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Messages - Muukalainen

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Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: July 10, 2014, 02:13:08 pm »
I might try this on my next campaign.

One question thou, about "marketing". Why do you have auto cannon graphics on the first screen shot? It makes the mod look like very unfinished. I watched it couple of times and after seeing that first picture I just jumped to some other mod. Now I noticed that this mod is actually much more interesting than the first screen shot that the mod portal is showing makes you believe. People don't read, we just watch the pictures :)

It would also be nice to see some battlescape screenshots of the weapons.

Offtopic / Re: X-com Apocalypse
« on: July 10, 2014, 12:43:56 pm »
I would play the first two X-Coms even without Openxcom.

Sometimes I try to play Apoc too, but I can't remember ever finishing it. It has a lot of potential and it is screaming for mods.

I would say that it has a great engine ( i mostly played it on slow real time with pause ), but they failed to make the actual game interesting.

So in some ways Apoc needs the remake even more than the 2 first X-Com games. With mods it could maybe even be more popular than the other x-com games.

Work In Progress / Re: Viper Assault Cannon
« on: July 10, 2014, 02:07:32 am »
Yup, works now. Time to take it for a spin.

Beware. It can be quite a ego booster, but it will not make you invulnerable :)

Part of the Cobra scene on Robocop:

Work In Progress / Re: Viper Assault Cannon
« on: July 10, 2014, 01:21:52 am »
Hmmm, same error here.

I re-uploaded and it should work now.

Work In Progress / Viper Assault Cannon
« on: July 09, 2014, 09:46:17 pm »
Finally got the mod portal working. Here comes my first mod:

      Viper Assault Cannon mod for OpenXcom


Weapon mod for OpenXCom.

Inspiration for this came from Robocop. It featured a weapon called Cobra Assault Cannon that is one of my all time favourite sci-fi weapons. If you have not seen it, watch it out at Youtube or the whole movie.

The weapon is very heavy and has high damage. Equal to heavy rocket, but smaller blast radius. It can be used on Xcom, but it is probably more suitable for total conversion mods.

You can buy your Viper from the shop without any research needed.


to install:

simply extract to your data folder (e.g., X:\OpenXcom\Data)

and enable on MOD list.

This mod was made by Muukalainen.

It was done by editing the Sniper Rifle mod, which was done by:


Sprites: Toshiaki2115 and Warboy1982
Code:  Toshiaki2115 and Warboy1982

+1 for assassination, destroy, protect the vip or item, go to this area missions. + rescue.

Don't know how well they suit X-Com, but with them we would be one step closer to Laser Squad / Mercenaries total conversion mod :)

Offtopic / Re: X-com Apocalypse
« on: July 09, 2014, 12:42:35 am »
How do I register? It asks me to "enter the password from the forum". What bloody password? Where is it? Am I really too stupid to register, or is it missing? :/

There is 2 posts on the whole forum. You can find the password on the other one.

I haven't used it since when.

But ain't the idea only to roughly show if there is nearby movement detected? I don't think it is supposed to be precise information that it gives you.

Suggestions / Re: Sodier specialisation
« on: July 08, 2014, 04:04:02 pm »
IMO the experience system of UFO and OpenXcom works contrary to class specialization :
Put your more accurate soldier on sniper duty (heavy laser), and he'll get 1 or 2 shots per mission, no more.
Put your faster soldier in UFO entry duty, and he'll auto-shoot sectoids at point-blank range.
Over time, the second soldier will catch up and become a better sniper than the first.

I looked at my soldiers. I did not see too much difference between my best snipers and assaults on how much they gained accuracy.

You probably need to snipe more :) Take the high ground, the best positions so they can at all situations provide support fire. Well not even support. They should be the main fire power you use as your assaults and scouts need to save time units for reaction fire if the aliens counter attack. Well at least that is my basic tactic.

Heavy laser? I can't remember using that too much on my snipers as it has lower accuracy than rifle or laser rifle.

On UFO duty soldiers don't live long and I rather send in my rookie assaults than the more experienced ones first, so I can have at least some experienced assault/scouts on the outdoors duty alive.

Suggestions / Re: Sodier specialisation
« on: July 08, 2014, 02:56:31 pm »
Yep, I've always liked the idea of specialisms being down to an open interpretation of their stats by the commander. It's just one other thing you need to think about, and I like thinking. :D

What I will say, however, is that I personally never bothered with statstrings, and for purely cosmetic purposes it'd be nice if you had a separate UI element to indicate an assigned specialism, just as a nicety. To some extent the new abililty to colour-code armours may fill that role.

Yes. This could be good idea. Let's say we had a collection of icons to select from. Crosshair, red cross, skull, brains, star... and these were shown with the soldier name.

Now I tend to put "a" for people with good reactions and "s" for accurate ones and it does look a bit silly.

Suggestions / Re: the 80 item limit
« on: July 08, 2014, 02:43:24 pm »
I play on Ironman and now on my second campaign on Openxcom. I have already exploded all my stuff couple of times :D Going to be more careful now with rocket launchers. Though it hurts less now as I have the limit on :)

Work In Progress / Re: New Geoscape like UFO CF
« on: July 08, 2014, 02:31:12 pm »
I don't like these realistic pictures of earth.

It is supposed to be tactical / strategic view of earth where you can easily see your bases, aircraft, ufos and enemy bases.

UFO:AI has this highly detailed earth and it does not work well with the radar radiuses and other graphics that you don't see so well with too detailed earth graphics. They all start to blend together and you need to spend more time to see what is happening, while now only quick look is enough to see everything.

Suggestions / Re: Sodier specialisation
« on: July 07, 2014, 10:17:07 pm »
Luckily OpenXcom does not limit you how you can equip your soldiers. You are free to make them specialize in any way you want.

Suggestions / Re: Damage Type Options
« on: July 07, 2014, 03:56:43 pm »

My first mod was to make something like in Robocop, the Cobra Assault Cannon. It should be armour piercing bullet with small explosion and it should also start flames. Now I had to just make it heavy explosion damage 100, luckily thou it quite often starts flames.

So instead of setting damage type, the ammunitions could have damage value for every different type of damage.

Doesn't diagnosis of Fatal Wounds require using a medikit?

Yes on unconcious soldiers. Concious ones can just click on the "rank" button and it shows stats and fatal wounds.

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