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Topics - AlicePaws

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1
For X-Com Files 2.2 (Earlier versions might work for now too!)

https://openxcom.mod.io/x-com-files-ratatat-01

This is NOT BALANCED, do NOT expect to play this and have any semblance of balance.

Giant rats have a chance to spawn with glocks.
X-Rats have access to all soldier transformations
X-Rats get stupidly high stat limits, as well as buffed starting stats
X-Rats have a free hand slot, I don't know how to free both hands without sacrificing the tracking, so don't go trying to use a minigun on them.
X-Rats also have all of the other inventory slots unlocked, go wild!

0.2 The Rat Dawn

 - Nerfed rat bite, the scaling was incredible and I was eating through UFO walls to get to sectoids rather than walking around...
 - Reigned back the initial stats
 - Lowered cost of Rat Farm as well as unlocking it from the start, now only requires 2 Giant Rats to build
 - Increased cost of rat training while reducing time it takes to complete
 - Rattified the Red Dawn (Now Rat Dawn)
 - Added Rat Launcher (Can shoot other things too)
 - Added Throwable Rat
 - Added The "Rat Man" advisor
0.3 They ratted us out!
  - Rats In Black introduced partially
  - Changed some strings
  - Changed Natasha Morozova's dossier to be more "appropiate"
  - Added Rat-To-Rat combat commendations
  - Added Rat Warfare item category
0.3.1
  - Critical fix for gas weapons
You still need to capture and train them to these levels however, in the future I want to add the following:
Rat themed transformations
Rat Cult (Rat Dawn)
Rat UFO's,
Reverse Syndicate Experiment Mission (It's a rat and like 10 scientists)

2
OXCE Support Y-scripts / [Examples] 8mono's Y-script repository
« on: July 05, 2021, 03:06:47 pm »
I'll be isolating the scripts I'm using in the mods I've made. Feel free to use or edit them as you wish, you don't need any permissions but a credit or mention is nice!, any feedback is appreciated as well

Support Deployables
https://openxcom.mod.io/support-deployables
Superheavy Arsenal
https://openxcom.mod.io/superheavy-arsenal
X-Com Files Additions (XCF Submod)
https://openxcom.org/forum/index.php/topic,9722.0.html

Flare Gun
Code: [Select]
extended:
  tags:
    RuleArmor:
#flare
      ITAG_ILLUMINATION_LIVING: int
      ITAG_ILLUMINATION_DURATION: int #unable to currently determine duration without setting this here as well
  scripts:
    createUnit:
      - offset: 0.5
        code: |
          var int flareLivingTag;
          var int illuminationDuration;
          var ptr RuleArmor armorUnit;
          var int currTurn;
          var int currSide;
          var ptr RuleItem ruleItem;
          var ptre BattleItem smokeItem;
          var ptre BattleItem flareItem;
         
          unit.getRuleArmor armorUnit;
          armorUnit.getTag flareLivingTag Tag.ITAG_ILLUMINATION_LIVING;
          armorUnit.getTag illuminationDuration Tag.ITAG_ILLUMINATION_DURATION;
         
          if and eq flareLivingTag 1 eq currSide 0;
            unit.getInventoryItem smokeItem 3;
            unit.getInventoryItem flareItem 2;
            debug_log illuminationDuration;
            mul illuminationDuration 2; #compensating
            debug_log flareItem;
            debug_log smokeItem;
            flareItem.setFuseEnabled 1;
            flareItem.setFuseTimer illuminationDuration;
            smokeItem.setFuseEnabled 1;
            smokeItem.setFuseTimer 0;
            debug_log "This armor has a flare value CREATEUNIT EDITION ";
            unit.addStun 25;
            unit.disableIndicators;
          end;
          return;

    newTurnUnit:
      - offset: 1.5
        code: |
          var int flareLivingTag;
          var ptr RuleArmor armorUnit;
          var int currTurn;
          var int currSide;
          var int stunApplied;

          unit.getRuleArmor armorUnit;
          armorUnit.getTag flareLivingTag Tag.ITAG_ILLUMINATION_LIVING;
         
          if eq flareLivingTag 1;
            battle_game.getTurn currTurn;
            battle_game.getTurnSide currSide;
            debug_log currTurn;
            debug_log currSide;
            debug_log "Above was currTurn and currSide";

            debug_log "This armor has a flare value NEWTURNUNIT EDITION";
            if neq currSide 0;
              unit.setHealth -1;
            end;
          end;
          return;
items:
#flare test
  - type: STR_LIVING_FLARE_R
    size: 0.1
    power: 16
    battleType: 10
    armor: 30
    fuseType: -3
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false
    recover: false
    invWidth: 1
    invHeight: 1
    fixedWeapon: true
    hiddenOnMinimap: true
    defaultInventorySlot: STR_RIGHT_HAND
  - type: STR_LIVING_FLARE_L
    size: 0.1
    power: 16
    battleType: 10
    armor: 30
    fuseType: -3
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false
    recover: false
    invWidth: 1
    invHeight: 1
    fixedWeapon: true
    hiddenOnMinimap: true
    defaultInventorySlot: STR_LEFT_HAND
  - type: STR_LIVING_FLARE_I
    size: 0.1
    power: 16
    battleType: 10
    armor: 100
    fuseType: -1
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false
    recover: false
    invWidth: 1
    invHeight: 1
    hiddenOnMinimap: true
  - type: STR_LIVING_FLARE_SMOKE_I
    size: 0.1
    power: 60
    battleType: 4
    armor: 30
    damageType: 9
    blastRadius: 1
    fuseType: 0
    damageAlter:
      ToItem: 0
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false
    recover: false
    invWidth: 1
    invHeight: 1
    hiddenOnMinimap: true
    isExplodingInHands: true
  - type: STR_LIVING_FLARE
    name: STR_FLARE
    size: 0.1
    battleType: 11
    armor: 30
    recover: false
    hiddenOnMinimap: true
    invWidth: 1
    invHeight: 1
#FLARES
  - type: STR_FLARE_GUN
    size: 0.1
    costBuy: 500
    costSell: 200
    weight: 5
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    compatibleAmmo:
      - STR_ILLUMINATOR_CLIP
    accuracyCloseQuarters: 133
    accuracyAimed: 45
    tuAimed: 28
    tuLoad: 10
    battleType: 1
    arcingShot: true
    invWidth: 1
    invHeight: 2
    armor: 25
    aimRange: 9 #12
    dropoff: 3
  - type: STR_ILLUMINATOR_CLIP
    size: 0.1
    costBuy: 50
    costSell: 20
    weight: 8
    bigSprite: 2
    floorSprite: 2
    hitSound: 19
    hitAnimation: 36
    power: 20
    spawnUnit: STR_FLARE_TEST
    spawnUnitFaction: 2
    damageType: 9
    blastRadius: 0
    clipSize: 1
    battleType: 2
    invWidth: 1
    invHeight: 1
    armor: 25
armors:
#FLARE
  - type: STR_FLARE_ARMOR
    spriteSheet: FLOATER.PCK #make sure this is invisible or appropiate!
    spriteInv: MAN_1 #make sure this is invisible or appropiate!
    corpseBattle:
      - STR_LIVING_FLARE
    visibilityAtDark: -500
    visibilityAtDay: -500
    camouflageAtDay: 1000
    camouflageAtDark: 1000
    psiCamouflage: 1000
    personalLight: 4 # 100 I know it doesnt go up that much
    drawingRoutine: 1
    movementType: 1
    fearImmune: true
    zombiImmune: true
    builtInWeapons:
      - STR_LIVING_FLARE_L
      - STR_LIVING_FLARE_R
      - STR_LIVING_FLARE_I
      - STR_LIVING_FLARE_SMOKE_I
    frontArmor: 0
    sideArmor: 0
    rearArmor: 0
    underArmor: 0
    overKill: 1500
    loftempsSet: [ 3 ]
    tags:
      ITAG_ILLUMINATION_LIVING: 1
      ITAG_ILLUMINATION_DURATION: 8 #lets pretend this value is obtained from the ammo, don't know how to do it yet, would need a "unitHasShot event" or something
alienRaces:
  - id: STR_FLARE
    members:
      - STR_FLARE_TEST
units:
  - type: STR_FLARE_TEST
    race: STR_FLARE
    stats:
      tu: 0
      stamina: 10
      health: 0
      bravery: 200
      reactions: 0
      firing: 0
      throwing: 0
      strength: 0
      psiStrength: 200
      psiSkill: 0
      melee: 0
      mana: 10
    armor: STR_FLARE_ARMOR
    standHeight: 22
    kneelHeight: 14
    floatHeight: 2
    value: 1


The idea for the flare gun is to spawn a unit (I use "invisible" spritesheets for the floater as well as "invisible" sprites for the items in my mods) at the point of impact and have it be equipped with flares and an optional smoke effect, upon death it will drop the primed flare in its inventory, the primed flare lasts for a few turns before disapearing.
Things I'd like to improve are:
- Immediate flare deployment (not having to wait until the flare updates by doing an action)
- Knowing the best faction to spawn (Civilians for example if they die you lose points, Enemies would mean they get vision, Xcom means you can control them and they would substract points for dying as well as it just feels weird... + getting  extra vision which is unfair)
- Readability

Things that are out of the scope of my skills and the scripting language at the moment:
- Have the flares actually start at the highest point of the sky (same X,Z coordinates, just the max Y for that map) and descend 1 tile per turn until they reach the ground  (more of a visual novelty if anything, but it would make them also behave differently from regular throwable electro-flares)

3
Back in business...
For X-Com Files 3.1 (No issues so far)
Savegame compatibility:
I can't guarantee that everything will work, but it shouldn't lock you out of any research, I still recommend restarting your campaign.

Mod.io page:
https://openxcom.mod.io/x-com-files-additions
GitHub Repository (Most up to date but not always stable)
https://github.com/AlicePaws/XComFilesArsenalAdditions/

Additions include:
-- New Hangar Vehicles --
- Motorbike: Single person vehicle, for those playthroughs where you want to send out lone agents against the world, faster than the sports car
- B52 Stratofortress: Serves as a craft between the dragonfly and the first skyranger in terms of transport ability, multi-role, can equip heavy cannons, howitzers, heavy plating or heavy fuel tanks, VERY expensive and cannot hunt down UFO's with its speed, lastly you can unlock higher cargo capacities while sacrificing fuel economy and the ability to equip heavy plating
- Shadowstorm: Upgraded Lightning, can go to space, 12 troop capacity, stealth, extra electronics slot and flare dispensers on top!

-- Vehicle Armors --
-- LWP (Light Weapons Platform) Available before Promotion III
- LWP's are nimble tanks meant more for scouting than pure offense, they can be modified with Night camouflage or extra Plating, they posess some natural camouflage already without the Night camo, the plating will slow them down considerably and affect some of the accuracy however while also negating any natural camouflage they had. Night versions also have slightly more sensitive light sensors allowing slightly better night vision. Riot versions are sturdier than regular light tanks and the Taser turret can be plated for even more defense, this will hurt your movement and camouflage however.

- Light Tank Autocannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Cannon Armor (With options for either Plated or Night camouflage upgrades)
- Light Tank Machinegun/Twin Machinegun (With options for either Plated or Night camouflage upgrades)
- Riot Tank Teargas Launcher/Rubber Launcher
- Riot Tank Taser Cannon (Option for a Plated ugprade available)

-- Armors --
- Riot Vest
- Riot Vest (Shield)
- Heavy Riot Suit
- Prototype Tactical Suit (Earlier Tactical Suit)
- Night Jumpsuit
- Tactical Nightsuit

-- Weapons --
-- Attachments
- Stock: Improves Auto-fire capabilties and stability while making the weapon bulkier to use
- Bipod: 50% accuracy penalty while standing, provides slightly increased range, slight TU discount and a slight increase to accuracy while kneeling
- Grenade Launcher: M16 with an underbarrel grenade launcher, compatible with most ammo
- Masterkey: M16 with an underbarrel shotgun, can use small shotgun and pump action shotgun ammo

-- Pistols
- Beretta 93 R "Raffica" (Attachments available: Stock) (the good ol Beretta 92 FS but with a burst fire option, you have a slight onehanded penalty bonus)
- Beretta Large Clip (for both the original Beretta 92 Fs and the new Beretta 93 R)
- Manurhin Revolver: .357 revolver made for accuracy, magnum hits harder but is better at landing shots
- Revolver .357 tritanium drums
- Manurhin Scoped Revolver: (Attachments available: Bipod) longer barrel and a scope attached for longer shots, harder to use
- BlackOps Revolver: BlackOps version of the Manuhrin Revolver
- BlackOps Precision Revolver: (Attachments available: Bipod) BlackOps version of the Manurhin Scoped Revolver
- Alloy Flare Gun (Improved flare gun and improved flare gun round both made from Alien Fuel Trace)
- Illuminator Flare Rounds for both regular Flare Gun and Alloy Flare Gun
- Cyber Taser: enhanced taser, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Light Hand Cannon: shortened version of the Light Cannon
- Mauser Schnellfeuer, full auto capable Mauser as well as a Mauser big clip (Can use a stock)
- Auto-9MP: (Attachments available: Stock) A machine pistol and probably the best one in the game
- Scoped and BlackOps Scoped Magnums: Able to use bipods, compare Manuhrin Revolver and BlackOps revolver to their scoped counterparts to see the differences, mostly more range and accuracy at the expense of slower to shoot and weight/bulkiness
- Stenchkin Automatic Pistol and a big clip for both it and the Makarov (Can use a stock)
- Sturmpistole: A pistol sized grenade launcher, can use the flare gun's ammo as well (Can use a stock)
- Assault Storm Pistol: Alloy version of the Sturmpistole, an upgrade to the Alloy Flare Pistol (Can use a stock)

-- Submachine guns
- MP5K: Compact MP5 that uses a smaller magazine than its bigger counterpart, fearsome firerate and recoil requires skill to use

-- Assault Rifles
- AN-94 Rifle: (2 shot hyper accurate hyper burst, need to adjust the accuracy a bit, but it does the burst correctly now)
- FG42 Rifle: Multipurpose rifle with limited magazine capacity. (Can use a bipod) (Dual commendations)
- HK51: A submachine gun sized FN FAL (Dual commendations)

-- Shotguns
- BlackOps Smart Auto Shotgun: Big magazines and a general upgrade (need some balancing for this one)
- Accurized Shotgun: Longer range and less harsh dropoff, worse snap shot accuracy and more expensive TU costs
- Assault Auto-12 shotgun, lighter than the USAS-12 but a bit harder to handle
- BlackOps Accurized Shotgun: Same as above but improved
- Razor Shotgun: inspired by the Alloy Cannon in XCOM 2012, shoots out razor sharp alloy shards/blades, if you've researched the Tracite technology you can also manufacture Tracite infused ammo capable of igniting on impact
- Frag-12 Ammo for the BlackOps Auto Shotgun (Meant to breach open regular doors and ignore some armor, this is a very contentious item for me, I don't want to have the equivalent of the OP Battlefield 3 auto shotgun shenanigans, simply an option for suppression and breaching, I am not sure how to balance the stats of this thing, I also rarely use this gun is more of a niche since it doesn't have any options for armored foes like the slugs on other shotguns do, nor the CC/Stunning capabilities of the regular and BlackOps shotguns)
- Flechette Ammo for Shotguns
- Breaching Ammo for Shotguns
- Flak Ammo for Shotguns (tritanium flechette)
- Dragonbreath Ammo for Auto-Shotgun and Shotgun
- Flashbang and Teargas rounds for the KS-23M shotgun

-- Sniper Rifles
- Added HE Ammo to M82 Barrett
- Pulse Sniper Rifle: Hard hitting but just as hard to use

-- Heavy Weapons
- Muckstar Cannon: Enhanced Taser Cannon, can use regular battery or an enhanced overvolted battery with AOE capabilities later on
- Plasma Gatler: Like the Scatter Laser, but in plasma form
- NSV Machine Gun: the Soviet counterpart of the .50 cal machinegun, ingame it is an variant of the HMG which features both AP and Tracer ammunition (can sometimes ignite)

-- Anti-Tank Rifles
- PTRD1941 Rifle: 14.5mm single shot rifle, has AP and HE rounds
- PTRS1941 Rifle: 14.5mm semi-automatic rifle, has AP and HE clips
- NTW20 Denel: 20mm semi-automatic rifle, AP and HE clips
- S18 Solothurn 1000: 20mm semi-automatic rifle, AP and HE clips
- RT20 Rifle: 20mm recoilless rifle, single shot, bigger AP and HE rounds
- M42 Carl Gustav Rifle 20mm recoiless rifle, single shot, biggest AP and HE rounds
- Model SS41: 7.96 mm semi-automatic rifle, less damage but big clips and can shoot twice per turn, AP and HE clips

-- Launchers
- Mortar Tear Gas Shell (meant to be the cross between the pepper spray and a smoke mortar shell, depletes TU's affects a bit of morale and stuns a bit)
- Mortar Star Shell: A big flare that will last 8 turns (subject to change)
- M72 LAW: One use rocket launcher, lighter and cheaper than the RPG
- M3 Carl Gustav: multi-purpose launcher with ammo such as Star (flare) and Flechette rounds in addition to HEAT and HEI rounds
- BlackOps Smart Launcher: -See scripted weapons section-
- Teargas ammo for Grenade Launcher and Milkor
- Breaching Ammo for Milkor and Grenade Launcher (high damage to tile, low radius, lower damage to units)
- Mini mortar: Smaller payload and less range but lighter, can fire faster and can can unlock "bundle" ammo so they function as a clip (3 mortars in a clip)
- M.A.G.M.A. Launcher: A rocket launcher that uses chemical filled rockets (Stun, Gas and Napalm ammo)

-- Throwables
- Tear Gas Grenades (Pepper spray but turned into grenades, be it for hands or grenade launchers)
- Proximity Flares (why not?)
- Breaching Charge (high damage to tile, low radius, lower damage to units)
- Resuscitator: -See scripted weapons section-
- Stasis Grenade: -See scripted weapons section-

-- Vehicle Weapons
- Canister Shot for HWP Tanks (think of a shotgun for tanks, good for infantry bad against armor)
- Vehicle Smoke Dispensers: Like the ones on your scout drones but scaled up
- Light Cannon: scaled down HWP Cannon (HE/AP/Canister)
- Light Autocannon: Firepower focused version of the Light Cannon, cannot use canister shell ammunition (HE/AP)
- Machinegun and Twin Machinegun: A machine gun for your LWP's, the Twin barrel version trades accuracy and ammo control for more firepower
- Riot Launcher: Can shoot Teargas canisters and Rubber bullets
- Riot Taser: A scaled up Taser Cannon for our LWP's
- Vehicle Flares: they work like a scaled up flare gun right now, but might consider changing them to just flares

-- Scripted Weapons --
- BlackOps Smart Launcher (Regular Grenade Launcher AND Proximity Mine launcher depending on ammo)
- Illuminator Flare/ Star Rounds (they act like literal flares when shot, no damage or fire, will despawn after certain amount of turns)
- Stasis Grenade (Pauses wounds for a number of turns then resumes wounds, lasts 5 turns, subject to change)
- Cardioplasmic Resuscitator (Stabilizes wounds that would kill you at the cost of extra sanity and morale, will heal 1 wound per turn at the cost of sanity and morale, lasts 3 turns, subject to change)
- Tear gas grenades and rounds: like a flashbang with reduced effects but lasts twice as long
- Impact Vest: Reduces physical damage when taken up close, provides the most protection from frontal attacks (Bladed weapons will get through!)
- Riot Stab Vest: Protects against stabbing attacks, provides the most protection from frontal attacks.

-- Commendations --
- Anti-Tank Infantry: Gives a bit of strenght, energy and firing accuracy
- Custodian: Non-lethal takedowns for AI units
- Current elemental commendations: Chemist (Chemical), Arsonist (Incendiary)
- All the new weapons introduced have their respective commendations, and two of them feature "dual" roles so they get commendations there too
-- Transformations --
- Gilldog Gene therapy (For all animals currently, future ones will only be for your dogs): increases most stats by 5 and will increase armor on all sides by 2
- Basic Law Enforcement Training: +5 To most stats, unlocked very early

-- Alien Units--
Muton Berserker: Melee oriented, lots of TU's and hitpoints as well as a deadly AOE punch that can disorient you (Unlocks Impact Vest)
Muton Heavy Gunner: Has access to the plasma gatler, better armored than its normal counterparts (Unlocks Plasma Gatler)

-- Cultists --
Red Dawn Logistics Crewman
Red Ops Officer
Red Ops Juggernaut
Acolyte Of Dagon
Proselyte Of Dagon
Hand Of Dagon
Black Lotus Knight
Black Lotus Archwitch
The One (Black Lotus Shadow)

-- Misc --
- Added nameAsAmmo properties to the following weapon's ammo:
BlackOps Auto-Shotgun exotic ammo
Shard Shotgun ammo
Shotgun exotic ammo
Flare Pistol ammo
LWP Riot Launcher ammo
Light Hand Cannon ammo
KS-23M exotic ammo
All anti-tank rifles
M3 Carl Gustav ammo
BlackOps Smart Auto-Shotgun ammo
Mortar exotic ammo
Barret HE ammo
Some others I may have missed, but most if not all the exotic ammunition I added should now work with it

0.8 Anarchic Anachronism
Changed aiming formula for Blackops Scout Rifle and added auto firing mode (2 shots)
Added a snap shot for the NSV Machinegun
Added Accurized FN FAL
Added M-21 Rifle
Added VSSK Sniper Rifle
Added RSh-12 Revolver
Added ShAK-12 Rifle
Added M16 Beowulf
VSSK, RSH-12, M16 Beowulf and SHAK-12 can fire two type of rounds:
1) Heavier subsonic ammo designed for controlled penetration and maximum damage against soft targets
2) Lighter armor piercing ammo designed for heavily armored targets
And more...

0.8.1c
*Scripting:
Fixed shields not properly taking damage resistances that werent kinetic or incendiary, they will now properly attenuate damage and receive the proper damage as well as also have their durability reduced by the affected damage.
- Old shields when hit with 50 kinetic if they had 20 armor would properly send the damage to be calculated against your soldier as 30 but would reduce their durability by the full 50
- Old shields when hit with 100 plasma  if they had 20 armor would check damage type and if there were no plasma damage reductions it'd treat it as 0 therefore nullifying the damage
- New shields when hit with 50 kinetic still send the 30 damage to your soldiers armor but will now properly take off 30 durability instead of 50
- New shields when hit with 100 plasma if they had 20 armor will now check damage resistance, default to 100 if none is found and will continue the normal path of damage instead of nullifying it
Shields had their armor values slightly buffed:
- 10 for Riot (was 8 )
- 12 for Combat (was 10 )
- 14 for Alloy (was 12 )
- 20 for Assault (was 15 )
- 18 for Stormtrooper (was 15 )
Reduced amount of debug logs in some scripts
*Sprites:
Fixed malformed Muton sprites
*Strings:
Added missing strings for Muton Berserker and Heavy strings
*Manufacturing:
Added missing category for Impact Vest
*Commendations:
Fixed FG42 commendations
*Research:
Fixed self referencing BOps Smart Auto Shotty Tritanium ammo reqs
*Other:
Removed github patch (deprecated)

0.8.1d
fixed BlackOps Smart Launcher ammo missing categories
Added monthly buy limits to ammo provided by sharing tech with M.A.G.M.A.
Added new soldier types as being eligible for the law enforcement training transformation
Fixed BlackOps Executioner sprite
Added recovery points for Male VIP hostage
Slightly buffed M42 Carl Gustav (Clip size +1 , +2 more power, stronger against armor)
Slightly buffed RT-20 (Clip size +1, +1 more power, stronger against armor)
All tracite related equipment should be buyable (with a monthly limit) after sharing the Tracite tech
Rebalanced tracite equipment prices accordingly
Groza, AK47 and AKM can now use extended clips
Added missing extra page for M16 M203 and Masterkey underbarrel ammo
Fixed Greatest Manors not unlocking their respective milestones
Reduced BlackOps Scout Rifle's regular clip to 15 (This was an oversight, it was always meant to have 15 on both Trit and Regular)
Added missing string for the plated light tank machine gun
Altered Cult Convoys progression so that you no longer need to find the HQ to raid the warehouse, if you capture the warehouse specialist (the special mini boss) you unlock the HQ's location
Added Tracite Rocket manufacturing
Tracite and Tritanium Var Cannon Clip manufacturing is more expensive
Gas Rocket, Mortar, Mini Mortar and Sturmpistole Gas Clips are more expensive to manufacture
Added missing Large Fuel Tank ufopedia entry.
Added missing Convoy/Warehouse article entries
Golden Whisper now has male sounds
Updated version compatibility (Purely visual)
Updated the values shown in the Wieldable shields ufopedia articles to reflect the updated ones

0.8.1e+f
Commented out some obsolete armors in scripts causing crashes on boot
Replaced bad transparency on backgrounds thanks to gchpaco

I am balancing my guns with the Weapons Overhaul submod by Eddie as the basis, it makes some of the early weapons a lot fun to use plus some extras
Eddie's Weapon Overhaul
https://openxcom.org/forum/index.php/topic,9683.0.html
Has been fully integrated into the mod

the Shadowstorm craft or Tactial Lightning as its known originally was made by 60mm, all I did was adapt it for XCFAA
https://openxcom.mod.io/tactical-lightning

Notice to Android users in particular: If you run into specific issues please let me know/show me your error logs so I can further debug

Back in business...

4
Help / Fire and Smoke behaviours
« on: June 01, 2021, 07:10:11 am »
I'm fairly new to modding and I'm not sure if it's feasible to make fire and smoke do a few different things:

I am aware that fire left by explosions/rockets/grenades can apply damage to objects, is this a fixed amount? I've seen  fires spread to explosive containers and SOME explode, some don't, I want to have very short lived superheated thermite/plasma fires that can melt almost anything sans UFO walls over time(or maybe they can even melt the UFO walls ,who knows) Is this fire behaviour hardcoded and unchangeable? I wish this to be a separate fire type while keeping the regular fire the same

Are the sprites for fire editable? I want to change them to be green for example in the case of this particular fire, I am not aware if you can without changing the default one

A similar case for smoke, there is only one type of smoke sprite and I'd love to have persistant gas clouds that'd use these but tinted, they don't have to travel or necessarily do anything fancy graphically

Now for the harder part, I want to make Nightmare (Morale damaging/Fatal wounds inducing) and Toxin (Hit points damaging) Gas grenades, and want the gas/smoke from these grenades to damage you, it would be doing the same behavior smoke does just with damage to either HP/morale/armor or inducing wounds (I'd love to have the xenonauts approach to getting damage when you walk into it but the AI would be unfairly punished I think and would end up killing itself so often) Is this something I can script?

I am currently making a "Blood clotting smoke" grenade that ignores all conventional real life medical knowledge and basically stops wounds, it won't heal you but it will stop 1 fatal wound per turn, obviously I can't get the wound part to work yet, is there any way to remove wounds by standing in this "special" smoke the grenade emits? Alternatively it can simply work by doing it to anything caught in the blast radius, it doesn't have to persist but I'd love it if it did

I think I can work on making other things by now but I am curious as to what have modders done with Fire and Smoke behaviours in the game

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The X-Com Files / Zombie Horde mission? (Idea)
« on: April 16, 2021, 06:43:00 pm »
Just like those men in black reinforcement missions is it possible to have multiple waves (as in, lets say 3 reinforcements , 1 spawning every 5 turns or something) either for zombies which would make sense but I'm not sure how balanced you could make it (Id still have fun) OR like that one protect the VIP mission (which is honestly one of most fun missions to do for me when properly equipped) but the enemies come in waves rather than spawn all at once, you'd eventually either win by defeating a stupidly large amount of enemies OR you pull out if you can't handle it, I'm not entirely sure what the point of an endless defense mission would be, it's more of a what if scenario.

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