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Messages - Barghum

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1
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: January 05, 2025, 07:42:17 pm »
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Barghum

Maps and Scraps doesn't work on version 3.6 either. Screenshot attached.
i will take a look at this

2
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: December 03, 2024, 08:25:20 pm »

Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'
just to be clear do you have the ChemLasers mod installed?

3
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: December 03, 2024, 09:02:51 am »
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When enabling the modification, an error occurs:


Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'

I will try to solve this error tomorrow

also "life is a box of pipebombs (oh and a rebalance of everything ever)" will be moved up till later due to the sheer size of the mod (mainly due to being a rebalance of everything)

Quote
Thanks for this modification.

You're welcome and thank you for bringing this error to my attention

as such the next mod will be "Know thy enemy" a teaser is attached below

4
Suggestions / (board suggestion) Finished Y-Scripts
« on: November 22, 2024, 11:38:12 pm »
basically we already have a board for mods and Y-Script support

so why not a board for finished Y-Scripts so if any modder needs a finished script they can just take it

that's my suggestion

thanks for reading  :)

5
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 31, 2024, 01:16:35 am »
teaser for

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

(i am limited to only 10 images but the total is 17 sprites)



(yep i am animating pipebombs in full when primed)

6
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 30, 2024, 01:44:37 am »
(part 2)
ChemLasers

* fixed an error that made it so that laser goggles self destructed even if you owned them
+ added single usage laser goggles
(warning any laser goggles or their alloy version you owned before this update will become single usage goggles)
* made it so that normal (non breaking) goggles need premotion 3

7
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 30, 2024, 01:39:38 am »
a set of bug fixes I made in less than an hour

(maps and scraps)
* fixed the text string for "High Power Burst"
(part 1)

8
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 29, 2024, 06:44:23 pm »
Next mod will include:

* 5 new damage types

* pipebombs for cultists (a weapon with a fixed 3 turn timer till exploding)

* a rebalance of every single item to give every single tool in the tool kit a distinct use case

* 4 new guns

* multiple new ammo types

* new loadouts for every mission in the game

* and more that i have not listed

(no new missions though)
  :(

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

coming: when it's done

9
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 25, 2024, 01:14:37 am »
ChemLasers 2.1
for this update I have added:
+ broken alloy goggles
+ the option to repair laser goggles (alloy version included)
oh and I fixed some text errors 

the main new stuff is only useful to modders
and yes this version will be needed for all mods after this in project xenophobia

10
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: October 16, 2024, 05:17:03 am »
Maps and scraps is done and it features:

4 new missions
14* new weapons
4 new foes
buffed soldiers and hero units (more like op)
new civilian types
4 new tracks
and rebalanced sanity mechanics

*(some are variants)

enjoy the power trip while it lasts next mod is a complete rebalance to fit with the buffed soldiers. (it will be hell compared to this  :) )

11
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: October 12, 2024, 08:29:39 pm »
Response to coorta88's quite well written post (an unholy amount of spoilers below)

Spoiler:
Quote
4/Cyberweb - probably want to take control over earth as well, but not sure about that with their mad scientists vibe.
I always saw them as simple unhinged scientists whom value technological advancement over all else
and when said technological advancement led them to dimension X they chose to align themselves with the dimension X aliens (man we need a way to say that that does not take 84 years) in exchange for the technology needed to build the battleship they use.

Quote
Jarhead terror missions should probably be replaced by something similar to reptoid assasination missions as it does not make much sense to deploy jarheads as shock troopers (which they are not)
unless this is either a test of their combat ability, a strategic error, or they made a shock troop variant.

but that's all I have to say

12
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: September 30, 2024, 07:24:07 am »
ChemLasers 2.0 IS HERE

now with 2 new weapons,
a huge buff to all of the shield shredders,
a new usage for sanity (W.I.P Will be expanded in the next mods),
and a ton of error fixes such as:

1.vehicles (barring armored cars) no longer being blindable
 
2. the jumpsuit no longer breaking the game via immunity to plasma
 
3. the 'Flash in the pan' actually shreds shields as it says in the Ufopaedia

4. all vehicle laser weapons now do blind damage (as they should)

overall in my opinion this is a much needed patch that improves ChemLaser weapons (and this mod) from mid to slightly better than mid
well have fun  :)

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 29, 2024, 02:00:09 am »
the FN Minimi Ufopaedia article uses the term "bullets" where the term "round" should be as is shown below

current text: "It fires the 5.56mm NATO bullets."

all of the following are fixes:

1. "It fires the 5.56mm NATO round."

2. "It fires 5.56mm NATO bullets."

3. "It fires 5.56mm NATO rounds."

4. "It fires the 5.56X45mm NATO round."

5. "It fires the 5.56X45mm NATO bullet"

6. "It fires 5.56X45mm NATO bullets"

although it could be improved with:  "It fires 5.56X45mm NATO rounds from a 100 ammo box."

or:  "It fires 5.56X45mm NATO bullets from a 100 ammo box."

welp that's all I have to say.  :)

14
Help / Re: [SOLVED] A visual error that makes me feel quite blue...
« on: September 28, 2024, 09:08:57 am »
thx for the help turns out I did not add the needed index values

15
Help / Re: A visual error that makes me feel quite blue...
« on: September 27, 2024, 08:52:38 pm »
when i say some i mean some on the same handob set

btw here is the mod

thx for reading

(btw it very well might be bad modding)

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