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Messages - chaosshade

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76
Resources / Re: Graphic Gallery
« on: January 11, 2017, 08:00:32 am »
Yeah, okay, I'll jump in on this.  I did a little poking around in the SMOKE.PCK for TFTD and found an interesting tidbit.  It seems the Gauss weapons were originally supposed to have a recoloured version of the laser hitAnimation.  Sooo, I ripped it and recoloured it to match the existing hit animation.

Check the attachment for more details!

77
Work In Progress / Re: TFTD ranged stun weapons
« on: December 14, 2016, 07:29:19 pm »
You can have a normal hit animation/sound for stun-type weapons, but you ABSOLUTELY HAVE to set "blastRadius: 0" on it or it'll CTD all the time.  I had to work that out for the mod I curate.

78
Work In Progress / Re: Why HWP is HWP?
« on: December 11, 2016, 03:58:55 am »
An HWP is like a four-segment terror unit when you look at it in the rulesets (*/openxcom/standard/xcom1/units.rul) but it's special in the UFOpedia because it has built-in armour and weapons.

79
Work In Progress / Re: MaxDepth
« on: November 17, 2016, 08:10:20 pm »
I did some research and the funniest thing about it is that the Triton can go deeper than the Barracuda can.  Although they have the same maxDepth setting for interception, when you apply real world data to it, the Triton can reach deeper.  The ocean floor is, on average, about 13,000ft down, but the Barracuda's interception depth seems to stop around 9000ft, lol.  Fanon semantics joke that, while the frame is strong enough to reach super sonic speeds UNDERWATER, it's possible the engine design won't function deeper than 9000ft... or something silly like that.

80
Work In Progress / Re: How does fire work?
« on: November 05, 2016, 01:51:24 am »
Radius: 0 stops any explosion from going beyond the contact square.

The damage types that use hitAnimation 0 are Fire, Smoke, Stun, and Explosive.  I have no idea if you can set radius for non-explosive weapons, you'd have to play with it and see what happens.

Fire's initial spread is based upon the number, so 110 (the Incendiary Rocket) gives you a 9x9 coverage area.  Initial hit from a rocket (or any fire-type explosive) is only 10dmg plus whatever burn damage occurs over time.  The Snakeman and Silacoid are both immune to fire, so they cannot be ignited by it AND do not take direct hit damage from weapons using the incendiary damage type.

81
Open Feedback / Re: How Often do You Use the Heavy Cannon?
« on: September 13, 2016, 10:40:22 pm »
But.. having two heavy weapons enables you to diversify the arsenal by creating two different weapons for two different roles. I struggle to see how that's a bad thing, unless you are trying for a minimalist approach?

I actually have a wide selection of heavy weapons in my mod and, just as a hint for the next update, it's going to expand further.  As of now (the most up-to-date version of it) the Heavy Cannon has been removed in favour of a Grenade Launcher.  I don't really agree with that change so I'm looking at ways to expand things.  It mainly means I just have to add some extra code and a new set of sprites.

82
Open Feedback / Re: How Often do You Use the Heavy Cannon?
« on: September 13, 2016, 10:14:26 pm »
In vanilla? Pretty often, in early game.

Many people prefer the Auto-Cannon for its auto fire. I used to think so too, but grew out of it; the auto fire is pretty situational, for example with IN ammo. Heavy Cannon is stronger, more accurate and quite fast.

I'm not doing the poll right now, because the answers aren't logically linked to the question. "How often" doesn't mean "at which part of game", so I'm not even sure what you're asking about.

You are correct, Solarius, my poll options are not really all that relevant to the question.  I wasn't sure how to phrase it, but the posts alone tell me that, if I feel so inclined, I can safely remove the Heavy Cannon from my mod and almost no one will miss it.

83
Open Feedback / How Often do You Use the Heavy Cannon?
« on: September 13, 2016, 10:33:06 am »
So in working on my own mod, I was left with a "problem" in wondering if I should leave the Heavy Cannon in the game or remove it entirely.  I know the Heavy Cannon has its place, especially in Superhuman mode because it can carry more ammunition than the Rocket Launcher, but it's nowhere near the "workhorse" that the Gas Cannon is in TFTD.

84
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 23, 2016, 09:17:10 pm »
Yes, this is true. The X-Com Weapon Rework and Expansion - 0.8.5 mod had a huge impact to my creation. Second was the XenoOperations. I used images for templates of conventional and alien weapon, because the graphics is look perfect in these two mods. Thank you for sharing this.

If you like the 0.8.5 version (which I believe was the last version the original creator made) you should check out the 1.4 version.  There's some more stuff in it you might want to look at/include.  Good luck with your mod!

85
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 23, 2016, 08:39:35 am »
Hey!  Current curator of Weapon Rework and Expansion here!  I just noticed that you're using some of the resources from the mod (and some of the unique content I created for it!)  I'm happy you thought highly enough of it to include it in your mod ^^

86
Released Mods / Re: [WEAPON] Gauss Weapons 1.8b
« on: August 12, 2016, 01:38:44 am »
Hey Scorch, I did a little digging and got the Gauss sounds from TFTD for the weapons, even the hit sound.  I hope you decide to include them in the mod <3

87
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: August 04, 2016, 12:04:34 am »
Not entirely sorry for the double post.

Update time!  Relatively minor update this time, but it's been a long time coming.  I went through and did MORE typo fixes so everything should read a lot better now.  Delete version 1.3 and use version 1.4!

!WARNING!
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!
!WARNING!


Change log:
- More typo fixes!

88
Troubleshooting / Re: Cursor isn't following
« on: April 10, 2016, 06:33:59 am »
If you still have the old nightly, you can try rolling back.  What are you resolution and zoom level settings?  That might affect it in which case there's a problem that needs to be ferreted out.

89
Work In Progress / Re: TFTD The Synomium Device
« on: April 06, 2016, 07:16:00 pm »
It's in the alienDeployments.rul file

90
Work In Progress / Re: Weapon Rework/Expansion - Version 1.1
« on: April 06, 2016, 07:12:00 pm »
Either the bug wasn't entirely rectified, or another bug cropped up. In either case, my scientific staff is absolutely baffled by these weird rocks with the doofy letters on them. They tried Webdings and all variants of Wingdings to no avail.

That is to say, the slates can be recovered just fine, but they apparently can't be researched.

Yeah, I noticed that bug... I was really excited to finally do my first alien base and capture a data slate but when I got it back home I couldn't find it in the research tree listing.  It took me like an hour of staring at my code to realize what I had done wrong; a mix-up between the usage of "requires" vs the usage of "dependencies" caused the whole thing to fail.  I rectified that and it's working fine now.  Delete version 1.2 and install version 1.3 to fix it!

!WARNING!
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!
!WARNING!


Change log:
- Fixed critical research bug

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