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Messages - the_third_curry

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61
Released Mods / Re: [WEAPON] Acid Capsule Gun 1.0
« on: August 22, 2014, 06:54:10 am »
So far, over 60 downloads on the mod site but no comments. Can someone confirm to me that it works on their game? Does anyone have any comments/criticisms?

62
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 22, 2014, 06:49:09 am »
Hey Solarius, congratulations on overtaking the project founder himself for most forum posts.

63
Offtopic / Re: Are there any girls on this forum?
« on: August 17, 2014, 08:22:54 am »
Would be interesting to find where OpenXCom is on that graph. I'm guessing higher average age (not 25 like regular strategy) and probably higher men% too, somewhere in that rather empty top left corner.

There's no statistics for age demographics on the stat page, so there's no way to know for certain.

64
Offtopic / Re: Are there any girls on this forum?
« on: August 13, 2014, 04:20:25 am »
https://openxcom.org/forum/index.php?action=stats

"Male to Female Ratio: 23:1"

So yes, unless the forum stats page has a problem, though bear in mind that over 150 forum members have never made a post and another 150 or so only made 1.

65
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 13, 2014, 12:15:48 am »
If you're planning on adjusting the dropoffs for balancing, I believe I read that you can set the dropoff for weapons to a negative number and create weapons that fire worse as you get closer. This could help balance weapons that are intended to be long-range.

66
Offtopic / Re: What Will Happen If.....
« on: August 08, 2014, 07:25:23 pm »
OpenXcom won't allow you to do either. In situation 1, the soldier will not revive until someone moves and gives them room to stand up. In situation 2, the game just flat out won't let you do it.

One person did see a civilian fall on an alien and kill it though: https://openxcom.org/forum/index.php?topic=2752.0

67
Released Mods / [WEAPON] Acid Capsule Gun 1.0
« on: August 07, 2014, 12:06:54 am »
This mod adds a new weapon to the X-com arsenal - the Acid Capsule Gun. The Acid Capsule Gun features two types of ammo: a basic acid with the same power as a Celatid spit, and an advanced acid capable of dissolving the outer walls of UFOs. Researching a Celatid corpse is required to access this weapon's research. The weapon has a maximum range of 20 tiles.

To use the mod, simply unzip the folder and place the AcidWeaponry folder in Resources and the ruleset in the Ruleset folder.

A huge thanks to the following forum members:
yrizoud - weapon sprites and maxRange recommendation
ivandogovich - help with ruleset creation and research code
Harald_Gray - help with ruleset

68
Work In Progress / Re: ALIEN CHUPACABRAS
« on: August 06, 2014, 11:54:14 pm »
LOL.

Well I can do photoshop well, etc... but I don't know what colors work and what resolution, etc... I could make the obs at least.

If you want to give it a shot, here are some resources:
https://openxcom.org/forum/index.php?topic=2349.0
https://www.ufopaedia.org/index.php?title=Modding_sprites_%28OpenXcom%29

And there's several topics about editing sprites scattered around the forums.

69
I'd say the problem is this line:
Code: [Select]
  - type: FLOOROBS.PCK
You have to use this:
Code: [Select]
  - type: FLOOROB.PCK

All that looking for one letter. Runs fine now. Expect an update soon.

you don't define Inventory Height (for the capsules).  Try adding that. :)

That should just default to 1 according to the Ruleset Reference.

70
I got the HANDOBs working and they look nice, but for some reason the FLOOROBs refuse to function and I'm out of ideas as to why. The game crashes whenever it tries to display one of them. If I can get those working, then the capsule gun should be ready for 1.0. The code and the images I'm trying to use for the FLOOROBs are attached below. Does anyone see what's wrong?

Spoiler:
items: 
  - type: STR_ACID_CAPSULE_GUN
    requires: STR_ACID_CAPSULE_GUN
    size: 0.3
    costSell: 5000
    weight: 17
    bigSprite: 300
    floorSprite: 303
    handSprite: 390
    bulletSprite: 6
    fireSound: 67
    compatibleAmmo:
      - STR_BASIC_ACID_CAPSULE_PACK
      - STR_ADVANCED_ACID_CAPSULE_PACK
    accuracySnap: 75
    accuracyAimed: 105
    tuSnap: 50
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    recoveryPoints: 0
    armor: 80
    attraction: 1
    maxRange: 20
    listOrder: 5910
  - type: STR_BASIC_ACID_CAPSULE_PACK
    requires: STR_BASIC_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 500
    weight: 7
    bigSprite: 301
    floorSprite: 304
    handSprite: 398
    hitSound: 19
    hitAnimation: 46
    power: 140
    damageType: 8
    clipSize: 11
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5911
  - type: STR_ADVANCED_ACID_CAPSULE_PACK
    requires: STR_ADVANCED_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 700
    weight: 10
    bigSprite: 302
    floorSprite: 305
    handSprite: 398
    hitSound: 19
    hitAnimation: 46
    power: 400
    damageType: 8
    clipSize: 4
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5912
ufopaedia:
  - id: STR_ACID_CAPSULE_GUN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ACID_CAPSULE_GUN_UFOPEDIA
  - id: STR_BASIC_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_BASIC_ACID_CAPSULE_UFOPEDIA
  - id: STR_ADVANCED_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ADVANCED_ACID_CAPSULE_UFOPEDIA
research:
  - name: STR_ACID_CAPSULE_GUN
    cost: 250
    points: 30
    dependencies:
    - STR_CELATID_AUTOPSY
    listOrder: 602
  - name: STR_BASIC_ACID_CAPSULE_PACK
    cost: 10
    points: 5
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 603
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 50
    points: 15
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 604
manufacture:
  - name: STR_ACID_CAPSULE_GUN
    category: STR_WEAPON
    requires:
      - STR_ACID_CAPSULE_GUN
    space: 4
    time: 450
    cost: 140000
    requiredItems:
      STR_ALIEN_ALLOYS: 10
  - name: STR_BASIC_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_BASIC_ACID_CAPSULE_PACK
    space: 2
    time: 75
    cost: 2000
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_ADVANCED_ACID_CAPSULE_PACK
    space: 2
    time: 125
    cost: 3500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
extraSprites:
  - type: BIGOBS.PCK
    files:
      300: Resources/AcidWeaponry/Acid_Capsule_Gun_BIGOB.gif
      301: Resources/AcidWeaponry/Basic_Acid_BIGOB.gif
      302: Resources/AcidWeaponry/Advanced_Acid_BIGOB.gif
  - type: FLOOROBS.PCK
    files:
      303: Resources/AcidWeaponry/Acid_Capsule_Gun_FLOOROB.gif
      304: Resources/AcidWeaponry/Basic_Acid_FLOOROB.gif
      305: Resources/AcidWeaponry/Advanced_Acid_FLOOROB.gif
  - type: HANDOB.PCK
    files:
      390: Resources/AcidWeaponry/AcidCapsuleGunHANDOB/
      398: Resources/AcidWeaponry/AcidCapsulePackHANDOB/
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/AcidWeaponry/Sound/AcidFire.wav
extraStrings:
  - type: en-US
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored alien alloy capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
  - type: en-GB
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."

71
Anyone try it out yet?

72
The tanks that I drew don't fit well with the idea of throwable capsules, I should have looked more in the ruleset :/
See attached some concepts for 4-slot and 7-slot clips. This may needs some testing for balancing, if the ammo counts need to be changed I'll have to modify the graphics accordingly.

handobjs are tricky, I'll only try when the design of the weapon itself seems "final" :)

I think that just the single can would be best; each canister can be said to hold enough acid for multiple shots with the advanced acid canister holding less due to the extreme strength of the acid.

I'm still playing around with the weapon a bit, including the clipsize, so I'd hate to have to ask you for a redesign every time I started making adjustments. With a single can, it can just be assumed that the gun doesn't have to empty out the whole capsule to produce an acid shot.

73
Offtopic / Re: Who uses the plasma rifle?
« on: August 03, 2014, 04:11:34 pm »
It is pretty useful in Solar's Alien Armory Expanded mod, where it takes several months longer to stockpile enough Heavy Plasma.

74
Yrizoud, one last request: can you give me a FLOOROB and HANDOBS for the gun? Just the FLOOROB is okay, if you don't want to mess with the HANDOBS then don't worry about them.

75
Work In Progress / Re: [WEAPON] Acid Weaponry 0.1
« on: August 03, 2014, 05:26:32 am »
I think its crashing because the basic acid isn't defined as a research item.  Not quite sure how to structure this....


Edit:
Maybe the best way is to add the basic capsule as an item to research, but make its time zero.
Unfortunately GetOneFree is not a guaranteed breakthrough.

Looking at Alien Missions that you can only get through interrogations, they have a very short entry.
  - name: STR_ALIEN_RETALIATION
    points: 50
    needItem: true

so maybe:
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 0
    points: 0
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 602


And adjust the list order for the advanced capsule.

Perfect, I've got it up and running now!

It bugged me a bit that the UFOpedia entry and manufacture announcement for the basic ammo didn't display, so I decided to make basic ammo into a very short research topic. I should have the update up soon.

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