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Topics - Murmur

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Troubleshooting / 'Hidden Movement' never ending...
« on: June 22, 2014, 09:26:29 am »
Haven't seen this happen before, using the 2014-06-22 02:28 nightly. During a terror mission on the 3rd or 4th turn the hidden movement screen never goes away. Attached is the save, pressing the end turn button should result in some floaters shooting, then the never ending hidden movement screen. I am using a few mods, but nothing major. Disabling the mods and loading the save results in the same thing. I'm not sure if the save will be useful in any way but I figured it couldn't hurt to make a post about it.

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Released Mods / [WEAPON] Stun Grenade
« on: June 22, 2014, 02:15:08 am »

Download: https://www.openxcom.com/mod/stun-grenade

Requires Stun Bomb to be researched, and requires a Stun Bomb for manufacture.

Does less damage than a stun bomb fired from a small launcher (65 down from 90), and has a slightly smaller blast radius (4 down from 5).

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Released Mods / [WEAPON] Stun Ammo for the Rifle
« on: May 07, 2014, 05:04:40 am »


This mod adds the 'Rifle Stun Clip' to the XCOM arsenal as an extra ammo type for the rifle. Hopefully adding some life to the standard human Rifle once Laser weapons have been developed.

The 15 stun damage may be a bit too high, I don't want to invalidate the stun rod or the small launcher, just provide an alternative. I'd like some opinions to get the balance feeling right.

Due to the maintenance of the mod site, I'm attaching the mod here. Once the mod site lets me log in it'll be on there instead.

To install, extract the .zip into your data folder and activate from the mod menu.

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Work In Progress / Maximum blastRadius?
« on: April 27, 2014, 11:07:01 pm »
Is 11 the maximum size that a blast radius can be set to? I'm trying to make a very expensive and heavy 'Micro Nuke', I'd like a rather sizable explosion out of it, but through my testing it seems that if the blastRadius is set higher than 11, it acts as if it were 11 anyways.

EDIT: Removed the attached picture. Replaced with a better one in my next post.

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Released Mods / [WEAPON] Laser Rifle Recolor
« on: April 26, 2014, 07:11:20 am »
I made this purely for myself but figured I might as well upload it in case someone else might enjoy it. I never understood why the Laser Rifle didn't match the other laser weapons. Figured I'd try my hand at some minor modding and see if I could rectify that.

Big Object, Floor Object, and Hand Objects all recolored. No stats on the weapon have been altered.

Download at the mod site: https://www.openxcom.com/mod/laser-rifle-recolor.

To install, using the 0.9 Nightly build, place the 'Laser_Rifle_Recolor.rul' file into the 'Ruleset' folder. Then place the 'murmursLaserRifle' folder into the 'Resources' folder. Finally, enable the mod in the options menu.

Enjoy your matching laser weapons!

EDIT: Also, if you're into laser weapons, check out my other mod that rebalances the Heavy Laser: https://www.openxcom.com/mod/heavy-laser-rebalance. It basically makes the differences between the Heavy Laser and the Laser Rifle quite similar to the differences between the Plasma Rifle and the Heavy Plasma. It's such a small tweak I didn't think it deserved it's own thread, so I tagged it on here.

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Work In Progress / Modding Psi Usage?
« on: April 23, 2014, 05:52:26 am »
Is there any way to mod the aliens usage of psi to bring it in line with how it works for the humans? I'd like it if a member of the alien team had to actually see a member of my team for them to be vulnerable to psi-attacks, as opposed to the 'see once, forever vulnerable' way it has always been.

If this is at all possible, I'd really appreciate someone pointing me in the right direction.

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