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Topics - Solarius Scorch

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106
Work In Progress / How to make big units
« on: January 19, 2016, 02:02:50 am »
I've made plenty of standard units, but now I would like to try making a 2x2 unit. I already have graphics with good enough resolution. Unfortunately, I have no idea how to start.

What tools can I use to cut/arrange the spritesheet? How to get from a set of pics to a finished spritesheet?

Help would be very much appreciated.

107
XPiratez / Piratez on TV Tropes
« on: December 26, 2015, 05:11:06 pm »
I've already mentioned this in the main thread, but I think it deserves its own topic. (If it doesn't, please delete.)

So, there is a Piratez article on TV Tropes. It wasn't started by me, but once I found it I added many things to it. Still, one person can only think of so many tropes and references, so help would be nice. So please have a look at it and just read it for your own entertainment, and maybe even add something new? That would be so nice.

108
Resources / [ARMOR] The X-Com Files: armours and paperdolls
« on: December 19, 2015, 11:05:17 pm »
Well, I've been working on some armours for the X-Com Files mod, and I want to show some results. I have decided to open a new thread to avoid cluttering the main one.

As you may recognize, most of these armours were already in the Final Mod Pack, except for the first two (which you will wear in early game). The most intensive thing was making more faces, some of them converted by Dioxine from TFTD, some made by other talented modders.



Of course the vanilla faces are in, too. :)

109
Resources / Solar's Stolen Sprites Section
« on: December 06, 2015, 12:11:08 am »
Since I sometimes steal sprites from other games, I've decided to make a thread for displaying them. If you like them, feel free to use them for your mods.

For now, here's two I ripped and edited from Diablo: a scavenger and a scorpion. I plan to use both in my future X-Com Files mod.

110
XPiratez / Wild Fantasies: Melting Pot
« on: November 21, 2015, 11:51:55 am »
This wild fantasy isn't particularly wild, it only relies on Yankes adding the new multiple soldier types functionality from the main branch, as well as a lot of work. It's not really revolutionary either, especially since I've been talking with Dioxine and he expressed interest. But somebody has to say it: multiracial pirates.

According to the lore, there are several basic mutant strains on Earth, or in other words consistent mutant types or "races". One of them are ubers, which we already have, but there are other strains too, and there's nothing preventing them joining the crew. It should however be noted that ubers are generally the best pirates Earth has to offer (stat-wise), so some sort of mechanics would have to be introduced to make these other races viable.




HUMANS: pureblood humans are the same as those who serve in the factions. Their basic profile is similar to X-Com agents', but they're generally better at melee (it's a tough world).
LAMIAS: a stable strain of centauroid mutants: half-humans, half-snakes, created in Star Gods’ experiments. With natural armour, they are tough (comparable to ubers), as well as brave, but not very good at psionics. They have good melee, firing and throwing accuracy, but are somewhat lacking in speed. They can use decent heavy armour, but it must be made specifically for their body plan.
BRUTES: big mutants, strong and resilient. They have good strength and health values, but not as much armour as ubers. They are too big to wear armour for ubers and therefore need their own designs, which are less diverse but analogous. Brutes heavily augmented with cybernetics and bioengineering for combat are called mutons.
HYBRIDS: similar to humans, but they have lower health and a bit less strength. They are good psionics though, and they have excellent night vision. They can use the same armours as humans.

111
XPiratez / Wild Fantasies: The Market Adventures
« on: November 07, 2015, 03:24:53 pm »
This is my first idea from the "Wild Fantasies" series, which are impossible but cool ideas for the Piratez. I've been thinking about it for a bit, then chatted with Dioxine about the idea, and here's what we came up with.

Chapter One: The Markets

We get rid of the purchase screen. Well not entirely, since you can buy the very simplest stuff there like metal pipes and maybe chemicals, but no real weapons, nothing that a peasant wouldn't have, because the screen represents dealing with your immediate neighbours - most likely rural folk. Anything above that requires a proper supplier.

Where to find such suppliers? In cities, of course! You need to actually go there to talk to the sellers, meet interesting people, and possibly get some action! (More on it later.) At first you only have access to several cities nearby, but can unlock more by beating a Pogrom there or through some other means.

Of course you need to actually go there in your craft.

Chapter Two: The Marketscape

When you get to the market, it is a static background with some characters on it, like in Reunion, or Freelancer, or Star Trek Online, or Adventure Quest:





The characters are sprites superimposed on the background. They are traders, passer-bys and special characters. Clicking on a character brings up a menu - for example, clicking on a trader will initiate trade, clicking on someone else has other effects (usually conversation).

An important concept: haggling. It's a skill check based on Voodoo Strength (or some new stat, we've discussed this but I'll omit it for now) which determines the outcome. Twist: the more people you send to the market, the lower your effective haggling is; this is to create a situational choice, so you have to decide if you want better haggling or better protection (see Chapter Four: The Adventures).

Chapter Three: The Characters

As explained before, the characters are sprites with associated names, so they represent individual people.

Let's start with traders. Each trader has a specialization, for example Doctor Hybros sells medicine and psychoactive substances, Boris the Brute has low-level heavy weapons, Granny Martha sells some mundane basic stuff, and so on. The trick is, there are many traders and only three or four stands, so you get a random collection of goods (though Granny Martha or someone with the same wares is always there, so you can always buy your smoke grenades and pistol clips). If you want something less common, well, tough - come back later or try another castle mutant community.
When you click on a trader, you have the option "Trade". Ideally there would be more, like "Chat", "Steal" and whatever, but right now this would go too far even for a Wild Fantasy. :) Whey you initiate trade, in goes like in any generic RPG game (you can sell everything you have in all your bases, or at least everything this trader deals in), but there's a small chance for a special event (see below).

Other characters have less defined roles; some are just dudes you can harass, some will have a business offer for you, and some will attack you outright because you're on their hit list or something. They normally include: other gangsters adventurers, local folk, military/police representatives, mysterious strangers and perhaps even celebrities. (Plenty of opportunity for shout-outs and pixel art stealing.)

Chapter Four: The Adventures

Adventures are additional market-related stuff. It can be initiated on several stages: sometimes before you even get to the damn place, sometimes when you interact with characters. Here's some examples:
  • Ambush: Before the marketscape is generated, you may get a sudden battlescape, with you in the middle, some enemies around the map, and your craft as an exit area (puts you back in the air). If you kill or subdue all attackers, you may proceed to the marketscape. Note: the more protection money you extract from countries, the more hardcore your ambushers get! At first they are low-level bandits, but when you're really famous, might as well be some Mercenaries. This adventure should have 5-10% chance of happening.
  • Random encounter:  After clicking on a passer-by, it turns out he is actually looking for you, and wants to kill you for some reason (well, there are many possible reasons). A battlescape is generated and you fight. This adventure has a low chance for happening, but it varies a lot between citizen types (generally, do not harass government agents... but they also give quests!).
  • Help, I'm being robbed! When you click on a trader and want to trade, the trader begs for your help - apparently someone already wants his goods for free. You may defend the store (battlescape starts) or walk away; if you fight and win, you get a decent discount for the day or maybe some freebies. This adventure should be at like 2%, because it's not realistic to have it happen all the time.
  • Arena: You are offered an arena fight. One person, melee only (a generic variant, there may well be others). Win big money or die trying. Takes place on a special battlescape map.
  • Quest: A more elaborate scenario, where you are transported to some battlescape map and are supposed to either kill a specific target or recover some McGuffin. Worth plenty of cash and normally isn't very hard, but it can be tricky.
  • Pogrom! A Pogrom is initiated right when you are there, minding your own business. Starts a normal Pogrom. A very unlikely mission, as it breaks the mission mechanics, but cool/evil enough to add it.
  • Special Special: Something else entirely, with non-typical events - for example, "a stranger gives you a Small Drill and walks away" or "you wake up in an alley and your equipment is gone".

Of course it's probably not a complete list, but it's a start. :)

Chapter Five: The Cities

Just to complete the model, we can have trader types somewhat dependent on city type (city being a loose word, since they are shady communities of outcasts - you have nothing to do in a real city). "Cities" in the Piratez setting differ by type, including: a shanty town just by a real city's outer wall, a free mutant village built among the ruins, a local crime lord's den, and so on, and of course they have different terrain if you have an adventure or a Pogrom there. This is related to the current "Contacts" mechanics. which has a part in what cities are unlocked.

Unlocked cities are cities where you can trade. In locked cities, either you don't have a contact or the people are hostile to you for some reason. The only option you have when you click on a locked city it "Raid City", which is basically a Pogrom: you fight some local forces, get some loot and lose a shitload of points. With an unlocked city, you also have the option "Go Trade", which starts the marketscape.

112
XPiratez / X-Piratez RPG: an actual downloadable rulebook
« on: August 22, 2015, 01:34:43 pm »
Voila: a role-playing game set in the world of Piratez, hundreds of years after humanity fell to the aliens. Now you can have your own adventures in that setting: become a human (or a hybrid, or a mutant, etc.), see the wonders of the world, meet interesting beings and kill them dead! Er, or do whatever else people like doing in RPG's.

This system uses mechanics we made with Dioxine some time ago for another game that we're hoping to sell at some point. I've decided to convert it to the X-Com setting for general fun (both mine and yours), and it's very, umm, economical at this stage. Not only the mechanics, but also most equipment was taken from the original game and only renamed, but their design still fits the setting nicely, so it shouldn't give you trouble (though some more renaming is in order). There's no world lore or adventure ideas or anything like that, so for now you must rely on your knowledge of the Piratez mod and your own imagination. But the book already has all the important mechanical stuff, like combat system, race modifiers and so on. The mechanics are quite well-tested, too - it's a few years old already and played by many people.

Get the latest version from the attachment.

Note that you can of course use it for role-playing classical X-Com, but the world of Piratez is much more interesting to role-play I guess, so I made it the primary setting. But you can totally get this book and play shooting Sectoids in 1999.

CHANGELOG:
0.1.1: First publication.
0.1.3: Some small fixes, added some pics.

113
Work In Progress / [UNIT] Chaser Race
« on: May 10, 2015, 11:59:27 am »
You know, I've always liked Chasers from UFO: Extreaterrestrials, where they fill the niche of low-tier enemies. They look puny at first, but their high TUs make them able to spring a nasty surprise on the player, and their cybernetic resistance to AP fire balances out their very low Health, at least in the early game.



Unsurprisingly, I would very much like to add these enemies in the Openxcom. Of course I'm not Robin, and also I have plenty other projects on the plate, so it's been going slowly; therefore I thought I'd put it here in case anyone wants to help (a pipe dream, I know ;) ).

At this point I have static arms and legs.

114
Work In Progress / Two-layer X-Com base (with surface facilities)
« on: May 03, 2015, 11:51:48 am »
So, I've been wondering (Hard.) about making a taller X-Com base map by adding a surface level to the underground level. Basically, adding one layer of earth above each facility, and above that place some appropriate buildings stolen from Hobbes' military installation (for example, a closed dome above each defence, a recreational area above Living Quarters, a big hatch above each Hangar, etc.). It would allow us to fight aliens on the ground before retreating underground for a second stage, if need be.

Now, the problem is, these would require many new tiles for the surface. I wonder how one would handle that... I don't really have any experience with such tricks. Guys, what do you think?


115
Suggestions / Uniform colours by terrain
« on: March 26, 2015, 11:34:08 am »
Probably the only mod for the original UFO: Enemy Unknown I've ever used (except X-ComUtil) was one that changed the colour of uniforms/armours depending on the terrain. It worked with a clever .bat file that was swapping the .pck files on the fly, before the mission start.

The colours used were:
  • vanilla grey (for urban),
  • green (for forests and jungles),
  • yellowish brown (for deserts),
  • white (for arctic and mountain).
Now, I wonder if this could be replicated by Openxcom. I'm not sure what would be the best approach to coding, but I imagine something like adding multiple file associations to each armour and linking them to specific terrain types. Custom armours with no colour variants as well as custom terrains that aren't addressed in a mod would result in assigning default flags.

116
Suggestions / Item list
« on: March 01, 2015, 02:13:22 am »
My suggestion is mostly relevant to modding, but again, which one isn't nowadays?

Basically, I would like to see a new ruleset option: container list. This list contains a number of entries, like items or research objects, and represents all of them.

For example, in the FMP, every alien engineer has the following entry:

Code: [Select]
    getOneFree:
      - STR_SMALL_SCOUT
      - STR_MEDIUM_SCOUT
      - STR_LARGE_SCOUT
      - STR_HARVESTER
      - STR_ABDUCTOR
      - STR_TERROR_SHIP
      - STR_BATTLESHIP
      - STR_SUPPLY_SHIP
      - STR_SENTRY_SHIP
      - STR_FIGHTER_SHIP
      - STR_LAB_SHIP
      - STR_EXCAVATOR
      - STR_RAIDER_SHIP
      - STR_PARTICLE_MICROACCELERATION
      - STR_ANTIMATTER_CONTAINMENT
      - STR_FUSION_EXPLOSIVES
      - STR_ALIEN_GRAVITY_GENERATOR
      - STR_TRACTOR_BEAM_GENERATOR
      - STR_ADVANCED_PLASMA_PHYSICS
      - STR_ALIEN_ELECTRONICS
      - STR_DELTA_RADIATION
      - STR_SECTOPOD
      - STR_CYBERDISC
      - STR_SECTOPOD_CORPSE
      - STR_CYBERDISC_CORPSE

This means I have to repeat this chunk of text under every single engineer, which bloats the ruleset and is prone to errors. Which sufficient number of entries, data management becomes a hassle due to the sheer amount of data and scrolling.

I would rather see a new ruleset section:

Code: [Select]
lists:
  - type: LIST_ALIEN_ENGINEER_GET_ONE_FREE
    section: research
    items:
      - STR_SMALL_SCOUT
      - STR_MEDIUM_SCOUT
      - STR_LARGE_SCOUT
      - STR_HARVESTER
      - STR_ABDUCTOR
      - STR_TERROR_SHIP
      - STR_BATTLESHIP
      - STR_SUPPLY_SHIP
      - STR_SENTRY_SHIP
      - STR_FIGHTER_SHIP
      - STR_LAB_SHIP
      - STR_EXCAVATOR
      - STR_RAIDER_SHIP
      - STR_PARTICLE_MICROACCELERATION
      - STR_ANTIMATTER_CONTAINMENT
      - STR_FUSION_EXPLOSIVES
      - STR_ALIEN_GRAVITY_GENERATOR
      - STR_TRACTOR_BEAM_GENERATOR
      - STR_ADVANCED_PLASMA_PHYSICS
      - STR_ALIEN_ELECTRONICS
      - STR_DELTA_RADIATION
      - STR_SECTOPOD
      - STR_CYBERDISC
      - STR_SECTOPOD_CORPSE
      - STR_CYBERDISC_CORPSE

Then, each engineer entry would only have:
Code: [Select]
    getOneFree:
      - LIST_ALIEN_ENGINEER_GET_ONE_FREE

Looks nice, doesn't it?

Then, you could combine lists. For example, in the FMP, leaders give one discovery either from the abovementioned engineer list or the medic list, which contains live alien research and other biology-related stuff. So you could have

Code: [Select]
    getOneFree:
      - LIST_ALIEN_ENGINEER_GET_ONE_FREE
      - LIST_ALIEN_MEDIC_GET_ONE_FREE

as long as you make the LIST_ALIEN_MEDIC_GET_ONE_FREE list.

Furthermore, this feature is not limited to research topics. For example, we could have random "treasure stashes", (particularly useful for the Piratez mod). For example, you make a list:

Code: [Select]
lists:
  - type: LIST_FREIGHTER_CHEST_BOOTY
    section: items
    items:
      - STR_BEER
      - STR_VODKA
      - STR_LIGHT_CRYSTAL
      - STR_SCRAP_METAL
      - STR_CHEMICALS
      - STR_PARTS_GAUSS_COIL
      - STR_CREDIT_CHIP_M

And then you simply add this list to the relevant map block like any item, and they'll all spawn there.
Or even better, we could have an additional parameter in the list:

Code: [Select]
lists:
  - type: LIST_FREIGHTER_CHEST_BOOTY
    section: items
    pickrandom: true
    items:
      - STR_BEER
      - STR_VODKA
      - STR_LIGHT_CRYSTAL
      - STR_SCRAP_METAL
      - STR_CHEMICALS
      - STR_PARTS_GAUSS_COIL
      - STR_CREDIT_CHIP_M

And only one random item will spawn.

As I said, the main objective of this feature is modding, but it would also be useful for medic and engineer entries in the vanilla game.

117
The X-Com Files / The X-Com Files (FMP+)
« on: September 21, 2014, 02:27:54 pm »
This thread is (for now) a developer notes thing, meant for the presentation and possibly consultation of a future project that I'm thinking of.



I am currently the sole developer of the Final Mod Pack, a project meant to include as much community content as possible while maintaining everything vanilla as it was (with small exceptions). I am also planning on discontinuing the project in the near future, most likely after TFTD comes out.
Now, I certainly have not gotten bored with the FMP or anything like that. Actually, it's quite the opposite: it has reached a stage where it's become too constricting for many of my ideas. The FMP is meant to preserve the vanilla feel in most regards, and I would like to do some more radical changes to the game; make it longer, bigger and more intricate, but not tedious. And this can only be done by changing a game's general design, otherwise you can only add so much new content before it turns into a pile of random crap. Besides, this project will likely require additions to the code, which is something I wouldn't accept in the FMP.

TL;DR: I am going to increase the scope of the game to make room for more factions, research, fluff and items, but primarily to present a richer storyline (but without any railroading). Details below.



WHAT WILL THIS FMP+ BE?

In short, it moves the game time back into late 90's, before any serious invasion begins, but when some alien-related activities are already underway: strange happenings, secret cults, UFO sightings. This early X-Com is not a military organization yet, just a secret organization (under)funded by the UN to investigate events that may be related to aliens; basically, global X-Files. As the game progresses, X-Com gradually becomes what we know from the vanilla game and the playstyle changes according to research, time flow and special event triggers.

The general flow of the campaign is planned to look like this:

Phase 1: The Agency
X-Com agents do not have access to actual military equipment, because they're more detectives than soldiers. Their objectives are to react to phenomena around the world, investigate and subdue any resistance.
Their enemies are mostly cultists (as of now, 4 different factions with varied types of connections to the aliens), the hybrids, later Men in Black (which would be extremely powerful in comparison at this stage) and if you're (un)lucky, an occasional Sectoid.
Equipment? No military guns (except what you capture from the enemies, who mostly aren't very well-equipped either), no tanks, no uniforms (formal suits FTW). No access to radars (but there will be a Command Centre, which will act like a very crappy radar with global coverage via gathering reports), no fighters. The X-Com agency gains access to one VTOL vehicle, which is essentially a smaller and much slower (500 knots?) version of the Skyranger, and may also buy helicopters which are even poorer in stats. (I thought about ground vehicles too, but haven't found a reliable way of adding them - maybe via a transport craft which in itself isn't fit for landing near an investigation site?) Better build more bases ASAP, because those cultists on the other side of the world won't wait on you. Oh, and you can only build surface bases (see below).

Phase 2: The UFO Defence
This stage is pretty much the starting point of the vanilla game. Advancing to this stage requires completing a number of research projects which essentially serve to expose the entirety of the threat to the UN to convince them to give you more privileges, like authorisation to officially use military equipment. Of course, the transition is smooth: the point of getting these privileges may come before or after such things like developing the Skyranger design or getting access to actual underground bases.

Phase 3: ?
There are many possibilities of what to do with the X-Com project after conquering Cydonia, and all of the remain pure fantasies at this point. Travelling a galaxy map to explore and fight on various planets of the alien empire? Preparing for a second wave of the attack, now more serious? Some transition to TFTD (assuming a hybrid game would not be possible)? This phase is here just for show, really; I don't have any concrete plans.



WHAT CODE CHANGES ARE REQUIRED?

First off, I am not a coder, and will be unable to code this myself (until I learn C++ in record time). But many of the required changes were already proposed or even committed though, so I think it's realistic to hope for them to happen. If they don't make it to the main code, it should be easy for most programmers on this forum to include them in a branch (like OpenXCom Extended, which is a very promising project). And those that haven't been coded by anyone yet, they look fairly easy to do to my layman eye, if a kind soul agrees to actually do it.

1. Geoscape events.
By this I mean events that are generated on the Geoscape and are not UFOs, like the Alien Terror mission. They may or may not be automatically shown to the player, I think we'll need both cases. This will almost certainly be included in the code, since TFTD requires this; let's just hope it won't be hard-coded. And OpenXCom Extended reportedly has it already to some degree.

2. Missions unlockable at a certain time, or after a special event.
Right now, if you code a mission into the game, it'll become possible from month 1. This is no good, since I don't want to see many alien missions before the invasion develops! Fortunately, the code that makes this possible is already written, just not included in the main branch.
If it's possible, we could also make some missions triggerable by some special event on the players' part, for example disabling Alien Retaliation until the local cult is destroyed or seriously crippled. This would require much more work though, and I do not consider it critical at this point.

3. Killing off one faction, or making mission chances dependant on time or special event.
At the beginning, you'll be fighting several human factions, with little to no aliens. But once the alien war starts for real, I would like these faction to completely or mostly fade into background, since they probably won't be much of a threat anymore. Therefore I want these factions (well, races in game terms) to be completely destroyed if you manage to research and complete a "Cult HQ or Bust" mission, or at least make them less active over time (so that cult missions appear less often). I am not aware of any piece of code that does either of these two.

4. Surface bases.
Complex, expensive underground bases would be unsuitable for a mostly civilian organization like an early X-Com. A surface base works similarly, but it is composed of normal buildings on an open ground. Such a base is much cheaper to build and maintain, but also hard to defend, since the aliens spawn everywhere, and some facilities can't be built there.
I am not aware of such code, but I don't think it'd be too complex - just add a second base type to choose, and enable underground bases to be researched/unlocked by something else. And making the new graphics would be necessary, but this isn't a problem - there are many resources we can use, and more can be produced.
An additional idea is to enable a two-stage base defense for underground bases, where at first you can fight the aliens on the ground. The aliens will try to get to the buildings which lead below the earth (above the hangars and the lift), and you would get a chance to stop them there, but fighting such a battle would be harder. Any alien that reaches the exit point is removed from the mission and will be spawned in the underground base defence part; the same goes for your own units. This idea is just a fantasy though, since it'd be hard to code and a hell to balance properly.

5. More bases, region-dependant bases.
While I think 8 bases are more than enough for the vanilla game, perhaps it won't be enough for the FMP+. I am not sure about this, but I'll include this condition to remain on the safe side.
Perhaps base slots would be unlockable by research, to represent growing political influence?
Perhaps each slot/some slots can be assigned to a country/region, to represent political arrangements within the UN?

6. Race-dependant loadouts (alienDeployments).
It's already a problem in the current version of the FMP: any race that attacks your base has the same equipment (plasmas etc.), because equipment is assigned by mission, not by race. This means that you can't make a faction that uses different equipment. It's the same problem with terror missions and pretty much any other mission, for example every UFO has the same crew and the same armoury. This makes things especially problematic for this project, since I want human factions to be able to do standard missions (like X-Com base assault), and not giving them plasmas. I am not aware of such code and this is probably the most complex change of all ideas here (excluding those which are explicitly marked as just fantasies).

7. Un-hardcoding UFO types from certain missions.
Right now, only Battleships can make base assaults, and only Terror Ships can terrorize the population. Since I want human factions to do both of these, we would have to be able to define this by ruleset. (And it would be nice to have in the normal game too.) I don't know if anyone has done this.

8. Separating item access in the shop from item usability.
Last but not least, there is the problem with the store: the only way to remove an item from the store is to give it a "requires:" flag, which makes it dependant on a particular research. Unfortunately, this means that this item will appear to you as an Alien Artifact and you won't be able to use it on the battlefield - if you can't buy a rifle, you can't use a rifle! This would have to be separated somehow, probably by adding a new flag for the items that are usable, but not buyable at the moment. (Of course it only applies to items that are supposed to be buyable later; there's no problem with items that simply can't be bought at all, like for example the Laser Rifle.)



Now, this wall quite a bit of text, so thanks for reaching this point. :) If you have any comments, please go ahead and let me know.

118
Work In Progress / Ambient sounds
« on: August 30, 2014, 06:19:22 pm »
Today's nightly update says:

Quote from: Warboy, Fri Aug 29 21:41:14 2014
add ambient sound effects to battlescape

defined by terrain type.

Does it mean we can add all sorts of background sound effects to X-Com maps? Like monkey cries in the jungle, or woodpeckers in the forest, or wind blowing on the desert? :)

119
Work In Progress / Multiple weapons per unit behaviour
« on: August 19, 2014, 01:17:03 pm »
It seems that if you define two or more weapons for the same unit, only one of these weapons is actually used, and the other(s) are ignored. It also seems that the game chooses the weapon at random.

Can someone confirm this please, or explain in greater detail how it works? Because I smell great modding opportunities (like making more weapon choices without increasing the number of loadouts).

120
Released Mods / Ironfist Dropship 1.4c
« on: August 16, 2014, 03:34:06 pm »
Ladies and gentlemen, a new troop transporter: the Ironfist.



Get the latest version here:
https://www.openxcom.com/mod/ironfist-dropship

WHAT DOES THIS MOD DO?
This mod adds one new troop transporter. It requires all UFO components, but not UFO Construction.

WHY WAS IT MADE?
It was made for the Final Mod Pack, but I've decided to release a standalone version in case people like it and want to use it.

ANY DETAILS?
The Ironfist can transport up to 18 soldiers, including up to 4 tanks. It has two ramps for easier deployment. It uses Elerium as fuel. It has no weapon hardpoints. It also has extended radar range.

CHANGELOG:
1.0: Added the dropship.
1.1: Fixed some errors.
1.2: Shortened the ship to fix problems when landed close to the edge.
1.3: Custom soldier deployment inside the ship.
1.4: Update to fit the new mod structure.
1.4b: Fixed a terrain mismatch.
1.4c: Fixed some issues with walk-through walls.

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