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Messages - chaosshade

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31
Work In Progress / Re: Ideas for my TFTD megamod
« on: December 14, 2017, 04:20:32 am »
I'm working on a sub combat rebalance, catch me on the Discord (or IRC) if you wanna talk about it (and want access to the messy beta version)

32
Suggestions / Re: UFO Extender accuracy discussion
« on: November 30, 2017, 02:09:59 am »
*snip*
I'm asking because it's not a "fairly popular add-on", you are literally the only person I know of who doesn't use UFO Extender Accuracy. It's just so weird, so I suppose there is some reason behind it?

Vanilla feel.  As much as I love modding OXC until it gets unstable, I'm trying to keep as much of the vanilla "feel" as possible.  I am aware that some of the things I do, some of the mods I have, and nearly all the mods I've written, absolutely demolish the laws of vanilla, but we're each playing our own way, right?

Also might explain why I find the game easier on Superhuman than I do on Beginner...

33
Released Mods / Re: Arsenal Expanded
« on: November 29, 2017, 07:06:33 pm »
I don't use UFOExtender accuracy, so it's just using the default values.  I should probably update it because it seems to be a fairly popular add-on.

34
Released Mods / Re: Arsenal Expanded
« on: November 24, 2017, 08:44:41 pm »
I have Elerium as a requirement for Laser Weapons because of the need to create ultra-pure crystals in a sharply reduced amount of time.  I like to tailor the lore as well, but everyone has their own interpretation of it.  Your lore sounds cool though.

I wonder if the admins would spring for a "lore" section where we could each take our shots at it and see what we like best.

35
Resources / Re: Neoworm Sprites dump
« on: November 23, 2017, 04:43:18 am »
Please!  Please do it, NeoWorm!  Although I consider myself a "purist" when it comes to sprites for X-Com, that Skyranger is to die for!

36
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: November 15, 2017, 10:46:55 am »
I generally love the original artwork over new stuff... buuuuut this is the kind of thing I look for, a new take on something old ^^

37
Released Mods / Re: Arsenal Expanded
« on: November 14, 2017, 12:00:51 am »
Thanks for the feedback, ohartenstein!

The shotguns are hilariously OP because the mod isn't designed to work with OXCE+, so they don't have access to the accuracy bonuses included in that.  I admit they are a bit metal on the alien side of things (have fun facing the plasma shotgun) but I feel like that helps to balance the game some at the same time.

The heavy machine gun is meant to be a middle ground between the rifle and the auto cannon.  I will freely admit that it fills its role too well, but the damage drops off pretty heavily in the mid-game when the Mutons start showing up and, like most weapons, it's more or less rendered useless against Sectopods.  (HMG-IN?)

The stun rounds were meant to take the edge off capturing aliens.  I admit they do allow for a lot of other utility uses as well, but given the variety of alien weapons you'll be up against when playing, you might be better off trying to stun them from afar than you will from exposing yourself to get clear shots.

38
Released Mods / X-Com UFO Defense Demo Mod
« on: October 24, 2017, 07:54:50 am »
Warboy, ohartenstein, and I recreated the demo for X-Com UFO Defense in OpenXCom as a custom mission (the demo for UFO Enemy Unknown is a different mission.)  This mission WILL NOT disrupt your in-progress saves, nor will it appear in the main game.  This has been extensively bug-tested, but your results may vary based upon the mods you're using in combination with it.

For optimal play:
- Use the equipment designated in the included Readme.txt
- Set the difficulty to Veteran
- Set the day/night slider to full night

NOTES:
- If you have any mods that change alienDeployments, they WILL NOT work!  This mod has been hard-coded to have aliens use the original weapon sets to keep the feel of the demo.
- You may be overwhelmed rapidly if you play on settings above Veteran (but if you can win like that, more power to you!)

As always, please report any bugs here!

39
40k / Re: 40k
« on: October 19, 2017, 10:38:25 pm »
Thks, but i already got it, also got the tau one.

*snip*

I haven't see the tau one.

40
40k / Re: 40k
« on: October 17, 2017, 12:34:53 am »
Thought you might appreciate this!


Click here if animation fails to load

41
Released Mods / Arsenal Expanded
« on: October 12, 2017, 08:18:39 am »
Good news everyone!  I finally have my own topic for Arsenal Expanded; no more piggy-backing on Rockfish's topic!

Current version is 1.62

List of contributors:

Rockfish - the original creator who made the original skeleton
XOps - Mass Drivers and some conventional weapons
hellrazor - debugging and formatting (file merging between version 0.9 and 1.0)
Warboy - debugging and coding assistance
Hobbes - debugging and coding assistance
nadir - pistol and magazine sprites and data slate floorobs
Dioxine - Heavy Cannon Mk2, Alien Multi-Launcher, Alien Auto-Launcher
ohartenstine - Tau weapons

!WARNING!
DO NOT ADD THIS MOD MID-PLAYTHROUGH.  IT REQUIRES A FRESH GAME!
THIS MOD IS NOT COMPATIBLE WITH ANY MOD THAT CHANGES THE ALIEN DEPLOYMENTS!
THIS MOD IS NOT COMPATIBLE WITH OPENXCOM VERSION 1.0!
THIS MOD IS NOT COMPATIBLE WITH TERRAIN PACK 3.7!
DO NOT ADD THIS MOD MID-PLAYTHROUGH.  IT REQUIRES A FRESH GAME!
!WARNING!


1.62 change log:

- Fixed (hopefully):  Racial bases not spawning with the correct items (may be biased toward certain races.)  Special thanks to Hobbes for helping me with this one!
Alert!  New game required for it to properly apply the patch!

1.61 change log:

- Fixed:  Sound error with Heavy Machine Gun

1.6 change log:
- Fixed:  Tau Shotgun unplayable
- Fixed:  Multi Launcher ammunition unable to be manufactured
- Fixed:  Auto Launcher ammunition unable to be manufactured
- Fixed:  Alien Research no longer suffers from the "missing pistol" problem

- New:  Compatibility with UFO Extender Accuracy
- New:  New sprites for the Tau Weapons courtesy of ohartenstein
- New:  New hitSound for the Tau Weapons

- Update:  Heavy Machine Gun flogged with the Nerf Bat to better fit its role as a middle ground between Rifle and Auto-Cannon

1.51 change log:
- Fixed:  racial alien bases not spawning!

1.5 change log:
- New:  Multiple Grenade Launcher, three ammo types, HE, Stun, and Smoke.
- New:  Heavy Machine Gun, three ammo types, AP, HE, and IN.  Lighter, faster, and more accurate than the Auto-Cannon, but doesn't hit as hard.
- New:  Multi Launcher (Alien Heavy Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Auto Launcher (Alien Auto Cannon), three ammo types, AP, HE, IN!  Enjoy!
- New:  Plasma Grenade, twice as much boom as the Alien Grenade~
- New:  Stasis Grenade, not all grenades are lethal!
- New:  Alien Gauss Weapons!  Seven new weapons that can screw up your day with unique sounds, sprites, and animations!
- New:  Laser Sniper Rifle!  Finally!
- New:  Tau Weapons!  Research pays off!  Strike back at the aliens with these unique weapons!  They're hard to get though, so have fun~
- New:  Flechette Weapons have a unique firing sound to tell them apart!
- New:  Elerium Slugs!  The Plasma Shotgun now has a single, accurate, high damage round it can fire in addition to the plasma burst from Cydonia!

- Restored:  Heavy Cannon!  A favourite heavy weapon has returned, complete with a new sprite and buffs!
- Restored:  Auto Cannon!  A new set of sprites and new sounds!

- Updated:  Heavy Pistol has a new sprite!
- Updated:  Small Rocket changed to Guided Rocket, two waypoints and 65 damage!
- Updated:  Heavy Launcher can totally make your day suck!
- Updated:  Racial alien bases!  All aliens now have unique weapon sets for their bases!  (makes getting Data Slates less obnoxious)

- Removed:  Blaster Launcher.  (I truly apologize for this one, but it was WAY broken!)

Please, for the love of all things holy to us alien-hating humans, report bugs immediately and with detail so I can fix them properly!

42
XPiratez / Re: alternate graphics for x-piratez
« on: October 02, 2017, 05:23:34 am »
Absolutely fantastic!  I love your work, RSS Wizard.  One thing I haven't been able to quite puzzle out, however, is which handob the Hydra Laser uses.

Edit:  Thanks to the OXC Discord we worked out that it shares the Slugthrower's handob set.

43
OpenXcom Extended / [WIP] [Suggestion] Moar (Item) Launchers!
« on: September 30, 2017, 08:04:49 pm »
In playing with OXCE+, one of the things I realized would be nice to have would be to have more launcher types.  For instance, it'd be nice to have a proximity mine launcher.

44
XPiratez / Re: alternate graphics for x-piratez
« on: September 28, 2017, 11:53:24 pm »
Thanks RSS, I'll keep an eye on this topic and grab what I can use ^^

Edit:  Flak Cannon Sounds!  Thanks to nadir, but relayed by me.  I think these are from UT99.

45
XPiratez / Re: alternate graphics for x-piratez
« on: September 28, 2017, 11:16:59 pm »
I'm admittedly working on a mod to put the UT4 weapons (the Flak Cannon you made is from UT4) into the game, so I need sprites for it.  If you'd like to work together on that project, I'd love to have assistance ^^

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