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Messages - Fatrat

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Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: August 08, 2014, 12:47:47 pm »
Would you agree that the author of alien armoury expanded us portions of your mod inside it's in order to directly offer both?
PS. Fatrat, I hope you don't mind..! Your mod is a great idea, I thought it conflicting with another very neat mod was too unfortunate to let it pass.

Sure, do whatever you want.

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Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: July 10, 2014, 01:42:49 pm »
What tech level are these guns?
Techlevel 2, the highest one.

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Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: July 10, 2014, 12:27:42 am »
EDIT: what about alien base assaults?
Left unchangeg in main file for balance reasons. Alien base assaults already have blasters and psi attacks. Grab the attached ruleset, alien engineers with explosives will be there.

Is there a way to make that Medics have Stun Bomb and some Alien Soldiers have Elerium Bomb at the same time (depending mission type)?
Not soldiers, there will be too many Small Launchers, but engineers or navigators? Yes, it is possible.

Here's the additional ruleset with Alien Base and Cydonia alienDeployments with Elerium Bomb armed engineers. I am not sure will it break the balance or not, so i'll post this as additional "addon". Drop it in the "data/ruleset" and make sure it is loaded after the Small_Launcher_elerium_bomb.

4
Work In Progress / Re: Rocket Launcher aliens a no-go
« on: July 07, 2014, 12:15:12 am »

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Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: July 06, 2014, 11:52:00 pm »
The archive.

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Released Mods / [WEAPON] Explosive bombs for Small Launcher
« on: July 06, 2014, 11:50:11 pm »
Terror mission. Aliens, executing everyone on sight, unleashing specially engineered monstrocities.. and bringing stun weapons. Always seemed illogical to me.
So, here's new explosive ammunition for Small Launcher - Elerium Bomb. Now, every terror alien that was carrying Stun Bombs will carry Elerium Bombs instead.
Expect to find these in terror missions, terror ships and XCom base defence missions. Abductor ship, Harvester, Scouts, Supply Ship and Battleship alien loadouts left unchanged.
As a consequence, you will find less Stun Bombs overall.

Includes: Ruleset (with alienDeployments changes), floorobj sprite, UFOpedia entries.
ENG, RUS and UKR translation.

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Released Mods / [WEAPON] Incendiary Grenade
« on: July 06, 2014, 08:27:54 am »
Here's my first contribution to this wonderful community - Incendiary grenade.
Why can we burn everything with rockets, cannon rounds, autocannons, but not with grenades? Not anymore!

Includes: Ruleset (duh), handobj sprites, floorobj sprite, UFOpedia entry.
ENG, RUS and UKR translation.

UPD: Alternative graphics, single HANDOB spritesheet instead of 8 separate sprites. HANDOB id changed.




https://www.openxcom.com/mod/incendiary-grenade

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