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Messages - DanosP

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1
Released Mods / Re: [WEAPON] alloy ammo
« on: January 15, 2015, 11:14:58 pm »
Hi,

Thank you for suggestions. I added sniper rifle to Alloy Ammo mod because there are rifle, cannon, autocannon already. Integrating sniper rifle seemed logical.

Yes, I know it may be standalone mod, and it can be done that way. I try this way if time allows.

After some debugging there are the files:

- Sniper_Std.rul - ruleset file, copy it to data/Ruleset
- SniperRifle folder - resources, copy it to data/Resources folder

Enable it in the Mod Menu.

I changed manufacture rules. The Sniper HE clip needs Alloys, sniper rifle clip and AC HE clip.

Enjoy!

2
Released Mods / Re: [WEAPON] alloy ammo
« on: January 14, 2015, 12:00:12 am »
Hi,

I finished integration of sniper rifle into Alloy Ammo mod files.

I used graphics from toshiaki2115 sniper rifle mod, rulesets from Final Mod Pack and of course files from moriarty's Alloy Ammo mod.

Recommended settings:
- TFTD manufacture rules
- Sneaky AI
- UFO Extender accuracy

Optional settings:
- Explosion height:3
- TFTD Damage Formula

I use the "modified" mod with following mods:

Acid weaponry
Air combat rebalanced
AlienArmouryExpanded
AlienArmouryExpanded UFOs
Aliens Pick Up Weapons
AlloyCrafts
Alloy Tanks
BirdOfPrey
CraftMissileSound
DOS Version 1.0 Sounds
Enforcer
Heavy Laser Rebalance
Laser Clips (my favourite!)
LaserSectopod
LaserRifleRecolor
Mechtoids
PowerArmorReb
PowerSuitHelmOff
RecycledAlienCollection
Retaliator
Sniper DD
Tank
Thunder
TinyResearchMod
ViperAssaultCannon
anthropod alien
armored vest
gazer alien

Ufopaedia entry below:

3
Released Mods / Re: [WEAPON] Ufo:TTS Style SniperRifle
« on: January 13, 2015, 11:41:51 pm »
Hi,

Thank you for this great mod. I experimented with it and integrated it with Alloy Ammo mod.

Will it be OK for you if I publish this "modified" mod?

It uses sniper rifle graphics and rulesets from Final Mod Pack. Also adds new ammo type to sniper.

Below is the entry from Ufopaedia:


4
Thank you!
The old DOS sounds are more subtle. Especially walking sound on the metal floor (alien base in dark).

As I observe OXC take sounds from TFTD...


5
Released Mods / Re: [WEAPON] alloy ammo
« on: January 08, 2015, 11:06:51 am »
Hi,

At first, thank you for great mod. This made the game more differentiated. I likied to use rifles and auto-cannons even at Cydonia.

The second, did you try to integrate Sniper Rifle? I tried to extract data from FMP and integrated it with your mod. It seems that it works - checked with OXC 1.0 us and pl.
I did not publish it because I do not know about license limitations.

6
Released Mods / Re: [HWP/Resource] Alloy Ground Tanks v1.2
« on: January 07, 2015, 12:34:40 pm »
Hi,

I (probably others too) found the bug in the ruleset file. The observed Alloy Tanks mod:
- crashes the game when entering Ufopaedia Alloy Laser Tank entry;
- changes performance of std Laser Tank so you have Alloy Laser Tank for free, no research needed.

There was a typo in the "units:" section:

units:
  - type: STR_TANK_LASER_CANNON
    race: STR_TANK_LASER_CANNON


Should be:
  - type: STR_TANK_LASER_CANNON_ALLOY
    race: STR_TANK_LASER_CANNON_ALLOY

Now Ufopaedia does not crashes the game.

I know there are some other problems in the Battlescape, but did not encountered them yet.

Attached corrected file.

Checked with OpenXCom 1.0 us.

I may provide pl translation if needed

HtH

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