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Messages - BBHood217

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Released Mods / Re: [WEAPON] Alternate Weapon Tech
« on: August 19, 2014, 06:19:29 am »
Alright, you guys convinced me.  So I made my Mod Portal debut :P

First post has been edited with the link to the mod there.

Released Mods / Re: [WEAPON] [WIP] Alternate Weapon Tech
« on: August 18, 2014, 01:11:55 pm »
Everything seems to check out.  The research change is working okay, and heavy plasma is as deadly as ever (only now you and the aliens can't fire three shots right in someone's face).

I'm starting to wonder if I should upload this to the mod portal, though.  This mod is admittedly rather minor; there aren't any new maps or sprites or whatever, just a bunch of changed numbers.  And judging from the download count, it's not popular either.  I guess not a lot of people used XcomUtil's Alternate Laser Tech option, after all.

So I guess for now, the attachment on the first post is the only place to download this mod.

Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: August 12, 2014, 01:48:48 pm »
Way back then, I thought small launchers could fire alien grenades.

Now with this mod, they can actually do that!  Sort of :P

Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: August 12, 2014, 01:45:09 pm »
Every time I saw an alien throw a grenade, it always exploded after their turn was done (or instantly exploded with Instant Grenades on).  So I don't think aliens know how to prime grenades above 0.

Open Feedback / Aliens throwing grenades for less TUs than humans?
« on: August 11, 2014, 07:24:50 pm »
I've had a few games where an alien can throw a grenade and afterwards still have time left to fire off a snap shot.  And a few times where an alien exits from a UFO and throws a grenade when I know it shouldn't have had enough time to do all that.

I'm not imagining things, am I?  Is it because Instant Grenades are on?

If the OXC follows the no-infiltration-in-russia rule (and I hope it does)

Actually it does, because Siberia's STR_ALIEN_INFILTRATION mission weight is a big fat 0 (meaning it won't run any infiltration missions there at all).  I suspect this was intentional.

Released Mods / [WEAPON] Alternate Weapon Tech
« on: August 07, 2014, 06:36:08 pm »
This simple mod was inspired by XcomUtil's Alternate Laser Tech option which altered laser and plasma weapons to make the game challenging or at least different.  This does largely the same thing but with my own changes.

To install it, just put the attached file into the data\Ruleset folder and enable it in the game.  Because this modifies laser, plasma, and fusion research, manufacture, and items, it might not be compatible with other mods that also change them.

Here's a list of changes:
- Most laser weapons now require elerium to manufacture, with some also needing alien alloys.
- Plasma research progression is now similar to laser research.  That means you must research the plasma pistol (and clip) first before you can research the rifle, then the heavy, and then the craft cannon (and then the defenses but who uses those?).
- Plasma guns, blaster launcher, and hovertanks now take twice as long to manufacture, and the three researched craft weapons (laser cannon, plasma cannon, fusion ball launcher) take 5 times as long.
- Heavy laser now does 120 damage and has improved accuracy.  It's really just XcomUtil's Improved Heavy Laser implemented here because hey, it's elerium-powered now.
- Heavy plasma now does 130 damage, but no longer has auto shot (heresy!).  It's practically TFTD's sonic cannon, but without the really stupid TU cost.
- Laser cannon range is now 34, plasma cannon range is now 40, and fusion ball launcher can now hold 4 fusion balls.  Basically, I just used the example from the wiki :P

This should make the strategic and economic game much more challenging... hopefully.  Any and all testing and feedback is welcome, to make sure everything works right and everything's balanced.  Download it either from the attachment on this post or on the Mod Portal here:

And that's about it.  Enjoy :)

Suggestions / Re: Alternate Laser Tech
« on: August 06, 2014, 03:55:40 pm »
I've decided that I'll just make up my own numbers, using my own best judgement.  That, and I'm also thinking of extending the craft laser cannon's range and removing auto fire from the heavy plasma.  And maybe even something else...

...yeah, I guess this is no longer an accurate conversion of XcomUtil's Alternate Laser Tech.  So I should come up with a different name for my mod :P

Suggestions / Re: Alternate Laser Tech
« on: August 06, 2014, 12:46:26 pm »
Actually it's been a long time since I played with XcomUtil, much less its alt laser tech option.  Heck, I think this is the first time I've seen that Hovertank/Laser.  Or maybe I just forgot about it :P

Anyway, I need a little help.  I'm trying to find a list of changes that the Alternate Laser Tech option makes, but I'm unable to find any online.  I also can't check the game itself because the option doesn't seem to work with XcomUtil 9.7; the UFOpaedia entries are changed, but the weapon themselves are still the same (i.e., no materials needed to make lasers, plasmas can be manufactured just fine).  And I certainly can't read those hexadecimals.

If we know what exactly got changed, then I or anyone else here can make the mod.

Suggestions / Re: Alternate Laser Tech
« on: August 05, 2014, 03:40:04 pm »
I noticed that post was made in October of last year.  Months later, there's still no Alternate Laser Tech :(

How hard could it be to mod it in, anyway?  Just add elerium and alloy requirements to the lasers, disallow plasma gun manufacture (have them not show up in the manufacture list or inflate their workspace requirements to impossible numbers), and change the sell value and manufacture time of craft laser and plasma cannons.

...y'know what?  I think that'll be my very first mod.

Suggestions / Alternate Laser Tech
« on: August 05, 2014, 12:05:13 pm »
Of all the XcomUtil mods that OpenXcom came with, Alternate Laser Tech doesn't seem to be among them.  I remember playing with that option once.  It was a new challenge, what with the inability to make plasma guns (and the craft plasma cannon taking much longer to make) and stuff.

I'd have thought someone would've recreated such a mod by now, but alas.

Open Feedback / Re: OpenXCom and TFTD Terrorists
« on: August 04, 2014, 03:19:50 pm »
I guess I'm also curious how the TFTD terrorists will be handled in OpenXcom.  Will they be left unchanged (deep ones still arc shots, bio dromes still burn floors, hallucinoids still can't shoot underwater, etc.), or will they be fixed somehow?

Released Mods / Re: [AI] Alien Remix
« on: July 25, 2014, 04:39:09 pm »
BBHood, just in case: what other mods are you using?

Luke's UFO and Terror Site maps, and Moriarty's power/flying armor graphic.  Neither interfere with Alien Remix, I think.

But moot point, 0.4 :D

I was about to ask if I can just update and then continue my game, but I've decided to just start over.  I wanna try some other mods anyway.

Released Mods / Re: [AI] Alien Remix
« on: July 25, 2014, 03:42:16 pm »
I'm having a problem with this mod.  I'm trying to assault a landed battleship with a mixed crew, but OpenXcom always crashes when trying to generate the mission.

I tried it again using the mission generator, attempting a battleship mission with some of the listed Mixed crews.  A few of them crashed the game upon trying to start.

I thought it might be the Muton Commander since the ruleset for it is missing from your mod, but downloading the Muton Commander didn't seem to change anything.  So I'm stuck.  I could just let the battleship go, but then what if some other mission (alien base, base defense, etc.) with a mixed crew just crashes?

Released Mods / Re: [RESEARCH/PROGRESSION] Plasma Needs Elerium-115
« on: July 25, 2014, 03:34:13 pm »
What about the Plasma Cannon?  Normally, you need to research Plasma Rifle or Heavy Plasma to be able to research it.

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