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Topics - chaosshade

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Released Mods / [MOD]Lots of Mods!
« on: January 26, 2018, 11:05:58 am »
So with the mod portal down, and the fact that I saved a zillion mods for my own collection, I thought it might be a good idea to upload some of them to the forum.  I plan to post mods to their appropriate topics, but some of them simply don't have them, so I'm uploading them to this topic instead.  The mod list in this top is therefore subject to change and you should keep checking back to see if I uploaded something you missed!

Notable mod authors featured in this topic:
Tyrian_Nick

2
Released Mods / X-Com UFO Defense Demo Mod
« on: October 24, 2017, 07:54:50 am »
Warboy, ohartenstein, and I recreated the demo for X-Com UFO Defense in OpenXCom as a custom mission (the demo for UFO Enemy Unknown is a different mission.)  This mission WILL NOT disrupt your in-progress saves, nor will it appear in the main game.  This has been extensively bug-tested, but your results may vary based upon the mods you're using in combination with it.

For optimal play:
- Use the equipment designated in the included Readme.txt
- Set the difficulty to Veteran
- Set the day/night slider to full night

NOTES:
- If you have any mods that change alienDeployments, they WILL NOT work!  This mod has been hard-coded to have aliens use the original weapon sets to keep the feel of the demo.
- You may be overwhelmed rapidly if you play on settings above Veteran (but if you can win like that, more power to you!)

As always, please report any bugs here!

3
Released Mods / Arsenal Expanded
« on: October 12, 2017, 08:18:39 am »
Good news everyone!  I finally have my own topic for Arsenal Expanded; no more piggy-backing on Rockfish's topic!

Current version is 1.63

Read the changelog first!
Link to Mod:  https://openxcom.mod.io/arsenal-expanded

List of contributors:

Rockfish - the original creator who made the original skeleton
XOps - Mass Drivers and some conventional weapons
hellrazor - debugging and formatting (file merging between version 0.9 and 1.0)
Warboy - debugging and coding assistance
Hobbes - debugging and coding assistance
nadir - pistol and magazine sprites and data slate floorobs
Dioxine - Heavy Cannon Mk2, Alien Multi-Launcher, Alien Auto-Launcher
ohartenstine - Tau weapons

!WARNING!
DO NOT ADD THIS MOD MID-PLAYTHROUGH.  IT REQUIRES A FRESH GAME!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
DO NOT ADD THIS MOD MID-PLAYTHROUGH.  IT REQUIRES A FRESH GAME!
!WARNING!


1.63 change log:

- Fixed: multiple code errors
- Fixed: incorrect pallet colours
- Fixed: Tau Assault Cannon Clip unable to be manufactured

- Nerfed: Plasma Grenade
- Nerfed: Tau Assault Cannon auto shot removed (it was just so hilarious OP!)

1.62 change log:

- Fixed (hopefully):  Racial bases not spawning with the correct items (may be biased toward certain races.)  Special thanks to Hobbes for helping me with this one!
Alert!  New game required for it to properly apply the patch!

1.61 change log:

- Fixed:  Sound error with Heavy Machine Gun

1.6 change log:
- Fixed:  Tau Shotgun unplayable
- Fixed:  Multi Launcher ammunition unable to be manufactured
- Fixed:  Auto Launcher ammunition unable to be manufactured
- Fixed:  Alien Research no longer suffers from the "missing pistol" problem

- New:  Compatibility with UFO Extender Accuracy
- New:  New sprites for the Tau Weapons courtesy of ohartenstein
- New:  New hitSound for the Tau Weapons

- Update:  Heavy Machine Gun flogged with the Nerf Bat to better fit its role as a middle ground between Rifle and Auto-Cannon

1.51 change log:
- Fixed:  racial alien bases not spawning!

1.5 change log:
- New:  Multiple Grenade Launcher, three ammo types, HE, Stun, and Smoke.
- New:  Heavy Machine Gun, three ammo types, AP, HE, and IN.  Lighter, faster, and more accurate than the Auto-Cannon, but doesn't hit as hard.
- New:  Multi Launcher (Alien Heavy Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Auto Launcher (Alien Auto Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Plasma Grenade, twice as much boom as the Alien Grenade~
- New:  Stasis Grenade, not all grenades are lethal!
- New:  Alien Gauss Weapons!  Seven new weapons that can screw up your day with unique sounds, sprites, and animations!
- New:  Laser Sniper Rifle!  Finally!
- New:  Tau Weapons!  Research pays off!  Strike back at the aliens with these unique weapons!  They're hard to get though, so have fun~
- New:  Flechette Weapons have a unique firing sound to tell them apart!
- New:  Elerium Slugs!  The Plasma Shotgun now has a single, accurate, high damage round it can fire in addition to the plasma burst from Cydonia!

- Restored:  Heavy Cannon!  A favourite heavy weapon has returned, complete with a new sprite and buffs!
- Restored:  Auto Cannon!  A new set of sprites and new sounds!

- Updated:  Heavy Pistol has a new sprite!
- Updated:  Small Rocket changed to Guided Rocket, two waypoints and 65 damage!
- Updated:  Heavy Launcher can totally make your day suck!
- Updated:  Racial alien bases!  All aliens now have unique weapon sets for their bases!  (makes getting Data Slates less obnoxious)

- Removed:  Blaster Launcher.  (I truly apologize for this one, but it was WAY broken!)

Please, for the love of all things holy to us alien-hating humans, report bugs immediately and with detail so I can fix them properly!

4
OXCE Support / [Solved] Moar (Item) Launchers!
« on: September 30, 2017, 08:04:49 pm »
In playing with OXCE+, one of the things I realized would be nice to have would be to have more launcher types.  For instance, it'd be nice to have a proximity mine launcher.

5
Resources / Sprite Requests
« on: August 20, 2017, 02:10:08 pm »
Okay... I have tried hard over and over to make sprites from scratch, but I simply do not have the skills that making sprites requires.  So, I turn to our resident sprite artists to request sprites.  I realize making full sheets (bigobs, handobs, and floorobs) is an extremely time-consuming and detail-oriented process, but think of how many new sprites you'd be injecting into our collective library.

So, here's the items/models I'd like to request that you guys add to our library.
(all credits to Firaxis for original models, credit to JClewis for sheets/Long War)
Spoiler:
Spoiler:
Spoiler:
Spoiler:

6
Offtopic / What is the GOD DAMNED TITLE!?
« on: February 25, 2017, 06:11:20 am »
I'm searching for the title of a story which centres around a post-apocalyptic setting in which a single house and square of lawn has survived the end. Its owners carry on as though nothing has happened outside their home and when other survivors arrive and begin asking questions, things get weird.

7
Open Feedback / How Often do You Use the Heavy Cannon?
« on: September 13, 2016, 10:33:06 am »
So in working on my own mod, I was left with a "problem" in wondering if I should leave the Heavy Cannon in the game or remove it entirely.  I know the Heavy Cannon has its place, especially in Superhuman mode because it can carry more ammunition than the Rocket Launcher, but it's nowhere near the "workhorse" that the Gas Cannon is in TFTD.

8
Work In Progress / Plasma Shotgun
« on: April 20, 2015, 10:59:52 pm »
Hey everyone!  New mod again!  I actually made this a while and just now coded it as a stand-alone.  I hope you enjoy it.

*IMPORTANT*
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THE CHANGES THE DEPLOYMENT TABLES!
*IMPORTANT*

Click here for mod!

If you plan to use this in your own mods, credit me.

9
Work In Progress / Alloy Weapons
« on: April 17, 2015, 12:09:41 pm »
I made another new mod... my projects are going to get out of hand very quickly I think.  Anyway, this one adds weapons made from Alien Alloys to the game because I wanted to have an upgrade to some of the human weapons.  I also made a new sprite for the Auto-Cannon because I hate the normal sprite.

Click here for mod!

If you find any bugs or have suggestions for it, feel free to post HELPFUL criticisms.

Additional credit to hellrazor for helping me with this mod in the debug phase.

10
Work In Progress / [WIP] New Alien Race: Scorpoids
« on: March 29, 2015, 12:50:35 pm »
Hi everyone!  Okay, so as you already may (or may not) know, I'm the current curator of Rockfish's Weapon Rework/Expansion Mod but I have another ambition for the game to make it more challenging for myself (and others.)  I'm kinda tight-lipped about the aliens right now but I'm working on everything in the background so I don't want to say anything spoilery until I can post a buggy WIP.

I'm putting in some new aliens that are real jerks but I'm desperately in need of a graphical artist to help me.  Please contact me if you're interested in helping!  I'm on the IRC channel a lot but you can contact me on the forum via PMs if that works better for you.

What needs to be done:
Four UFOpaedia sprites (two live aliens and two autopsies)
One Battlescape sprite (possibly two, depending upon how annoyed I get w/ my own artwork)

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