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Messages - CanadianBeaver

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46
Released Mods / Re: [FULL MOD] Awesome Guns
« on: November 23, 2016, 07:03:03 am »
I would like to announce that additional modification, AwesomeGuns.Laser has been updated to new 1.5 version.

In this version the Laser Flare has been implemented (Power of Electro Flare has been decreased).

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


47
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: November 10, 2016, 03:27:54 pm »
I export .png files from GIMP for the sprites I've been making and have had no problems.

Look it better, because all colours have shifted by 1 step in palette (after apply the pallete)

48
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: November 10, 2016, 03:16:33 pm »
Also another useful tip for fixing colors after conversion is getting the paint bucket tool and turning off the "contiguous" function. Set the tolerance real low or even to 0.

Might be a no brainer, but after working on explosion stuff and having all these little islands of off-colored pixels after converting, going after all of them with the pencil tool is pretty hard and tedious.

Also found it useful because if I decided the entire color-banding on something wasnt coming out correctly I could fix the entire sequence on a macro level by replacing all of the in-between colors as desired. And if you select an area you can make sure that it only affects that sprite at a time, or hits the off-colored pixels on the outside of something but not the ones in the inside of it.

(for explosions and such this is an issue because maybe sparks or flaming bits on the outside could end up being unusually white or have red spots in them, but you dont want it to affect the white/red spots on the main body of the fireball, so if you select the sprite then de-select the parts you dont wanna effect)

Also good for matting, to get rid of darker colors that you're just not sure are bright enough on the fringe to adequately transition. Or even replace them with colors that are more like the rest of the sprite.

It is a simple - DO NOT USE .png with GIMP for OpenXcom - USE ONLY .gif! And each time when you have loaded image do - Colors - Map - Set colourmap - {pallete}

49
Released Mods / Re: [FULL MOD] Awesome Guns
« on: November 09, 2016, 02:57:22 am »
I would like to inform, that Awesome Guns modification has been updated to the new minor release (1.4):
  • List order of facilities and prices have been corrected
  • Regions of the USA and Canada have been corrected
  • Damage of CONVERTED PLASMA weapon has been increased
  • Reaction fire for launchers was fixed
  • AUTO CANNON has been balanced
  • Some images have been improved
  • see all changes

Download release 1.4

50
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: November 08, 2016, 02:12:57 pm »
I'd just up the armour modifiers of Aliens to plasma damage to make it at least on par with AP resistance.
As it stands [looking at the code] with most alien species its pretty much worse than AP.
Considering the materials to build the converted plasma weapons and ammo (some that cannot be manufactured/must be salvaged), are quite hard to come buy there should be at least a modest reward for using them (right now it just doesn't feel like it).

I guess on the flip side (another way to go), is to make it even harder to acquire materials to make converted weapons/ammo but give the converted weapons a clear advantage if one does manage to acquire them & be able to maintain the ammo for them.
Otherwise I am liking everything else, particularly love the changes to interceptors/dog fights, & I always liked using the conventional weapons even while playing vanilla Xcom (so I particularly love this aspect of the mod).

Yes, you are right. I have increased the damage of CONVERTED weapon. Thank you for advice.

--- posts merged - Solarius Scorch ---

I understand that. I mentioned before I know you're thinking of balance over realism. I've seen firsthand how weird realism can make the game. Ammo belts of 100 in LMGs never are expended enough to repurchase, that sort of thing. It's why I mentioned that it's just one of my personal hangups where it comes to your mod. I think the only fair thing to say is that maybe you should give a few weapons a minor clip increase if only due to what the graphic advertises. Like your sniper rifle is a semi-auto as far as the sprite shows. But it holds less than a bolt-action rifle. Like I said, personal taste. Balance is important in its own right, but little things get to me. I figure you can consider me a half a review since I'm as particular as I am. It only counts for so much from a picky person, I suppose.

The_Funktasm, sorry for late response. May I ask you, what weapon clip should be increased?

51
Fan-Stuff / Re: Real World What Ifs Suitable for XCOM
« on: October 20, 2016, 02:49:10 pm »
Real battle

52
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 20, 2016, 02:32:42 pm »
Man... I like this mod, I do, but I have to play a modified custom version, because I'm just that anal about realistic magazine sizes. Otherwise it's just about perfect. I just get weird about things like that, personally. That and the amount of pellets per shot-shell. That kind of irks me too, but still.

I understand that balance is the overriding concern here and not fine realism. Perfectly understandable. Vanilla XCOM really doesn't have enough options for the soldiers they give us. Not enough choices that work with everyone's strengths or weaknesses. This mod solves that, at least partially.

I would like to explain about magazine's size. I understand that this situation is not realistic, but it has been implemented for balancing. I have increased the magazine's size for conventional weapons and played a few days and now I have realized that idea to increase the magazine's size is not a good idea. It makes unpleasant and uninteresting the OpenXcom game. I will keep observing this situation and will correct mistakes, if they will be found.

53
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 19, 2016, 01:08:36 pm »
The_Funktasm, thank you for sharing your ideas. Your offers are great and very interesting. Actually, it takes a time for thinking and realizing. Fortunately, I am collecting the new ideas for next release of Awesome Guns modification and I will think about your proposal. Thank you once again. Please, feel free to tell me more details or new ideas.

54
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: October 03, 2016, 03:42:03 pm »
Zyzyfer, I tested your params and I have found, that these params are better for Auto-Cannon. Thank you for sharing it.

55
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: September 28, 2016, 08:27:01 pm »
Zyzyfer, thank you for playing Awesome Guns. This modification is designed for better balance, more excitement during the game and beautiful graphic, especially for conventional weapon.

Also, thank you for sharing your ideas. Auto-Cannon is a difficult weapon and how you understand, this is a handyman weapon. I will test and check your proposed param as soon as possible. Maybe you know, that snap shoot for auto-cannon and converted plasma cannon has been implemented just in Grand Release (1.3). It was necessary for reaction fire (see this topic).

56
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: September 13, 2016, 02:44:47 pm »
Thanks for the info.
With great difficulty, I managed to clear the aliens base (Snakeman's) and get the aliens entertainment (It was a demolition operation  :) ). Laser weapons are very low power, even against Snakeman's (Muton's can kill mostly "High Explosive" and grenades).
It might be worth to provide the possibility of obtaining the stun rod a little earlier? No need to get the "Alien_Entertainment"? (In the game in September 1999, my soldiers are running only with laser rifles.)

I play on "Genius" difficulty.

Thank you for your suggestion. I will check the damage of laser weapon.

Be aware, the one of ideas in Awesome Guns modification is "Conventional weapons should be suitable as long as possible". You can found, that there is no big difference in damage between rifle (48), assault rifle (52), laser rifle (62) and converted plasma rifle (68). Also, rifle can shoot 1aim+1snap or 4 snap per turn, assault rifle - 1aim or 3snap, laser rifle - 1aim+1snap or 2snap. The idea of laser rifle is - high accuracy (85% aim and 75% snap) and no ammunition, but it can shoot only twice per turn. Each kind of weapon in the Awesome Guns modification has their weakness and strengths. There is no big fire gun for all situations.

Try to put snipers on the roof of skyranger and let your soldiers walk in pairs. In the Awesome Guns modification only SECTOID and FLOATER can be killed by one shoot. The SNAKEMAN, MUTON and other aliens have protection and can be killed from several hits.

Moreover, each race of aliens has their resistance. For example, the  SNAKEMAN has:
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.5 # Laser
      - 0.5 # Plasma
      - 1.2 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.4 # Smoke
It means that conventional weapon with alloy ammunition is better against SNAKEMAN - 80% of damage. Furthermore, the Snakeman can be exhausted by smoke (240% of damage), stun rod, stun grenades (120%) or melee weapon (rifles, knifes and swords). The ACID ammunition (40% of damage), laser weapon (50%) and converted plasma weapon (50%) have no great power against SNAKEMAN.

The MUTON is worst enemy:
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.6 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke
It can be killed by incendiary (grenades or rockets) or ACID ammunition (assault rifle or thunderbolt). Also, it can be exhausted by smoke.

57
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: September 12, 2016, 11:06:32 am »
Very interesting modification. Made with style and quality.
I play on the release version of game (v1.0), on the "night" version is not yet tested.

I have a small problem (actually a big problem  :) ) - I can not explore and produce a stun rod. I can not find alien entertainment (alien biology and food I researched). Perhaps I had forgotten, they must be on the UFO? Or, on the alien bases?

Thank you for playing the Awesome Guns modification. The Alien Entertainment can be found on Alien Bases. Also, the Terror Ship and the Battleship contains a numerous quantity.

58
Released Mods / Re: [FULL MOD] Awesome Guns (updated 5th September 2016)
« on: September 10, 2016, 02:42:19 pm »
Here something for your mod (maybe)

I recolored the AC and HC ammo to also fit the grey theme.

new_civilian, thank you for sharing your creation. These images look pretty nice. I will think about implementing in the next release.

PS: Be aware, that Awesome Guns modification uses only four grenades for HEAVY CANNON.

59
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 06, 2016, 09:51:54 pm »
I do not touch (at least consciously) order handling of articles in ufopedia, there is difference between OXC and OXCE? (this screens are from different versions? with exactly?)

How I realize, there are no differents between OpenXcom 1.0,  OpenXcom nightly and OXCE in this situation. Both OpenXcom-s have same behaviour like OXCE.

60
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 06, 2016, 09:22:47 pm »
How I see, the listOrder in the facilities is related to UFOpedia articles. Look on the ordered and unordered (default) screens.

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