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Topics - XCOMFan419

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1
Troubleshooting / Regarding the Geoscape Music
« on: December 22, 2014, 01:04:15 am »
In all of my time playing OXC, I can't help but think:
Have I been listening to the same Geoscape theme for the past six months?

Taking a quick look at the files shows less than interesting results as there are two GMGEO files, GMGEO1 and GMGEO2. I assume these are the geoscape themes. Using Windows Media Player, I found out that the themes, while alike in some prospects, are different in others. I can tell that I have been listening to GMGEO1 for most of my OXC experience. So now I have a few questions.

1. Where can I get more Geoscape music for the game? Is it limited to only two GMGEO files? (Yes, I already have the Amiga (CD32 and ECS), DOS, Windows, Adlib (Flac and ogg), MT32-rev2, PSX and Cydonia's Fall music downloaded. Currently using CF music, which is freaking awesome!)

2. Where can I edit whatever I need to edit to randomize the Geoscape music? It's getting tiring listening to the same old GMGEO1 time and time again. It's kinda making me dread playing the game again  :-\

2
Work In Progress / [Idea]Depleted Elerium/Elerium Craft Weapons
« on: August 10, 2014, 09:09:09 pm »
Watching some Youtube videos I realized Xenonauts had an advantage over us(!). After researching Alenium (their version of Elerium) the Xenonauts are able to equip their craft with Alenium Torpedos.

My initial idea was to make Elerium Missiles, which would be produced in the Workshop for a small amount of elerium per missile. I scrapped that idea, thinking it was too expensive. Then I thought of Depleted Elerium. Much like Depleted Alenium and Depleted Uranium, the Depleted Elerium can be used in a variety of applications. Armour and weapons mostly. Craft and HWP can have Depleted Elerium Armour, and Advanced Power/Flying Suits made out of Depleted Elerium instead of Alien Alloys.

Depleted Elerium would come from intact UFO Power sources, about 75 per unit (After all, what happens to the Elerium after its all expended?) and can be used for the applications above.

But then I got thinking again. Maybe the Elerium Explosives wasn't such a bad idea, like the Elerium Bomb mod for the Small Launcher. So I drew up some conclusions:

Infantry Weapons:
Elerium Rocket: Used in the Rocket Launcher. Provides a larger explosion than the depleted Elerium rocket, but not as large as the Blaster Launcher.
Depleted Elerium Rocket: Used in the Rocket Launcher. Provides a larger explosion than the Large rocket.
Depleted Elerium Blaster Bomb: Cheaper, but smaller blast. Blaster launcher ammo.
Depleted Elerium Grenade: A cheaper version of the Alien Grenade. Smaller blast radius.

Craft Weapons
Elerium Missile and Launcher: Craft weapons which are slightly less powerful than Avalanches, but still powerful. Carries 8.
Elerium Rocket and Launcher: Craft weapons which are inaccurate but less powerful than Avalanches. Still powerful, carries 24 (Like the Hydra 70 rockets used on Helicopters)
Depleted Elerium Missile and Launcher: Craft weapons which are more powerful than stingrays but less than Avalanches. More are carried (say 12)
Depleted Elerium Rocket and Launcher: Craft weapons which are more powerful than stingrays but heavily inaccurate. Carries 32.

Craft
Depleted Elerium Interceptor: A heavily armoured interceptor that is faster than the regular interceptor with no rent. Made with Depleted Elerium.
Advanced Interceptor: A heavily armoured interceptor that is faster than both the Elerium Interceptor and regular Interceptor with no rent. Made with Alien Alloys, Depleted Elerium and a UFO navigation.

HWP
Depleted Elerium tanks. 'Nuff said.

Armour
Advanced Personal Armour: Made with Depleted Elerium rather than Alien Alloys. Stronger than Personal Armour.
Advanced Power Armour: Made with Depleted Elerium rather than Alien Alloys. Stronger than Power Suit.
Advanced Flying Armour: Made with Depleted Elerium rather than Alien Alloys. Stronger than Flying Suit.

Now while most of what I said seems to be repetitive, there's not much to say otherwise.

This is just an idea, and I have no clue where to start. That's why I'd like someone more experienced to take the ropes of this project if they wanted to. If not, I'll provide a skeleton mod so that someone can expand on it.

3
Below I have two side-by-side comparisons. One of the Battlescape and one of the Inventory.

I only just noticed this. Is there any way to get my OpenXcom to look more like my Steam version?

4
Playthroughs / My First Ever Base Defence, and my Second Base Defence
« on: August 01, 2014, 04:51:59 am »
"Corners covered? Check. Doors closed? Check. Rookies rooking? Rookies? ROOKIES? Oh wait one guy died and now half of you are panicked. Oh please don't sho- goddammit please don't panic godammit. No. No Don't do that. No please don't shoot another soldier oh my god why."

- 13 turns later -

"Wait two of you are unpanicked? TIME TO RUN INTO THE HANGARS!"

So my first ever base defence was very, very disorganized and nearly a failure. Were it not for two people running into the hangars I probably would've lost the base. Those two soldiers bought valuable time so I could reposition and start kicking alien ass. (R.I.P In peace Carol Dubois/Slow & Brian Daar/Cwrd) There were no HWP, as this was the only base I forgot to buy/manufacture tanks at. All of my rookies were equipped with laser rifles, and this was a Gazer attack, so they were hard to kill. Not to mention rookie aim.

It took me several turns to actually win. Mostly because my soldiers were panicked/dead, killed by another soldier. I believe 10+ soldiers died due to panicking and berserking. Only around 5 were actually killed by aliens. I'm rather surprised I didn't actually lose the base.

"Okay. This is one of my good bases. I have some squaddies, sergeants, some captains and some colonels. But mostly rookies. Some of you have plasma weapons...which is good. Others have laser rifles, which is okay. Now let's see here..AH! I have tanks. This is going to be good. All right let's see here. I have Hover tanks and some conventional tanks, plus my two cyberdiscs. All right, this should be good."

- A few turns later... -

"Ordinance train coming through, choo choo!"

This time around I had experienced soldiers and a metric tonne of tanks (Which isn't a lot of tanks if you think about it.) I positioned my soldiers on the first turn. Kept my tanks at bay and in safety, where I could use them in case of a serious attack.  Two turns went by and I realized that this was a Ethereal attack. So I took my most psi-weak soldiers out of the frontlines and put out some good soldiers. A couple more turns went by, mostly exchanging reaction fire. I sent my forward most three soldiers up and started to kill a few more Ethereals. I opened up the doors on the Access Lift and I started to send tanks through in one large line. It was a big ol' ordinance train :P

Two casualties total. RIP Colonel Van Den Groot and Captain...er....Captain Cannon Fodder.

So those are the only two base defences I've ever encountered. I've run through about 3 playthroughs. Is this normal or should I turn on Aggressive Retaliation on in the Advanced Options menu?

5
Work In Progress / [Solved]XCOM Cyberdisc not working
« on: July 29, 2014, 09:17:27 am »
Wow I'm dumb.  :P

So XCOM Cyberdiscs is practically ready to put into Tanks, Drones, Sectopods? Oh my! I thank you all for the help!

New working file attached. Test for yourself, mess around with it if you choose to.

6
Work In Progress / [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
« on: July 26, 2014, 07:45:18 pm »
This will be my first mod that I'm releasing to the public!

Tanks, Drones, Sectopods? Oh my! (Work in progress title) is a mod compilation of several different mods that include Heavy Weapons Platforms. The goal of this mod is to incorporate most, if not all, HWP mods and make them compatible with each other. Not only this, but balancing and adding a few more vehicles to OpenXcom as well. This means I've collected most tank mods on these forums and I'm currently trying to balance out both Vanilla and the Modded tanks. This will make HWP more useful and more than vehicles wasting space and gathering dust in your stores waiting for a battleship to land nearby so they can swing into action in base defense. There are several plans for this mod, some of which are out of my league and I require assistance.

GAUSS MOD AND MINIGUN MOD ARE ALREADY IN THE PACK. UNINSTALL GAUSS MOD AND MINIGUN MOD IF YOU WISH TO USE TANKS, DRONES, SECTOPODS? OH MY!

Spoilerchecklist:
Conventional Tanks:

Tank/Cannon: Autoshot and Explosive Rounds ☑
Tank/Heavy Machine Gun: Increase Power (Credits to Aldorn) ☑
Tank/Minigun: Increase Accuracy and Power (Credits to SolariusScorch) ☑
Tank/Rocket Launcher: Autoshot and Increaced Ammuniton Capacity ☑
Tank/Artillery(Or Grenade Launcher): Autoshot and Increased Ammuniton Capacity (Credits to Civilian) ☑
Tank/Laser Cannon: Autoshot and more Accurate ☑
Tank/Gauss: No Changes, maybe a little more accurate if needed. (Credits to SolariusScorch) ☑
Tank/Plasma Cannon: Make, Autoshot, Accurate? (Semi-Credits to SolariusScorch for his own Tank/Plasma Cannon in FMP, which helped fix my own code) ☑
Tank/Snoop: Up armoured scout, maybe an LMG. (Credits to Civilian)
Scout/Drone: Small scout available from start (Credits to Arpia) ☑

HoverTanks

Hovertank/Rocket Launcher: A cheaper alternative to the Launcher (Credits to SolariusScorch) ☑
Hovertank/Artillery(Or Grenade Launcher): Hovering artillery? Yes please. ☑
Hovertank/Laser: No auto, a little less(?) accurate (Credits to Harry) ☑
Hovertank/Gauss: No changes, maybe a little more accurate if needed (Credit to SolariusScorch) ☑
Hovertank/Scatter Laser: Heavier, only autoshot, more shots, more power, less accurate, twist on the Minigun Mod tank. ☑
Hovertank/Plasma Cannon: More accurate? ☑
Hovertank/Launcher: No changes ☑

Repurposed Alien Tech:

Sectopod/Laser: More accurate, Less armor, more power, UFO power source? (Credits to Harry) ☑ [Semi]
Sectopod/Plasma: More accurate, Same armor, more power, UFO power source? (Credits to Harry) ☑ [Semi]
Sectopod/Launcher: Even more Accurate, even more armour, even more power, UFO Power source?
XCOM Cyberdisc/Laser: Less accurate, mid armor (Credits to Civilian for Sprites, Solarius Scorch for Ruleset, Aldorn for Assistance) ☑
XCOM Cyberdisc/Plasma: Less accurate, mid armor (Credits to Civilian for Sprites, Solarius Scorch for Ruleset, Aldorn for Assistance) ☑

Drones

Powersuit Drones: Remove Hammer HAD since it's not working (Credits to Svanh) ☑
XCOM Enforcer: Make compatible with Powersuit Drones (Credits to MickTheMage) ☑

Things Wanted:

Alloy Tank/Cannon
Alloy Tank/Heavy Machine Gun
Alloy Tank/Minigun
Alloy Tank/Rocket Launcher
Alloy Tank/Artillery(Or Grenade Launcher)
Alloy Tank/Laser Cannon
Alloy Tank/Gauss
Alloy Tank/Scatter Laser Cannon
Alloy Tank/Plasma Cannon
Alloy Tank/Launcher

For alloy tanks, I'd LOVE for someone to make sprites for me. I can't really do it. And since the current trend is to make anything with alien alloys blue, I'd like that as well. But no rush.  :P  For now I was thinking of using the MiB Terrorist Tank chassis and getting someone to redesign the turrets. Of course this is all thought process and not ready for implementation. I'd have to ask Robin if I do decide to use the chassis.
If any mods were forgotten please state so. I will add it to the list, download it and modify it accordingly.

There are plans to work alongside with the new "XCOM Armoury Expanded".

CURRENT STATUS OF MOD:

0.6 is ready for download. 0.7 Experimental is ready for download via the forum. Troubles with the Tank/Cannon explosion.

Please report all bugs and issues into this thread please :)

Installation Instructions:

- Download the current TDS Build from the Modsite
- Extract Folder once downloaded
- Merge "Resources" and "Ruleset" into their respective folders in OpenXcom/data
- Enable from InGame Mod Menu

7
Work In Progress / [Halp!]Any Tank Experts Around Here?
« on: July 23, 2014, 03:29:13 pm »
As the tag suggests, I need help.

I figured out how to mod after downloading Notepad ++. After increasing the size of a building's capacity, I decided to make the tanks a little more better. What I planned to do was add auto-shot to the Tank/Cannon (Since the gun is 20mm-30mm afterall. Kinda thought it'd work like a Bushmaster 25), the Tank/Laser Cannon and the Hovertank/Plasma.

After about an hour of attempts...I kinda gave up. I tried everything. Looking at other mods for reference, taking the Unit and Corpse codes into my document and everything. But I still couldn't give them autoshot (and increase their TU's to 100.)

I also tried to make the regular and laser Cannons to be useful and make the Interceptor a little better, but that's a whole thread on it's own.

Anyways, here's my code that I tried to get to work.

SpoilerTank/Cannon:
Code: [Select]
items:
 - type: STR_TANK_CANNON
    size: 6
    costBuy: 420000
    costSell: 340000
    transferTime: 96
    weight: 1
    bigSprite: 43
    floorSprite: 0
    handSprite: 0
    bulletSprite: 4
    fireSound: 12
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
    accuracySnap: 60
accuracyAuto: 50
    accuracyAimed: 90   
    tuSnap: 33
tuAuto: 40
    tuAimed: 80
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    turretType: 0
units:
  - type: STR_TANK_CANNON
    race: STR_TANK_CANNON
    stats:
      tu: 100
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
armors:
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
    energyRecovery: 50
 - type: TANK_ARMOR
    spriteSheet: TANKS.PCK
    corpseBattle:
      - TANK_CORPSE_1
      - TANK_CORPSE_2
      - TANK_CORPSE_3
      - TANK_CORPSE_4
    frontArmor: 90
    sideArmor: 75
    rearArmor: 60
    underArmor: 60
    drawingRoutine: 2
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
SpoilerTank/Laser Cannon:
Code: [Select]
items:
  - type: STR_TANK_LASER_CANNON
    size: 6
    costSell: 594000
    transferTime: 96
    weight: 1
    bigSprite: 54
    floorSprite: 0
    handSprite: 0
    bulletSprite: 5
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    power: 110
    damageType: 4
    accuracySnap: 50
accuracyAuto: 50
    accuracyAimed: 85
    tuSnap: 33
tuAuto: 40
    tuAimed: 75
    battleType: 1
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    turretType: 2
units:
- type: STR_TANK_LASER_CANNON
    race: STR_TANK_LASER_CANNON
    stats:
      tu: 100
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 7
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
    energyRecovery: 50
armors:
    armor: TANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    deathSound: 23
    moveSound: 14
    energyRecovery: 50
 - type: TANK_ARMOR
    spriteSheet: TANKS.PCK
    corpseBattle:
      - TANK_CORPSE_1
      - TANK_CORPSE_2
      - TANK_CORPSE_3
      - TANK_CORPSE_4
    frontArmor: 90
    sideArmor: 75
    rearArmor: 60
    underArmor: 60
    drawingRoutine: 2
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
SpoilerHovertank/Plasma(Note: Missing Units section):
Code: [Select]
items:
 - type: STR_HOVERTANK_PLASMA
    size: 6
    costSell: 980000
    transferTime: 96
    weight: 1
    bigSprite: 40
    floorSprite: 0
    handSprite: 0
    bulletSprite: 8
    fireSound: 18
    hitSound: 19
    power: 110
    damageType: 5
    hitAnimation: 46
    accuracySnap: 85
accuracyAuto: 50
    accuracyAimed: 100
    tuSnap: 30
tuAuto: 40
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    turretType: 3
armors:
- type: HOVERTANK_ARMOR
    spriteSheet: NEWTANKS.PCK
    corpseBattle:
      - HOVERTANK_CORPSE_1
      - HOVERTANK_CORPSE_2
      - HOVERTANK_CORPSE_3
      - HOVERTANK_CORPSE_4
    frontArmor: 130
    sideArmor: 130
    rearArmor: 130
    underArmor: 100
    drawingRoutine: 2
    movementType: 1
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]

I hope someone experienced can see where I went wrong.
(It was probably something stupid, wasn't it?)

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