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Messages - CanadianBeaver

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31
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 18, 2016, 10:08:12 pm »
Moreover, I would like to announce that additional modification, AwesomeGuns.Laser has been updated to new 1.6 version.

https://www.openxcom.com/mod/awesome-guns-laser

Also, the additional modification AwesomeGuns.Cities has been updated to new 2.0 version.

https://www.openxcom.com/mod/awesome-guns-cities

32
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 18, 2016, 10:06:10 pm »
I would like to inform, that Awesome Guns modification has been updated to the new release (1.5). This release implements increased damage of Laser and Converted weapons and the new smoke cloud's images. Also, the new release introduces the big Laser weapon and the Laser flare. Other changes:
  • Using time of the first aid kit has been decreased
  • Hand images of ELECTRO FLARE has been corrected
  • Resistance of Laser weapon has been slightly decreased
  • Damage of Laser weapon has been slightly increased
  • Damage of Converted weapon has been greatly increased
  • Cities have been added on the globe
  • Country’s regions have been corrected
  • Psionic line of fire has been implemented
  • Attraction has been increased twice
Download release 1.5

In addition, from now on the Awesome Guns modification will have nightly patch. This patch solves compatibility problem and gives possibility for comfortable playing the Awesome Guns modification on OpenXcom Nightly version.

https://www.openxcom.com/mod/awesome-guns-nightly-patch

33
XPiratez / Re: Allow player to sell dead human bodies
« on: December 18, 2016, 07:05:40 am »
sacrilege...

34
Work In Progress / Re: Does attraction work?
« on: December 17, 2016, 04:11:03 pm »
thank you for answering

35
Released Mods / Re: Double-posting discussion
« on: December 17, 2016, 05:21:55 am »
Solarius Scorch, my 5¢ - the merging posts is not a good idea in many cases...

36
Work In Progress / Re: Does attraction work?
« on: December 17, 2016, 03:59:12 am »
Meridian, what is the possible maximum value?

37
Work In Progress / Does attraction work?
« on: December 17, 2016, 02:21:34 am »
... and what values are correct?

38
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 16, 2016, 01:43:44 am »
That's a relief. Onward to Cydonia then.

So what are your plans for the next update of Awesome Guns? Hoping for a new alien race. Maybe one that's pure melee like the religious void explorers from Starcraft. We don't have a religious race, unless the ethereal are one.

Thank you for questions and for playing the Awesome Guns modification. New release is almost done. You can see all introduced changes here: https://github.com/CanadianBeaver/AwesomeGuns/compare/1.4...master. Now, I have to test some things.

About new races. I am according your point, but the big problem is pictures. It will be great, if somebody can offer images for UFOpedia and alien moving. I am asking for a help.

I think images can be extracted from StarCraft. It will be great, if someone has this game and can print-screen different positions. Excellent, if there are extracted resource direct from StarCraft files. But this is a big copyright problem.

39
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 15, 2016, 04:48:17 pm »
I see. That's a bummer. Thanks for your response :)

I'm running Awesome Guns with the latest nightly. Is the nightly patch you uploaded to the mod portal save compatible? I'm currently knee deep and I could restart.. but I like to finish my play-through once I'm 4 or 5 months in. Also what's the bug issue? I assume it's mainly with the Geoscape. Nothing gamebreaking/ right?

OpenXcom nightly has 2 observable problems:
a) cities - there is a different in the YAML definition, this is compatibility problem and can be solved by different YAML files
b) melee animation - OpenXcom 1.0 uses 10 frames, OpenXcom nightly uses just 4, this situation can not be solved

The patch solves problem a). The problem b) is not a big problem, just a poor visualization in the OpenXcom nightly. You don not need to replay the game from beginning, because the patch just add cities on the globe.

40
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 14, 2016, 08:26:07 pm »
Well... don't mind if I do. I posted this idea way back. Got lots of great input. I know you'll you'll like it. I put quite a lot into this and  I allowed our forum operatives to fill in the rest of the blanks.
New Scenario: Continue fighting after the Council officially shut you down

Second idea was to make reapers go through walls like the Kool-Aid man. As soon a you're close enough to them, even hiding in a house, they'll still smell you and crash in.That makes these bulky monsters a greater threat. I have an audio clip for the realistic side of this idea. It's somewhere in the forums. Last update on this was Warboy said no, it's too difficult. Maybe he's not interested. Understandable.

Edit: here's the clip. Forums don't accept MP3, so you just change the extension back to MP3 or whatever.
https://openxcom.org/forum/index.php/topic,4218.msg65868.html#msg65868

Mr. Quiet, thank you for sharing. Your ideas are so good and I am according your point. Unfortunately, implementation of your ideas has to be introduced into the game code, because it cannot be done by YAML-modifiications. Only the game developers can do it.

41
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 11, 2016, 07:00:18 pm »
Thanks for the answers. Kinda off-topic, I would like to enable statstrings, but I can't find enough info on what each abbreviation means.

https://www.ufopaedia.org/index.php/Statstrings

I just started a fresh game after disabling the alien race mods. I am keeping Hobbes's Terrain mod, I'm going in with it. So anything new you added you want me to check for balance or something?

Of course, it will be great. Please, feel free to write in this topic all your ideas, feelings and proposals.

42
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 08, 2016, 04:46:27 am »
...Waspites, Anthropods and the Gazers (I don't like MIB), and that fixed it. I hope you can add them in later, at least Waspites and don't put MIB in hehehe.

I avoid making changes in alien's missions or UFOs so far. There are a few mods for improving alien behaviour and they work fine with Awesome Guns modification. I recommend to use these mods:

- Lukes Expanded Terror Mission
- Solar's New UFOs (be careful, only version 1.1 is for stable game's release)

And yes, I am thinking about extending the alien races.

Another question. Does enabling any of the Advanced/Mod options that are already in OXC break anything? I had Improved Base and Improved Heavy Laser checked.

The Awesome Guns is FULL modification, therefore I ask to set all option "NO", especially:
- Aliens Pick Up Weapons (Awesome Guns set this option to ON)
- UFOextender Gun Melee (Awesome Guns set this option to ON for several type of weapon, ex: rifles, shotgun and heavy cannon)
- UFOExtender Starting Avalanches (Awesome Guns has their own starting schema)
- XcomUTIL High Explosive Damage (Awesome Gun introduces balanced Grenades and Explosives)
- XcomUTIL Improved Ground Tanks (Awesome Gun introduces balanced Tanks and HWP)
- XcomUTIL Improved Heavy Laser (Awesome Gun has their own Laser Weapon Arsenal)
- XcomUTIL No Psionics (some kind of weapon depends on Psionic research in the Awesome Guns)
- XcomUTIL Pistol Auto Shot (it makes game unbalanced, Awesome Guns introduces the Machine Pistol)
- XcomUTIL Starting Defense/Defensive Improved/Improved Base (all three options should be OFF, Awesome Guns has their own starting schema)

I recommend to set ON for:
- UFOextender Psionic Line of fire before 1.5 release (especially if you play IRONMAN), from 1.5 release Awesome Guns has their own property for psionics
- XcomUTIL Statstrings (if you prefer to see more information in the name of the soldiers)

43
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 07, 2016, 03:11:13 am »
I suppose I don't just put this mod into the mod folder in documents.

  • Copy the extracted Ruleset/AwesomeGuns.rul file into your openxcom/data/Ruleset folder.
  • Copy the extracted Resources/AwesomeGuns folder into your openxcom/data/Resources folder.

PS: For OpenXcom nightly you should put the AwesomeGuns folder (AwesomeGuns-master or AwesomeGuns-[released_version]) into your openxcom/user/mods folder

Does the download file "AwesomeGuns-master" in your website have Lasers and Cities included? I ask because I would like to run your main mod with the Terrain Pack mod, so the Cities addon of your mod probably is incompatible with Terrain Pack by Hobbes. Thanks.

Yes, it does. Awesome Guns modification contains all features and you don not need to install the satellited modifications (AwesomeGuns.Laser and AwesomeGuns.Cities).

44
Released Mods / Re: [FULL MOD] Awesome Guns
« on: December 07, 2016, 12:32:36 am »
What version of nightlies is the latest version of this mod compatable with?

The Awesome Guns modification has been developed and tested for the OpenXcom version 1.0. There is no purpose for compatibility with the OpenXcom nightly, but the Awesome Guns modification works well on each version of OpenXcom nightly, except the cities on the globe (see the AwesomeGuns.Cities).

45
Offtopic / Re: kneeling for cover or aiming
« on: November 24, 2016, 03:33:49 pm »
perhaps, kneeling = covering... but not in the game...

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