arrows before! Awesome. Thanks.

OpenXcom Extended / Mod loading orders, Master Mods, and is-master
« on: January 25, 2020, 09:16:30 am »
So maintaining a "cheater" version of a large mod is moderately sanity-challenging. I'd like to have it as a sub-mod of my Rework mod, so I only need to list the few things it changes, rather than keep a whole entire copy of the Rework.

  Other mods that refer to master xcom2
  CheatSuite  <-- Slashes prices, build-times and buffs soldiers and armors for the vanilla game
  Rework   <-- Is a mod for xcom2, but makes massive changes and additions
    Rework-cheatsuite   <-- This just slashes prices, build-times and buffs soldiers and armors for the new stuff in Rework

I can make Rework is-master, but then it instantly becomes incompatible with all other xcom2 mods. It does still appear to work and have access to the vanilla resources.

Is there a way to have my cake and eat it too? Is the load order well defined in such a way that I can ensure that Rework-cheatsuite loads AFTER Rework?

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