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Topics - new_civilian

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Released Mods / [GRAPHICS] Cleaner Desert
« on: November 01, 2014, 02:32:45 pm »
I'm not snake- or skull-o-phobic but the unbelievable amount of snakes and skulls in the XCom deserts always made me shake my head, so I came up with this.

This cosmetic mod removes the trillions of snakes and skulls from the X-Com deserts. Just overwrite your original files in the data/terrain folder with those in the zip. And your desert will be a desert and no longer a snake pit or the predator's skull collection. Or a cartoon from Gary Larson.

Of course you make a backup of the original files, don't you? thx.

The three snake-map-tiles were replaced with sand and in one case with tiny little cactus sprouts, you will see next to nothing new, except for the missing snakes. Same for the skulls, all sand now. The rest of the desert graphics remain completely untouched.

anyway, have fun!

civilian 2014

Released Mods / (MAPS) New City style and new Alien Base style
« on: October 30, 2014, 12:03:41 pm »
I updated my old map-mods with more content. Here you go. As always: The files are free to use.

Resources / (Resources)
« on: October 23, 2014, 11:51:59 am »
Silver Cyberdisc
Sand City/Road

PCK files as a free reource for anyone.

have fun

If you edit a base facilities storage capacity by a mod during a running campaign the game's storage system will go berzerk:

-Spare tanks in your storage will dissapear after your defenses repel a UFO
-You (sometimes) will be unable to quit the "You have too little storage room" message screen even if you sell everything which means your game is fubar

Not sure if this could be considered a bug, but at least it is worth warning others I guess.

Released Mods / [MAPS] X-Com Base Overhaul
« on: October 12, 2014, 05:08:18 pm »
X-Com Base Overhaul v.1.0

This mod makes some small changes to the X-Com Base:

1. It changes the look of the hangar ground VERY slightly (only 4 tiles each changed in 4 map-files).
2. It adds a door to the lower workshop area.
3. It changes the base walls/floors to a more military looking grey color and adds some "historically correct" green monochrome text to the computer monitors. The "text" is not animated, so do not expect a blinking cursor ;-D

The first and third changes were made because i thought the hangar texture looks a bit too bland and after ~15 years of playing the same maps I simply edited them VERY slightly.
This is purely cosmetic, so do not expect any other changes. 

The second change adds a door to the lower workshop area. I placed it there to add some more tactical possibilities to the rather open (meaning: door-less) X-Com-base maps.
It is not a big change and if the workshop is not connected on the north side the door just adds some walk-in closet room, but if the workshop is connected to the north then you will have a small additional safety feature in your base. A nice place to lay some proxy-mines. And always remember to not drop those mines directly at the door but 1 field behind it, otherwise the door will trigger the blast and not the alien!

Side-note: I highly recommend to also use the ImprovedLivingQuarters mod found on the forums, it adds some new base facilities It is a very good mod with excellent graphics and game value. I am not sure who made it as there's no read-me in those files... The new color automatically works for that mod, too.


Tip: If you don't want the additional door just delete the XBASE_03.MAP and XBASE_03.RMP from my mod's folders before installing it.

To install the mod simply drop the DATA folder from the zip into your game directory.
To uninstall the mod and revert to the default look copy over the files from the BACKUP folder which I included in case you do not like the new look.


Speaking of mod installations: I recommend you to use JSGME, a generic freeware mod enabler, it allows you to dis/en-able mods without harming the original game files.
I am using the (very simple) tool for years now and it works flawlessly and is a big help, especially for modders when testing things. JSGME stands for JoneSoft Generic Mod Enabler btw.


Made  by civilian (aka new_civilian), released in October 2014. Feel free to use this files in any way you see fit.

p.s.: The civilians in the base in the screen-shot are originally not part of this mod. They were from a small test I made and I can tell you one thing: They are TRULY annoying on base defenses, triggering your proxy-mine traps, blocking your tanks and your firing paths. Lots of fun actually, so I added the civilians-mod in the mod-options folder in case you want to try.

Released Mods / (Equipment) Breaching Charge UPDATED 1.2
« on: October 11, 2014, 11:10:42 am »

Breaching Charge mod v.1.2 for OpenXcom (now with french in-game translation) tanks to infini from the OpenXcom Forums.

--updated after valid and good user proposals--

This mod adds 2 small pieces of equipment to OpenXcom that can break through UFO (and sometimes even XCom Craft) hulls: The Breaching Charge and the Improved Charge.
The later one can be researched after Elerium-115 and Alien Alloys have been investigated.

To use them you have to stand DIRECTLY at the wall and shoot the charge(s) at it. Done.

As the damage of the charges is very high (it has to be to break through UFO hulls) I applied several hard limitations to keep people from exploiting them as weapons:

For the Standard Breaching Charge:
- You will need 100% (yes, 100%, not 1 TU missing) of your TU to use it, that means you have to set up and plan your moves carefully over several turns
- It is heavy: 18 weight-units are more than a plasma-rifle with some ammo-clips
- You can use it only one time
- It has a maximum range of 1 field
-You need to have both hands free, otherwise you will MAYBE miss and all the effort was wasted

For the Improved Charge:
-You will need 90% of your TUs, this gives you enough time to move ~one field aside, hopefully keeping you out of sight after opening the hull
-It is lighter than the Standard Charge, but still weights 12 weight-units
-It has two shots, BUT as they are fired at once it still means ONE usage only
-Maximum range is still 1 field only
-You can use it with one hand now. This makes it somewhat more reliable, easier AND safer during the approach phase. This is only a marginal benefit, so don't get careless


-Some mod UFOs have double hulls and need two standard Breaching Charges. And if you are really unlucky a piece of UFO equipment is behind these two walls. The Improved Charge takes care of the double hulls, but still there is a risk of a piece of UFO equipment being behind those walls. Luckily that UFO equipment usually is easily destroyable by many weapons without problems.
-If you use the charge on a hull piece directly next to a door you can widen the door for HWPs to drive through.
-Use the Forced-Fire (CTRL+Left-Click) option for easier targeting. Make sure you enable it in the Game Options.
-Due to game mechanics/limitations the weapon is still able to miss, even though it will not happen often.
-If you are unlucky you open the hull and face several angry enemy guns. Make sure your hull-opening soldier has the best armor available. It also might help a TINY bit to make them kneel if they are using the Standard Charge, it makes you a smaller target... If you are using the Improved Charge you can move >~one field aside WHEN STANDING. Do NOT kneel as getting up takes 8 TimeUnits, which leaves you with nothing AND now you are a better target as well.
-Provide fire support for your brave hull-opening soldier, preferably with weapons that do not harm him/her if accidentally hit.
-There is no need to equip every soldier with those heavy charges, one or maybe 2 charges per team should be perfectly enough.
-Both weapons have a chance of breaking through XCom Craft hulls (50:50), not sure if anyone will use them for that, though.

To install the mod simply drop the data folder from the zip in your Openxcom folder, then enable the WeaponBreachingCharge mod in the game options. Buy the Breaching Charge and use it. Done.
To get the Improved Charge, you will have to wait until you have researched Elerium-115 and Alien Alloys, then you will be able to research the Improved Charge. After a short research period you can manufacture them at the cost of $9,000 and 2 slices of Alien Alloy per piece.


I made this mod as I started to no longer like the old XComUtil option anymore that changed the HE-Pack to a damage of 250 (needed to breach UFO-Hulls), because it made the HE-Pack way too strong. A starting-weapon that can take out EVERYTHING in the game? No way. So I came up with this.

However, after the release of version 1.0 several people proposed that the charge should need a research in Alien Alloys, which admittedly makes perfect sense. Still, I did not want to limit the weapon even more than it already is, so I went for a different and (hopefully) perfect compromise: I added a second, better and researchable charge which needs Alien Alloys and Elerium 115 to be researched. I also eliminated the chance of glancing shots now, for this the weapon damage had to be doubled, Do not worry about that, as this is not a weapon it is irrelevant.


Made by civilian (aka new_civilian) in October 2014. Feel free to use and modify these files for any purpose you see fit. Credits would be nice. And thanks again to infini (aka 5thAvenue) for the translation and input!

The Mod website seems to have problems (again) so I'll post it here for the time being.

Work In Progress / Secondary HWP weapons work, but..
« on: October 09, 2014, 12:51:39 pm »
They do appear in the Battle Generator as new equipment and crash the game if you select them and start the battle. Not a big issue, but there you have it.  :)

Troubleshooting / Something that does not work
« on: October 06, 2014, 12:24:38 pm »
Not sure if this worth noting, but if you give an alien a non-fixed weapon with infinite ammo and also give it anything else (e.g. grenades) the game will crash after the first shot is fired. It seems that the game tries to reload the weapon with the grenade which of course doesn't work.

Not a big issue, ok, as there are no alien infinite ammo weapons I know of, except the one I tested  ;D

Released Mods / [Equipment] Electro Shocker
« on: October 06, 2014, 11:30:39 am »
A replacer for the default Stun-Rod. Smaller, less weight, better lookin'  ;D


Electro Shocker Mod (replaces Stun-Rod with small hand-held device)

This is a small (actually tiny) mod that I made as I never liked the unnecessarily big (default) XCom Stun-Rod.
It replaces it with a hand-held Electro-Shocker. The stats are identical with the exception of size (1x1 instead of 1x3) and weight (3 instead of 6).
And the weapon is now a TRUE one-hand weapon unlike the rod, which was a 2-hand weapon even though it didn't act like one.

The mod comes with new icon, new hand-object graphics and new name.


Place the data folder from the zip into your OpenXcom folder. Enable the Mod in the game options, its name is WeaponElectroShocker. Done.

Happy hunting!

Made by civilian (aka new-civilian) in October 2014. Feel free to use these files in any way you see fit.

p.s.: The icon graphics are a compromise between realism and XCom style, limited by the fact that the object is REALLY tiny and hard to see. If you have a better icon and want to share it, please post it in the thread for us others, thanks!
I worked really long and hard on the graphics (I still can't believe how long!), but there is only so much one can do with a ~8x8 pixel sized icon in a 256-color palette.

Released Mods / [Weapon/Equipment] Tranquilizer
« on: October 04, 2014, 01:42:23 pm »
Hi there, it's me, civilian, I only have a new email and had to re-register. I made a small mod.

Here the readme:

Tranquilizer Mod v.1.1

This mod adds a small device to the game that allows you to make sure that stunned or knocked-out SMALL enemies (it does not work on 2x2 units of course) stay unconscious until the end of the mission. The Tranquilizer can be bought right from the game start. It is a tiny low-tec device and can easily be stored on e.g. your unit's belt or shoulder pads.

To use it you simply stand over an unconscious unit and apply it like you would the medi-kit. Then use the "Stimulant" button. Done.


Simply put the DATA folder from the zip into your OpenXcom folder. Then enable the mod in the game options. It is called WEAPONTRANQUILIZER. Done.

As I am writing this on an offline computer, I can not check the forum for the creator of the original idea. All I can say is: This was not my original idea, I only turned it into a usable and mostly-balanced mod. Of course i will give full credits in the release thread/locations, don't worry.

v.1.0: Original release
v.1.1: Raised the weight to 3 and the required Time-Units to 30 to make the device more like default X-Com Equipment. Changed ufopaedia-text.

Minor issues:
When you click on the Tranquilizer it says "Use Medi-Kit" not "Use Tranquilizer".  Not a big issue, but I thought I better mention it before someone asks. :-)

The way the device works gives you many tactical uses for it:

1. You can use it as intended to keep small aliens (which are stunned or knocked-out) down for the rest of the mission. One dosage of Stimulant is enough for at least 50 turns. Each device has 4 refills.

2. You can use it as a "melee" weapon against small units. Walk up to a small alien and give it a dose or two. If the alien is weakened enough by this, it will be immobile during the rest of the turn as it has no energy to do anything, not even blink an eye. Once you click "end turn", the alien will drop down unconsciously, sometimes even during the turn. Beware however: You need 20 Time-Units per dose, some aliens will need several doses AND you will have to move your unit next to the (live-and-kicking) enemy unit, so plan carefully! Also beware that the Tranquilizer drugs need time to work, the aliens don drop right away, so don't waste several precious shots on an already fully sedated but yet-still-standing unit :-)

3. You can use it against mind-controlled soldiers. That way you can make sure they are alive at the end of the mission and can (if you enabled it in the game options) learn and improve their psi-defenses. AND they will not wake up again before the missions end (and maybe become a danger again) like when you use the stun-rod to do this.

4. You can use it "against" civilians, getting them out of harm's (Aliens usually do not attack unconscious civilians) and your units way. You can of course do that with the stun-rod, too, but the Tranquilizer is smaller and weights less. And lasts longer. Happy sleeping, civilians!

5. ****SPOILER ALERT*****
Technically this could be classified a small exploit...: It works against units that normally are rather stun-resistant. Not a big problem, ok, but I still consider it spoiler-alert-worthy  :-D
FWIW, I haven't been able to use it against Zombies yet as they are so rare, so I don't know what happens. Possibly nothing or the zombie simply drops unconscious like anybody else.
Anyway, the device is not too strong so this all is not really unbalancing.

Technical Stuff:

The device is 1x1 fields big, weights 1 weight-unit. It has 4 refills (aka "shots") and each usage needs 20 Time-Units. Each dose applies 50 stun AND 50 energy damage to the opponent. For comparison: The stun-rod applies 65 stun-damage and needs 30 Time-Units and has unlimited ammo. This means the device should be rather balanced.

FWIW, during the development and testing I gave the TRANQ (how I personally call it) 200+200 damage and 20 shots, which took 5 TUs to use. Then i suddenly realized that the device can be used OFFENSIVELY as well..  and nerfed it back down again right away!  :-D

Then I re-upped it to 100+100 and it was fine for unconscious units but too strong in offensive mode. So 50+50 it was. Perfectly enough for already stunned units and not too strong against conscious ones.

The TRANQ can not be used against 2x2 units. There actually is no need for that, because of the games mechanics those units already receive 4 times (for each field they occupy) the stun damage, meaning that e.g. an unconscious Reaper will stay unconscious for the whole mission in 99,99% of the cases. By default. Luckily hat also gets rid of a possible of a "stunned tank" scenario.

I playtested the values quite a bit and consider them ok now. Changing the values will lead to strange and unbalanced results, you have been warned.

Editing the Usage text (Use Medi-Kit) is possible but not plausible as it would change the text for ALL equipment using the medi-kit routine.

Made by Civilian in October 2014 (after a long break from modding due to health issues). Feel free to use this mod in any way you want, just try to give credits to the guy who had the original idea (and maybe me as well), as it is quite rewarding to see your name somewhere in the credits, you know  :-P It keeps the mods and ideas coming...

have fun!

Unused ideas:

For a moment I thought about adding  a heal-button to the TRANQ that ONLY cures fatal wounds and does not replenish health. That way you could make sure a possibly wounded unconscious alien survives until the mission ends. But that would make the device WAY too useful, you would have some kind of weird super-medikit right rom the start...

Sadly I can NOT find the thread where the original Tranquilizer idea was posted, the SEARCH function was of no use. If you know/are the person of the original PLEASE post here so that I can add the name to the Credits accordingly.

Oh and its nice to be back, I missed especially Dioxine and SolariusScorch  :)


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