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Topics - ivandogovich

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46
Released Mods / [COMMENDATIONS] UFOPedia Mod 3.2 (Updated by hellrazor)
« on: October 25, 2014, 06:21:40 am »
Edit by Meridian: latest version 3.2 is attached to this post: https://openxcom.org/forum/index.php/topic,3048.msg133802.html#msg133802 or https://openxcom.mod.io/commendations

Edit: 7/16/2017  hellrazor graciously updated this mod for the latest nightly builds.  (Thanks!!)  I've added it the to this post as Commendations_v2.1.zip
To use the newest build, ignore any instructions below from earlier versions of this mod.  If you have a Nightly version newer than June 20, 2017 simply unzip Commendations_v2.1.zip into your Mods folder and enable from the Main Menu (Advanced>Mods).  There is no more need for Shoe's custom .exe because Soldier Diaries and Commendations code has been integrated into the nightlies.

Edit: 11/28/2015 With  Stat-Tracking now merged into the Nightlies, I have uploaded the Medal Template file that I used in creating the UFOPEDIA medal images.  Feel free to use it to create your own awesome medals!!! :)

Commendations UFOPedia Read Me:

What is this mod all about?

This mod is a supplement to the excellent mod by Shoes called Commendations.  Commendations relies on a custom executable for OpenXcom called Stats/Soldier Diaries  (<< this is a link. Click it.).  Together these mods from Shoes track a soldier's combat history and the Commendations mod, awards them medals based upon time in service, number and type of kills etc.

 

This Commedations UFOPedia Mod aims to make this experience a little more immersive by adding a section in the UFOPedia that explains the different awards in greater detail with additional flair text.

What is included?

The first thing that is included is the "/Resources/Medals" folder.  In this folder are all of the back ground images for the UFOPedia entries.  These have custom artwork with enlarged ribbons and medallions for each commendation.

There is also a new ruleset: CommendationsUFOpedia.rul which sets up the UFOPedia sections and adds all the flavor text. 


What changed in this mod?

There is only one change that this mod makes to the vanilla commendations mod.  Two of the commendation ribbons are switched to match the new UFOpedia images:
   
   Honor Cross  (/Commendations/medal_105.png )
   Weapon Proficiency   (/Commendations/medal_107.png)
   
   The images have been renamed and replaced in the /Commendations folder.


How do I use this?

Simply copy the /Resources/Medals and the /Resources/Commendations folder into your /Resources folder in your OpenXcom location.  Copy the rulesets into the corresponding /Rulesets location as well.  Enable the CommendationsUFOpedia mod in OpenXcom from the Options screen.

  • OpenXcom>Geoscape>Ufopedia>Weapons&Equipment
  • OpenXcom>Geoscape>Ufopedia>Commendation Entries
Once you are in OpenXcom from the Geoscape, open the Ufopaedia.  All Commendation entries are in the "Weapons and Equipment" section at the bottom of the list.   "Commendation Entries" Section.  Heavy Weapons Platforms have been moved to the previous category, in version 2.0 allowing for an entire section devoted to the Commendations.


I can see the Ufopedia Entries but there are no names or commendations for my soldiers! Help!  What do I do?

Set your language to English- US on the Video tab of the Options menu.  (Edit: Version 2.0 Now includes support for English - UK).

This mod needs Shoes' Stat Tracking/Soldier Diaries Mod.  https://openxcom.org/forum/index.php?topic=1718.0 
 It includes "Commendations."   My Commendations UfoPedia mod won't work with out them. :)  Please install Shoes' mod at this that link, then try Commendations Ufopedia again.

Spoiler:


What is coming?

Shoes is planning on developing an additional UFOPedia section in his custom executable that will be specifically for commendations.    Version 2.0 now adds a "Commendation Entries" section to the UFOpedia and moves the HWPs to the first category.




Additionally, he may chose to merge this mod into his Commendations Mod.  At that point the CommendationsUFOpedia Mod will be obsolete and no longer needed.  I have made this a standalone mod for testing and distribution only, mostly as a way to give something back to this awesome project.


Can I modify this?

You are welcome to modify this in anyway.

Can I help?

The en-GB is a copy and paste in this mod  :-[ and could maybe use an overhaul.  It should be consistent with the vanilla Commendations mod ruleset en-GB, translation. 
Any and all other translation efforts are completely welcome.


Thanks to Shoes for the awesome Commedations Mod!  Thanks also to those folks in the forums that provided feedback and input as I tackled this project.  Some of these fine individuals are Dioxine, Xracer, Arthanor, falko, Solarius Scorch, XOps, Moriarty, RandomCommander, and Vulgar Monkey.

Is there anything else here?

Yes there is!  I have created another mini-mod with three new commendations.  They are included in a separate ruleset with resources.


The ruleset is Commendations_added_ID.rul.  This ruleset adds 3 additional commendations for a bit of extra immersion.  These are Sapper, Melee, and Sectopod.  Because the Melee kill award relies on custom weapons (combat knife, etc) I have separated these from the main ruleset.  You are certainly free to use them, or modify them etc.

With the modsite back up, I've posted this mod there as well. : https://www.openxcom.com/mod/commendations-ufopedia-mod

47
Work In Progress / TFTD Med-kit handobs?
« on: October 10, 2014, 06:38:45 pm »
Has anyone ported over the TftD handobs... and to they have a spritesheet somewhere?

TBH.. they look better in the hand than the generic "grenade" object that Ufo Defense uses. 

I'd like to rework the standard medikit based on it, and also use it as a better model for my blaster pack.

Cheers, Ivan

48
Work In Progress / Cluster Bombs?
« on: September 11, 2014, 06:12:44 am »
Has anyone attempted this before?  Can an item produce multiple explosions in a target area?

I'm envisioning an Heavy Plasma clip wired as an IED that detonates a number of small individual explosions.

49
Playthroughs / Let's Play OpenXcom: Up Close and Personal!
« on: August 26, 2014, 06:37:33 pm »
Let's Play OpenXcom (Up Close and Personal) is challenging series based on the notion that long guns are bad.




Only pistols, grenades, and melee are allowed!  Built on  OpenXcom Version 1.0, this LP has a few mods custom made as well as some from the community.  Join the fun as we get into this classic remake!

Post a comment in this thread or on the video, if you'd like to have a soon to die... err... I mean, Brave, Brave Warrior named after you!

Cheers, Ivan :D

https://www.youtube.com/playlist?list=PLgSfydyBKNBCTEmB8PDMDVihfMAT5cAmB

50
Work In Progress / Custom .nam file
« on: August 11, 2014, 04:41:27 am »
I'm trying to make a custom .nam file for all my rookies.

I have not put any lastnames in and only a list of nicknames in the malefirstnames.

Unfortunately it crashes on launching a new game.

What are the parameters that I need to follow to do this right?  (I couldn't find any hard info in forum searches and in the wiki). :(

Thanks!
Cheers, Ivan :D

Spoiler:
Code: [Select]
lookWeights:
  - 30
  - 30
  - 20
  - 20
maleFirst:
  - Tenderfoot
  - Pvt Snuffy
  - Unrecognizable
  - Plainclothes
  - NewGuy
  - NewBoots
  - Jodie
  - PV2 Murphy
  - FNG
  - Boot
  - Doughboy
  - DogFace
  - G.I.
  - SGT Rock
  - Alien Bait
  - Grenade Magnet
  - MoveOut
  - DrawFire
  - SuckItUp
  - DriveOn
  - Hooah
  - DeadMeat
  - Recruit
  - Draftee
  - Rookie
  - Conscript
  - Tenderfoot
  - Novice
  - Grunt
  - CannonCocker
  - WingWiper
  - MudMasher
  - Pogue
  - Fobbit
  - Hero
  - Cowboy
  - Highspeed
  - Lowdrag
  - Airborne
  - Chairborne
  - Cookie
  - Doc
  - Guns
  - Stogie
  - Tanker
  - Stryker
  - Squint
  - DittyBopper
  - SnakeEater
  - Shortimer
  - Initiate
  - Newbie
  - Greenhorn
  - Cheechako
  - UnderCover
  - Clandestine
  - SoAndSo
  - WhatsisName
  - Whatchamacallit
  - Covert
  - Furtive
  - Inconspicuous
  - Unsung
  - Alias
  - Anonym
  - Handle
  - NomdeGuerre
  - FishFood
  - Dis Guy
  - Dat Guy
  - De Udder Guy
maleLast:

51
I have finally completed the testing of the homegrown elements of this mod, as well as compiling the borrowed elements of this mod.

The basic premise of this pack it that long range weapons are not allowed.  No Rifles, Sniper Rifles, Rockets, Blaster Launchers etc.

What this mod adds is:

- Dart Pistol  (Stun damage in a pistol :) - Requires Research)
- Flashbang Grenades (A stun grenade to complement those made by converting stun bombs from the launchers. - Requires Research)
- Blaster Pack  (An IED made from 1 Blaster Bomb and 1 HE Pack.  Packs a nice punch.  8) )
- Zapper  (An improved/smaller Stun Rod. - Requires Research)



This mod also Borrows:
-Tazer (Ryskeliinis Guns N Gadgets 1st Pack -  https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack)
- Scout Drone  (Ryskeliinis Guns N Gadgets 1st Pack  - https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack)
- Elerium Mace (Tyran_nick's   - https://www.openxcom.com/mod/elerium-mace)
- Fusion Torch (Ran's  https://www.openxcom.com/mod/fusion-torch)
- Stun Grenade (Murmur's    - https://www.openxcom.com/mod/stun-grenade )
- Combat Knife (Warboy's  - https://www.openxcom.com/mod/combat-knife)

Translation Help Wanted:
I have strings complete for English (US - as that is my native language) and attempted GB spellings, but can't promise accuracy.  I have added in other languages, from the other mods as I have found them, but the language support is very limited at best.  I would greatly appreciate any help offered in any of those languages. I have probably even messed some otherwise correct stings by converting them from UTF-8 to ANSI.

en-GB, fr, pl, es, es-419, de, ru

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_BLASTERPACK: Blaster Pack
      STR_BLASTERPACK_UFOPEDIA: Research on the alien guided missile launcher has led to a new understanding of explosive technologies.  Working with our technicians, they have developed an improvised explosive device by merging one of these "blaster bombs" with an old fashioned High Explosive Pack.  This innovation demonstrates the best of our human ingenuity.
      STR_FLASHBANG_GRENADE: Flashbang Grenade
      STR_FLASHBANG_GRENADE_UFOPEDIA: Recent findings from some of the alien captives, have given our scientists new insight into disabling these Extra-Terrestrial foes.  Using a blast of intense light energy, these new "FlashBang" grenades stun our opponents and may prove useful in capturing live Aliens.
      STR_IMP_FLASHBANG_GRENADE: Improved Flashbang Grenade
      STR_IMP_FLASHBANG_GRENADE_UFOPEDIA: Examinations of recovered UFO facilities have led to a new understanding of Alien conciousness.  Alien Entertainment bays have led our scientists to uncover a photosensitive epilepsy mechanism (ala Japanese Anime inducing seizures) that we can exploit to disable our opponents.  We have implemented this understanding in developing a Improved FlashBang Grenade that doubles the effectiveness of the previous model.
      STR_SECTOID_MEDIC: Sectoid Medic
      STR_SECTOID_MEDIC_UFOPEDIA: The recent interrogation of an alien medic of the Sectoid Race has led to a new understanding of the physiognomy of our adversaries.  Leads point to the possibility of developing a new method of disabling aliens on the battlefield.  These leads should be followed up swiftly.
      STR_FLOATER_MEDIC: Floater Medic
      STR_FLOATER_MEDIC_UFOPEDIA: The recent interrogation of an alien medic of the Floater Race has led to a new understanding of the physiognomy of our adversaries.  Leads point to the possibility of developing a new method of disabling aliens on the battlefield.  These leads should be followed up swiftly.
      STR_ZAPPER: Zapper Electroshock Weapon
      STR_ZAPPER_UFOPEDIA: Breakthroughs in Alien Alloy science have led to a more powerful electroshock weapon than the stun rod.  The Zapper is smaller and less wieldy than the stun rod,  but packs a higher charge.  The Zapper requires a cut-down stun rod and alloys for manufacture.
      STR_DART_PISTOL: Dart Pistol
      STR_DART_PISTOL_CLIP_A: Dart Pistol Clip A
      STR_DART_PISTOL_CLIP_B: Dart Pistol Clip B
      STR_DART_PISTOL_CLIP_C: Dart Pistol Clip C
      STR_DART_PISTOL_UFOPEDIA: Based on our best knowledge of alien biology, this Pistol fires darts filled with potent, but non-lethal biochemical agent, which in sufficient amount will immobilize any life form we may encounter on the battlefield.
      STR_COMBAT_KNIFE: Combat Knife
      STR_COMBAT_KNIFE_UFOPEDIA: Using its hardened edge and point, a trained field operative can silently kill a lightly-armored enemy with a single slash or thrust.{NEWLINE}Suitable for close encounters of any kind.
      STR_FUSION_TORCH: Fusion Torch
      STR_FUSION_TORCH_POWER_CELL: Fusion Torch Power Cell
      STR_FUSION_TORCH_UFOPEDIA: The Fusion Torch uses a Matter-Antimatter reaction to create enormously powerful plasma jets.{NEWLINE}If close enough, the deeply penetrating plasma jet cuts through the target, melting it within seconds. Even the strongest armor plates and UFO hulls are no match for this device.{NEWLINE}However, it is only effective at close range and needs a separate power cell.
      STR_FUSION_TORCH_POWER_CELL_UFOPEDIA: This high energy power cell is needed to operate the Fusion Torch. It provides enough energy for 5 plasma jets.
      STR_STUN_GRENADE: Stun Grenade
      STR_STUN_GRENADE_UFOPEDIA: A stun bomb attached to a grenade casing. Though some effectiveness is lost during the conversion process, this fusion of human and alien technology trades power for convenience.
      STR_TASER: Taser pistol
      STR_TASER_CLIP: Taser Shock Clip
      STR_TASER_UFOPEDIA: A non-lethal weapon derived from a very recent police design, capable of incapacitating targets up to 5 meters away. While it delivers a less powerful charge than blunt-force stun weapons, its stylish pistol grip grants easy handling, and the range alone makes it a worthwhile asset.
      STR_ELERIUM_MACE: Elerium Mace
      STR_ELERIUM_MACE_UFOPEDIA: Using Elerium-115 as fuel this power weapon discharges a powerful electrical pulse to its unfortunate victim. A successful strike will overload the nervous system the target, effectively incapacitating it. Elerium Mace will stun living organisms.
      STR_SCOUT_DRONE: Droid/Scout
      STR_SMALL_TANK_CORPSE: Tank
      STR_SCOUT_SMOKE: Smoke Pellet
      STR_SCOUT_DRONE_UFOPEDIA: This small rugged drone is designed for scouting and reconnaissance. Based on the small Talon military robot, this system lacks offensive weaponry or the armor of larger HWPs. Its speed and agility allow quick scouting of enemy positions and acts as a spotter without risk to X-Com personnel. It also features a smoke launcher to help conceal itself and ground troops in open ground or from incoming fire.
  - type: en-GB
    strings:
      STR_BLASTERPACK: Blaster Pack
      STR_BLASTERPACK_UFOPEDIA: Research on the alien guided missile launcher has led to a new understanding of explosive technologies.  Working with our technicians, they have developed an improvised explosive device by merging one of these "blaster bombs" with an old fashioned High Explosive Pack.  This innovation demonstrates the best of our human ingenuity.
      STR_FLASHBANG_GRENADE: Flashbang Grenade
      STR_FLASHBANG_GRENADE_UFOPEDIA: Recent findings from some of the alien captives, have given our scientists new insight into disabling these Extra-Terrestrial foes.  Using a blast of intense light energy, these new "FlashBang" grenades stun our opponents and may prove useful in capturing live Aliens.
      STR_IMP_FLASHBANG_GRENADE: Improved Flashbang Grenade
      STR_IMP_FLASHBANG_GRENADE_UFOPEDIA: Examinations of recovered UFO facilities have led to a new understanding of Alien conciousness.  Alien Entertainment bays have led our scientists to uncover a photosensitive epilepsy mechanism (ala Japanese Anime inducing seizures) that we can exploit to disable our opponents.  We have implemented this understanding in developing a Improved FlashBang Grenade that doubles the effectiveness of the previous model.
      STR_SECTOID_MEDIC: Sectoid Medic
      STR_SECTOID_MEDIC_UFOPEDIA: The recent interrogation of an alien medic of the Sectoid Race has led to a new understanding of the physiognomy of our adversaries.  Leads point to the possibility of developing a new method of disabling aliens on the battlefield.  These leads should be followed up swiftly.
      STR_FLOATER_MEDIC: Floater Medic
      STR_FLOATER_MEDIC_UFOPEDIA: The recent interrogation of an alien medic of the Floater Race has led to a new understanding of the physiognomy of our adversaries.  Leads point to the possibility of developing a new method of disabling aliens on the battlefield.  These leads should be followed up swiftly.
      STR_ZAPPER: Zapper Electroshock Weapon
      STR_ZAPPER_UFOPEDIA: Breakthroughs in Alien Alloy science have led to a more powerful electroshock weapon than the stun rod.  The Zapper is smaller and less wieldy than the stun rod,  but packs a higher charge.  The Zapper requires a cut-down stun rod and alloys for manufacture.
      STR_DART_PISTOL: Dart Pistol
      STR_DART_PISTOL_CLIP_A: Dart Pistol Clip A
      STR_DART_PISTOL_CLIP_B: Dart Pistol Clip B
      STR_DART_PISTOL_CLIP_C: Dart Pistol Clip C
      STR_DART_PISTOL_UFOPEDIA: Based on our best knowledge of alien biology, this Pistol fires darts filled with potent, but non-lethal biochemical agent, which in sufficient amount will immobilize any life form we may encounter on the battlefield.
      STR_COMBAT_KNIFE: Combat Knife
      STR_COMBAT_KNIFE_UFOPEDIA: Using its hardened edge and point, a trained field operative can silently kill a lightly-armored enemy with a single slash or thrust.{NEWLINE}Suitable for close encounters of any kind.
      STR_FUSION_TORCH: Fusion Torch
      STR_FUSION_TORCH_POWER_CELL: Fusion Torch Power Cell
      STR_FUSION_TORCH_UFOPEDIA: The Fusion Torch uses a Matter-Antimatter reaction to create enormously powerful plasma jets.{NEWLINE}If close enough, the deeply penetrating plasma jet cuts through the target, melting it within seconds. Even the strongest armour plates and UFO hulls are no match for this device.{NEWLINE}However, it is only effective at close range and needs a separate power cell.
      STR_FUSION_TORCH_POWER_CELL_UFOPEDIA: This high energy power cell is needed to operate the Fusion Torch. It provides enough energy for 5 plasma jets.
      STR_STUN_GRENADE: Stun Grenade
      STR_STUN_GRENADE_UFOPEDIA: A stun bomb attached to a grenade casing. Though some effectiveness is lost during the conversion process, this fusion of human and alien technology trades power for convenience.
      STR_TASER: Taser pistol
      STR_TASER_CLIP: Taser Shock Clip
      STR_TASER_UFOPEDIA: A non-lethal weapon derived from a very recent police design, capable of incapacitating targets up to 5 meters away. While it delivers a less powerful charge than blunt-force stun weapons, its stylish pistol grip grants easy handling, and the range alone makes it a worthwhile asset.
      STR_ELERIUM_MACE: Elerium Mace
      STR_ELERIUM_MACE_UFOPEDIA: Using Elerium-115 as fuel this power weapon discharges a powerful electrical pulse to its unfortunate victim. A successful strike will overload the nervous system the target, effectively incapacitating it. Elerium Mace will stun living organisms.     
      STR_SCOUT_DRONE: Droid/Scout
      STR_SMALL_TANK_CORPSE: Tank
      STR_SCOUT_SMOKE: Smoke Pellet
      STR_SCOUT_DRONE_UFOPEDIA: This small rugged drone is designed for scouting and reconnaissance. Based on the small Talon military robot, this system lacks offensive weaponry or the armor of larger HWPs. Its speed and agility allow quick scouting of enemy positions and acts as a spotter without risk to X-Com personnel. It also features a smoke launcher to help conceal itself and ground troops in open ground or from incoming fire.
  - type: pl-PL
    strings:
      STR_DART_PISTOL: Karabin strzaÅ‚kowy
      STR_DART_PISTOL_CLIP_A: Magazynek Pistolet t strzaÅ‚kowego A
      STR_DART_PISTOL_CLIP_B: Magazynek Pistolet strzaÅ‚kowego B
      STR_DART_PISTOL_CLIP_C: Magazynek Pistolet strzaÅ‚kowego C
      STR_DART_PISTOL_UFOPEDIA: Ta broÅ„, zbudowana na podstawie naszej wiedzy o obcej fizjologii, miota strzaÅ‚kami wypeÅ‚nionymi silnym anastetykiem, który w odpowiedniej iloÅ›ci zneutralizuje każdÄ… formÄ™ życia, jakÄ… możemy napotkać na polu walki.
      STR_STUN_GRENADE: Granat ogłuszający
      STR_STUN_GRENADE_UFOPEDIA: Bomba ogłuszająca z zamontowanym zapalnikiem ręcznym. Choć część siły obalającej zostaje utracona przy konwersji, to połączenie obcej i ludzkiej technologii zapewnia znacznie większą swobodę użycia bomby
  - type: fr
    strings:
      STR_DART_PISTOL: Fusil à fléchettes
      STR_DART_PISTOL_CLIP_A: Chargeur de Pistolet à Fléchettes A
      STR_DART_PISTOL_CLIP_B: Chargeur de Pistolet à Fléchettes B
      STR_DART_PISTOL_CLIP_C: Chargeur de Pistolet à Fléchettes C
      STR_DART_PISTOL_UFOPEDIA: Élaboré d'après les toutes dernières découvertes de la biologie extra-terrestre, ce pistolet armé de fléchettes contenant un agent biochimique puissant, mais non léthal, est en mesure de neutraliser n'importe quelle forme de vie sur un champ de bataille, sous condition que la dose soit suffisante.
      STR_COMBAT_KNIFE: Poignard de combat
      STR_COMBAT_KNIFE_UFOPAEDIA: Son tranchant aiguisé permet à un combattant aguerri de tuer, d'un seul coup et en silence, tout ennemi équipé d'une armure légère.{NEWLINE} Utile pour tout type de corps à corps.
  - type: es
    strings:
      STR_COMBAT_KNIFE: Cuchillo de Combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando su borde afilado, un agente de campo entrenado puede matar en silencio a un enemigo con armadura ligera de un solo golpe.{NEWLINE}Adecuado para los encuentros cercanos de cualquier fase.
      STR_STUN_GRENADE: Granada Aturdidora
      STR_STUN_GRENADE_UFOPEDIA: Una bomba aturdidora dentro de una granada. Aunque se pierde algo de efectividad en el proceso de conversión, esta fusión de tecnología humana y alienígena intercambia potencia por conveniencia.
  - type: es-419
    strings:
      STR_COMBAT_KNIFE: Cuchillo de Combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando su borde afilado, un agente de campo entrenado puede matar en silencio a un enemigo con armadura ligera de un solo golpe.{NEWLINE}Adecuado para los encuentros cercanos de cualquier tipo.
      STR_STUN_GRENADE: Granada Aturdidora
      STR_STUN_GRENADE_UFOPEDIA: Una bomba aturdidora dentro de una granada. Aunque se pierde algo de efectividad en el proceso de conversión, esta fusión de tecnología humana y alienígena intercambia potencia por conveniencia.
  - type: de
    strings:
      STR_COMBAT_KNIFE: Kampfmesser
      STR_COMBAT_KNIFE_UFOPEDIA: Mit der gehärteten Klinge und Spitze kann ein gut ausgebildeter Nahkämpfer Gegner mit leichter Panzerung mit einem einzigen Hieb oder Stich geräuschlos töten.{NEWLINE}Geeignet für unheimliche Begegnungen jeder Art.
  - type: ru
    strings:
      STR_STUN_GRENADE: Парализующая граната
      STR_STUN_GRENADE_UFOPEDIA: Парализующая бомба в корпусе гранаты. Несмотря на снижение эффективности в процессе адаптации, это слияние технологии людей и пришельцев мощность заменяет удобством.

Edit: updated scout drone description and price and value.
Edit: slightly rebalanced, new upload.  Posting to Mod Download site.
Edit: Removed mod zip file from this thread to avoid multiple versions.  Mod file is on the website link below.

https://www.openxcom.com/mod/upclose-modpack

52
Work In Progress / [WIP] Up Close and Personal Mod Pack
« on: August 01, 2014, 11:50:44 pm »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

I'm starting this thread as a place to work on the various elements of my planned "Up Close and Personal" Mod Pack.

The basic premise of this pack it that long range weapons are not allowed.  No Rifles, Sniper Rifles, Rockets, Blaster Launchers etc.

What are allowed is:
- Pistols
- Grenades/Explosives
- Melee

I've gleaned some great mods from the community and am developing some of my own.

New Mods:
- Dart Pistol  (Stun damage in a pistol :) - Requires Research) (Images Here)


- Flashbang Grenade  (A stun grenade to complement those made by converting stun bombs from the launchers. - Requires Research) (Images here)


- Blaster Pack  (An IED made from 1 Blaster Bomb and 1 HE Pack.  Packs a nice punch.  8) )

- Zapper  (An improved/smaller Stun Rod. - Requires Research)


Existing Mods:
- Scout Drone
- Tazer
- Fusion Torch
- Combat Knife
- Stunbomb Grenade

I do plan to get some graphics up for these mods... I'll need to do some more game progression to get them rolling though. ;)

Cheers, Ivan :D

Edit: updated BlasterPack to include manufacturing dependencies. (V03)

53
Work In Progress / [WIP] FlashBang Grenade
« on: July 29, 2014, 07:28:12 am »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

I worked up a working FlashBang Grenade mod.



This uses the alternate graphics from FatRat's incendiary grenade mod, and the concept of the MedGas Grenade from Roxiz231.

It is unlocked via live alien research.

Spoiler:



Feel free to give this a test, and use/mod/steal, as you like.  It will become part of my Up Close and Personal compilation. :)

Cheers, Ivan :D

Any translation help is of course extremely welcome. ;)

Edit: V.04 is up with tidied up code and the new Improved Flashbang Grenade added into the mod.

54
Work In Progress / Help Needed: Research Strings for Live Aliens?
« on: July 28, 2014, 08:00:29 am »
I'm working on a mod depending on interrogations of live aliens, and I'm looking for information on the Research Strings of Live Aliens.

I got a list snipped from one of Falko's rulesets of the following aliens:

Code: [Select]
- {cost: 2, name: STR_FLOATER_SOLDIER}
- {cost: 2, name: STR_FLOATER_NAVIGATOR}
- {cost: 2, name: STR_FLOATER_MEDIC}
- {cost: 2, name: STR_FLOATER_LEADER}
- {cost: 2, name: STR_FLOATER_ENGINEER}
- {cost: 2, name: STR_FLOATER_COMMANDER}
- {cost: 2, name: STR_SNAKEMAN_SOLDIER}
- {cost: 2, name: STR_SNAKEMAN_NAVIGATOR}
- {cost: 2, name: STR_SNAKEMAN_MEDIC}
- {cost: 2, name: STR_SNAKEMAN_LEADER}
- {cost: 2, name: STR_SNAKEMAN_ENGINEER}
- {cost: 2, name: STR_SNAKEMAN_COMMANDER}
- {cost: 2, name: STR_MUTON_SOLDIER}
- {cost: 2, name: STR_MUTON_NAVIGATOR}
- {cost: 2, name: STR_MUTON_ENGINEER}
- {cost: 2, name: STR_SECTOID_SOLDIER}
- {cost: 2, name: STR_SECTOID_NAVIGATOR}
- {cost: 2, name: STR_SECTOID_MEDIC}
- {cost: 2, name: STR_SECTOID_LEADER}
- {cost: 2, name: STR_SECTOID_ENGINEER}
- {cost: 2, name: STR_SECTOID_COMMANDER}
- {cost: 2, name: STR_ETHEREAL_SOLDIER}
- {cost: 2, name: STR_ETHEREAL_LEADER}
- {cost: 2, name: STR_ETHEREAL_COMMANDER}
- {cost: 2, name: STR_CYBERDISC_TERRORIST}
- {cost: 2, name: STR_REAPER_TERRORIST}
- {cost: 2, name: STR_CHRYSSALID_TERRORIST}
- {cost: 2, name: STR_CHRYSSALID}
- {cost: 2, name: STR_SILACOID_TERRORIST}
- {cost: 2, name: STR_SILACOID}
- {cost: 2, name: STR_CELATID_TERRORIST}
- {cost: 2, name: STR_CELATID}
- {cost: 2, name: STR_SECTOPOD_TERRORIST}

What I'm wondering, is, is there a string for the completed interrogation?
Something like:
STR_FLOATER_AUTOPSY that corresponds to STR_FLOATER_CORPSE

like this example:

Code: [Select]
  - name: STR_FLOATER_CORPSE
    cost: 180
    points: 50
    lookup: STR_FLOATER_AUTOPSY
    needItem: true
    unlocks:
      - STR_MEDGAS_GRENADE

Something like STR_FLOATER_SOLDIER_INTERROGATION ?

Or is there a global list of Research Strings somewhere that I'm missing?  I've search ufopedia.org, (gamefiles esp) and this site, but haven't been able to answer this question on my own.

Thanks for all the help!
Cheers, Ivan :D

55
Work In Progress / [WIP] DartPistol
« on: July 27, 2014, 04:16:10 am »
Edit:  The latest and greatest on this modpack is now in "complete mods" here: https://openxcom.org/forum/index.php?topic=2789.0  ;)

Yeah, I know... Why?  :o 



Who would want the Dart Pistol from TftD?  under powered, etc...
Especially, when a Dart Rifle is already available (Thanks Solarius).  ;)

Well, Solarius inspired me, and got me thinking about setting this up for my Pistols/Grenades Only "Up Close and Personal" series that I'm planning.   So I pinged him and Dioxine, (who was kind enough to gin up the graphics) and thought, what the heck.

And... I learned a ton about rulesets after messing up a bunch in my attempt to mod Solarius' DartRifle ruleset.  (Thanks a ton for the patience of the stellar devs on the openXcom irc channel) :D

But I got it working. ;)  Tests out in Geoscape and Battlescape. 

I wouldn't mind if others tested it, and or used it as they saw fit. :)

If I ever get feedback from another human that it works, I'll post it in completed mods. ;)




Edit: Uploaded latest version of the mod, with improved code thanks to Falko's Mod Tester : https://falkooxc.pythonanywhere.com/

56
Playthroughs / Speed Run anyone?
« on: July 22, 2014, 11:51:16 pm »
So I watched a speed run on original Xcom the other day to see what it was all about.  Took some notes and gave it a try in OpenXcom.  ... A few tries....

I'm on my third run right now, after ignominious defeat twice already. 

Has anyone else tried one of these?  Any secrets to success?

Tech Path for SpeedRun:
Spoiler:
Laser Weapons
Laser Pistol
Laser Rifle
Alien Alloys
UFO Power Source
UFO Navigation
Elerium-115
UFO Construction
New Fighter Craft
New Fighter Transport
Ultimate Craft
Floater Soldier
Alien Origins
Floater Leader
The Martian Solution
Floater Commander
Cydonia or Bust

Edit:  After finishing the third run (another ignominious defeat as the nations lost faith in my ability to deal with the alien incursion) it seems like these Speedruns have one critical factor:  Floaters.

A Floater Base seem like the only one assaultable by the raw recruits that you throw at it.  Even then there would need to be a good measure of luck involve.

I tried 5 assaults with 2 squad wipes, and all aborted on the local sectoid bases on my continent.  Psi- Control made it feel like those are impossible.

Did some quick scouts of the Muton and Snakeman Bases that I found as well, but no joy there either.  Mutons are so resistant to laser fire, and Snakes hang out with Chrysalids. :(

In the whole game, floaters only just started showing up in the last month, and never established a colony.


57
Open Feedback / Is Reaction fire on Turn incorporated into OpenXcom?
« on: June 21, 2014, 08:52:41 pm »
I think this is a feature in UFO Extender, but I tried searching the forum and couldn't nail down the answer though it may be in there.

In this situation:  soldier spots alien and stops.  Can the soldier reverse course and step back out of LOS with impunity?  I believe that is the case with the original game. 

Has this changed in OpenXcom?

58
Playthroughs / Let's Try Tutorial OpenXcom 1.0 - A Tutorial Series!
« on: June 17, 2014, 12:04:21 am »


Let's Try Tutorial OpenXcom 1.0 Ep #0: Setup!

Wondering how to set up OpenXcom? It pretty painless and we download, install, and configure OpenXcom in this first video of the series!

Part Zero: https://www.youtube.com/watch?v=rNneKAwvjoU

Playlist: https://www.youtube.com/playlist?list=PLgSfydyBKNBAl0CmjVEUOypNVGpkSt3lV

Feel free to post ideas you would like to see covered in this thread!

Still to come:

  • Base Setup
  • GeoScape and Logisitics
  • Combat Load
  • BattleScape
  • New Battle
  • Recovery
  • Tactical Tips
  • Research
  • Strategy
  • Resources


      

Let's Try Tutorial OpenXcom 1.0 Ep #0: Setup!
In this episode we download, install and configure OpenXcom 1.0.
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #1: Base Setup!
In this episode we start our game, setup and staff our new base.
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #2: Geoscape!
In this episode we go over the Geoscape, purchase combat gear, and intercept our first UFO.
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #3: Loadout!
In this equip our troops with a combat load and prepare for battle.
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #4: Battlescape!
In in which we take on our downed UFO and fight the aliens in the Battlescape.  Let's just say, the results are less than Optimal.
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #4.5: Meridian Critiques!
In this episode, my good friend, Meridian takes apart all of the mis-steps in Episode Four: Battlescape! Tons of Fun: Turn the Annotations On! Meridian's Channel: https://www.youtube.com/user/martindzurenko
   
   
      

Let's Try Tutorial OpenXcom 1.0 Ep #5: New Battle!
Exploring the New Battle Generator!  In this episode we explore the Battle Generator that comes with OpenXcom. 
How would you use this feature?
   
   

Cheers, Ivan :D

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