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Messages - chaosshade

Pages: [1] 2 3 ... 12
1
Work In Progress / Re: [WIP] The Great War of the Worlds
« on: April 09, 2019, 08:22:01 pm »
I know your project is still mostly in the pre-alpha phase at this point, but how about a sneakpeek for those of us that like to scavenge resources?  I'd love to add some new aliens to my playthrough!

2
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: April 05, 2019, 09:33:24 pm »
... retracted

3
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: April 05, 2019, 04:03:11 am »
Latest download isn't packed properly so I can't open it.

4
Work In Progress / Re: FOXC - Fantasy OpenXcom
« on: March 30, 2019, 04:51:03 pm »
I read the shorthand as "foxy" and it makes me laugh... just thought I'd share.

5
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 11, 2019, 04:14:45 am »
uhh... Nailgun?

6
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: March 10, 2019, 04:58:42 pm »
Robin, the amount of work you've put into this mod is absolutely astonishing... I really can't begin to explain my appreciation of your art assets.  Thank you so much for sharing this with us.

7
Released Mods / Re: FloorObs for Vanilla Plasmaweapon Clips
« on: January 27, 2019, 05:25:08 pm »
Arsenal Expanded has them, although they're not vanilla skins.

8
Work In Progress / Re: [WIP] The Great War of the Worlds
« on: November 29, 2018, 08:19:30 pm »
What... are those...?

9
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: September 02, 2018, 03:24:15 am »
Maybe try going a little more toward the "elerium orange/yellow"?

10
Released Mods / Re: Arsenal Expanded
« on: September 02, 2018, 03:12:51 am »
Did you know about the new shotgun algorithm for OXCE? You can get them to work properly regardless of UFO Extender Accuracy (as in: one shotgun works well in both settings) if you use the new code:
Code: [Select]
items:
  - type: STR_SHOTGUN_SHELLS
    shotgunSpread: 10
    shotgunBehavior: 1
    shotgunChoke: 100
The above settings makes the shotgun use the new algorithm in which the first pellet uses the accuracy calculation to determine its path, and the rest travel near to it. It also ensures that the soldier accuracy does not affect the shotgun spread.

shotgunSpread: 10 gives a decent shotgun spread. If you set this value to 0, the pellets all hit the same spot. If you set it to 100, the pellets spread pretty evenly over the entire cone in front of the soldier, regardless of where the initial pellet went. You'll want to set it to 50 or lower to ensure that the initial pellet actually affects where the rest go.

shotgunChoke: 100 doesn't use the choke effect. Lower values force the soldier to aim closer to the target, even at very low accuracy. shotgunChoke: 0 will make every shot perfect even at 1% effective accuracy.

I am aware of the OXCE+ features and I plan to include them in later versions.  I need to test them extensively in the dev version first though so I can get them just right.

Announcement:
After extensive help from Hobbes, Warboy, SupSuper, and ohartenstein, I think I've FINALLY killed the bug with the racial bases not spawning!  From now on, if a major update (like this one) is released, you WILL need to create a new save file!

Update in first post!

11
Released Mods / Re: Arsenal Expanded
« on: September 01, 2018, 07:59:06 pm »
Hmm... methinks there's a typo somewhere... bother.  I thought all that code was solid... I'll post an update when I find it.  Stop by the OXC Discord while you wait.

12
Released Mods / Re: Arsenal Expanded
« on: September 01, 2018, 07:43:08 pm »
Double check everything.  The save shows that you have mixed crews for UFO so you won't get data slates.  You absolutely cannot use any mod that changes alien deployments if you want to use Arsenal Expanded.

EDIT:  That sounds like a bug... I'll need to look into it.

EDIT 2:  Did you add Arsenal Expanded mid-run?  That'll cause a lot of weird things to happen.

13
Released Mods / Re: Arsenal Expanded
« on: September 01, 2018, 07:28:10 pm »
It's because you're using mixed crews, the mod clearly states that it doesn't work with mods that change alien deployments.

14
Released Mods / Re: Arsenal Expanded
« on: September 01, 2018, 07:05:34 pm »
You should get two slates every time you do an alien base, a Rosetta Slate (required to translate the other data slates) and a slate that unlocks weapons (might be duplicates because of randomization.)  It is, unfortunately, random, but keep in mind that I play this mod as well so I have to play by the same rules.

15
Released Mods / Re: Arsenal Expanded
« on: September 01, 2018, 05:19:59 pm »
Slates are supposed to be paired with whatever weapon the commander-type alien has.  They can't be destroyed by explosions, so don't worry about that.  I know the shotguns are hilariously broken, try using UFO Extender Accuracy, it kneecaps them nicely.

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