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Messages - Quinch

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16
And after two weeks, I actually have something to show!

OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.

Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.

There's also a bunch of wordy stuff that doesn't affect the gameplay - some historical background and that sort of stuff. UFOpedia has been rearranged a bit as a result and all weapons, alien and otherwise, have been moved into a single category.

And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.

17
Work In Progress / Re: Dumb questions from a would-be modder
« on: October 01, 2015, 03:13:57 am »
Oh, Warboy helped me figure it out - apparently, getOneFree is only meant to use on captured aliens, putting it into the ruleset with a non-captured item did weird things.

Also, what did you do? I'm always on the lookout for more TFTD mods.

18
Work In Progress / Re: Dumb questions from a would-be modder
« on: September 30, 2015, 09:19:53 am »
I've been rewriting the expanded gauss arsenal mod and I'm trying to figure out what's wrong with this research ruleset - all weapons are researchable at the start of the game, whereas they should be locked by Gauss Principles for first tier and Advanced Gauss Weapons for the second.

Any clues?

https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.rar

19
Released Mods / Re: [TFTD][WEAPONS] Expanded Gauss Arsenal
« on: September 21, 2015, 08:27:36 pm »
I'm slowly working on a combination/rewrite mod for TFTD, would you mind terribly if I used the resources for it?

20
Work In Progress / Re: [TFTD] Can someone figure out this crash for me?
« on: September 17, 2015, 06:08:53 pm »
Oh, that works! Thanks!

21
Work In Progress / Re: [TFTD] Can someone figure out this crash for me?
« on: September 17, 2015, 05:39:11 pm »
Oh, blah, I uploaded the wrong file. Also, the sprite definition is in the weapons ruleset.

22
Work In Progress / [TFTD] Can someone figure out this crash for me?
« on: September 17, 2015, 06:48:36 am »
Link

Whenever I try to fire this up, I crash with an error that it can't find the hull charge sprite. However, if I put in the full path* in the ruleset, the sprite loads fine.

Any ideas?



* C:\Users\thequ\Documents\OpenXcom\Mods\Second Alien War\Resources\Sprites\hull_breach_charge_bigob.png

23
Work In Progress / Re: Dumb questions from a would-be modder
« on: September 07, 2015, 05:09:16 am »
Hmm, that seems to focus around the research tree. I'm trying to aim for something along the lines of "hmm, we recovered a sonic weapon. Let's take one apart", rather than researching them one by one.

24
Work In Progress / Re: Dumb questions from a would-be modder
« on: September 05, 2015, 07:42:22 pm »
Anyone know if it's possible to use the needItem research clause to cover an array of possible items? For example, I want to have a research topic named "Sonic weapon analysis" that would require any of the sonic weapons to start. Is that doable?

25
X-COM: More Things That Go Boom?

Anyway, I may need to scrap the accuracy overhaul. On the player side, the theory works - different weapons are more suited to different ranges and engagements. The AI, on the other hand, can't really compensate, either with weapons they deploy with, or their use.

26
I don't mean the maxrange stat, but aim, snap and autorange ones. There wouldn't be a hard limit to weapon range, but an effective one.

27
Hey niculinux, thanks for the interest. The encouragement is nice too! :D

Anyhoo, the accuracy thing is mainly there for balancing. Also, in case someone else already tried it and had experiences to share, might as well try and avoid any obvious mistakes.

I do plan on hijacking any and all sprites and ideas I can get my grubby webbed paws on {authors willing, of course}, visual arts are not my strong suit, long-winded ramblings are.

As for the mod name, Enhanced seems kind of... generic. I do hope to flesh out the background a bit more, even if it won't affect the gameplay much, or at all, so I opted for a more in-character name for the mod.

Anyway, here's my grand work so far. There's, uh... some ufopedia entries. I moved the alien weapons into the general equipment category, because why split hairs and I wanted a space for X-COM background and history, that's the "X-COM operations" section. I'll flesh that out a bit more, then move on to weapons experiments.

https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.zip

28
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 26, 2015, 06:24:43 pm »
Yes, the comprehensive source is hacking Warboy's brain.

Well, I can get some chloroform cheap. Wanna split money on gas?

29
Work In Progress / Re: Dumb questions from a would-be modder
« on: August 26, 2015, 07:22:15 am »
Thanks Dioxine.

Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?

30
Edit: The mod now has a portal page!
Backup link.

Hi folks. I'm thinking of creating a large mod for TFTD - gradually - and I figured I should probably put out a thread to bounce ideas off y'all.

The idea is similar to Solarius' FMP mod - gradual expansion of weapons, alien races, deployment sites, etc. More graduated research, more value to capturing aliens and so on. A lot of rewrites too, just for the sake of setting, which is where I am now.

Some ideas I have for now -

Shaped charges - rework the proximity mines to have higher damage, but only one square damage radius {making it possible for aliens to step out of range, depending on the placement} and hullbuster charges, likewise with one square radius, high weight {i.e. a rookie would have to drag it along, nevermind throwing} and size and enough power to break through ship walls for alternative entrances.

Also, the usuals, like sniper rifles and shotguns.

One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?

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