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Topics - new_civilian

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Troubleshooting / Maybe found cause for Pacific area alien base stacking...
« on: November 07, 2014, 04:38:13 pm »
Sometimes there are multiple alien bases close to each other in nations of the pacific are (e.g. 4 alien bases around one city in indonesia) and I think I might have found the reason for that:

The Alien Bases weight for that are is rather high (27) in the openXcom ruleset, combine that with little land and much water and tada, there is the glitch.

I lowered the number down to 10 in my current campaign and so far no problems.

Work In Progress / Mod Idea, maybe someone has a use for it....
« on: November 07, 2014, 04:31:02 pm »
I asked my self today: Why do we still need Transport Crafts in the endgame, why is there no teleport device instead? And here is what i just realized: They are not needed, one could easily make a e.g. simple box with doors that could be teleported to the battlefield. The graphics could use the (fixed)avenger tiles or the lightning ones, because doors would be great, just make a long box, add doors, done, no need for ramps or anything. The speed of the box should be set EXTREMELY high (globe) but it should probably not have weapons, so interceptions are impossible (make no sense).

I haven't made such a mod, but maybe one of you other modders like the idea and hop along with it?  :)

Work In Progress / [Question] Is there a limit for map-sizes?
« on: November 05, 2014, 01:14:41 pm »
A question to Warboy:
I thought about increasing the size of the terror site terrains which is 50x50 to something else (changed it to 90x90 right now, but haven`t tested yet), so I wanted to know if there is a maximum size that the game can handle. The idea behind this was to spread out civilians and aliens much more, so that MAYBE I have a chance of saving more than one... :) That and I wanted to give the motion scanner a terrain to work in, because it is rather pointless to have them right now.

tldr: What is the maximum size of maps, especially terror terrains?

Troubleshooting / Mind shield
« on: November 03, 2014, 12:07:32 pm »
Lost my last game as both my mindshielded (and previously undetected) bases were lost in less than 2 days. So I wondered: How much of a help are those really? In the Ufopedia it says it reduces the chances of detection drastically.

What EXACTLY does that mean in numbers?  :-[

Fan-Stuff / You know it is monday when...
« on: November 01, 2014, 02:50:34 pm »
... 4 cyberdiscs appear all at once...

Fan-Stuff / How the...
« on: November 01, 2014, 02:49:20 pm »

How the hell did it get through the door?  :o

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.

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