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Messages - Harald_Gray

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136
Work In Progress / Re: Scout Armor
« on: July 11, 2014, 08:28:38 pm »

137
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 11, 2014, 07:44:52 pm »
Well, I do have something similar in mind, but working on armours should be done in a complex manner; one cannot simply take them one at a time and just add to the game, they should form a coherent system. One of the basic guidelines for this modpack is not changing vanilla items, but otherwise it should all fall together. Therefore, I will naturally consider any good armour mod, but they'll likely be subject to adjustments.

I'm not sure whether you're talking about armor mods in general or your own compilation, so I'll take the bait, assume the former and argue. Because I do believe that many standalone mods do have their merit and many can work together or be used as a component in further mods }even if in modified form).

Many mods are created simply to add options, to let players choose something better suited to their play style. Let me display a little arrogance and use my own mod as an example. I've created armor that is less armoured than a Power Suit, becomes available *after* you've already researched the Power Suit, costs about as much as a Power Suit (elerium cost is the same as for vanilla Power Suit) and offers a modest TU boost. Nothing game-breaking, it fills the armor-rating gap between Personal Armor and Power Suit and offers a mild bonus to make it more appealing to players less concerned about soldiers' safety.

I'd say that makes it coherent with the vanilla game and compatible with most mods that don't make any big changes to it, regardless of it being a standalone mod. And the same goes for many other standalone mods - they fill gaps in the vanilla game or offer alternatives that are not overpowered but different.

138
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 11, 2014, 05:22:32 pm »
Honestly I don't know what the Scout Armour is, but I haven't started working on the armours in general yet. I have some notes and ideas though. :)

My own attempt at creating an OXC mod. Not even a day old, so don't be surprised you're not aware of it. Myself, I'd wait and see what people think before including it into a compilation mod. I'm glad arrakis69ct likes it but I'd wait for more opinions.

139
Work In Progress / Scout Armor
« on: July 11, 2014, 04:06:54 pm »
Thought I should try my hand at modding, plus it is good to contribute too, not just download. And I've always liked Personal Armor and I've missed some sort of tier 1.5 armor, so the question of what to mod was easily answered.

I admit I was a bit hesitant to create stat-boosting armor but the suits needed *something* that would make them a viable alternative to Power Suits.

Guess my next mod will have to be stat-decreasing Heavy Personal Armor.

So...

#=================================================================#

Scout Power Armor - OpenXcom MOD

This my first attempt at creating an OpenXCOM mod, so the work is still a little rough.

The concept is armors that utilize Power Suit technology, are less tough than a Power Suit but offer some bonus instead. Basically upgraded Personal Armors that use alien technology to improve mobility too instead of just protection.

The sprites are based on recoloured personal armor, with a very makeshift helmet so I could get the first version finished and test it.

#=================================================================#
INSTALLATION
1.
unzip inside:
OpenXcom\data\

2.
Activate the mod from the "Options" menu, inside the game.

The mod should be compatible with most other mods out there so far.

NOTE: if you've installed the 0.5 version, remove it manually

#=================================================================#
CHANGELOG

0.51
- added the flying variant
- renamed the mod's folder

0.5
- first version, to test the mod and hear people's opinions.

https://www.openxcom.com/mod/scout-power-armor

140
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 09, 2014, 03:28:11 pm »
Sorry about the typo, I'll release a new version soon.
No problem, I've fixed my copy myself, I'm only posting it here so you can fix it in the next release.

Come to think of it... Your mod is primarily a compilation, so is anybody fixing the original mods if they contain an error too?

141
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 09, 2014, 01:20:13 am »
Found another typo, this one caused a program crash when I tried to browse the ufopaedia:

Code: [Select]
  - type: STR_TANK_GAUSS
    size: 6
    costSell: 594000
    transferTime: 96
    weight: 1
    bigSprite: 92
    floorSprite: 0
    handSprite: 0
    bulletSprite: 8
    fireSound: 65
    compatibleAmmo:
      - STR_HWP_GAUSS_AMMOAMMO

Anyone knows whether this should be added into the bugtracker?

142
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: July 03, 2014, 10:32:34 pm »
Here's another little problem I've run into:
Code: [Select]
  - type: STR_PISTOL_AA_CLIP
    size: 0.1
    costSell: 104
    weight: 3
    bigSprite: 84
    floorSprite: 4
    hitSound: 22
    hitAnimation: 26
    power: 33
    damageType: 1
    clipSize: 18
    battleType: 2
    armor: 12
    attraction: 1
    listOrder: 2205

listOrder: 2205 groups this ammo with the rifle ammo, which looks odd. Changing it to 2005 works fine.

Oh, and would it be possible to maintain a modpack for the milestone version too? I'm not exactly eager to install nightlies...

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