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Messages - baconia

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Released Mods / Re: [Baconia Mods] Repository for all my released mods
« on: January 26, 2019, 03:20:22 pm »
So I should not neglect TFTD?  ;D

Hey I like the green jelly beans!   8)   I'll open another thread about this topic as soon as I get my full mod toolchain up.  I've only been scripting lately, I did code up an image extractor YEARS ago with palette switching support...(but I'll leave that in the past) My next dabble is to complete the alloy tanks mod and just update the vanilla tank.  It's taking some effort to round up the right set of tools to do this! ;D

My best wishes to your new projects, comrade Baconia. Any question just ask, the OXC community is one of the best and helps a ├▒ot. ;D

And welcome to OpenXcom modding!

Enviado desde mi iPhone utilizando Tapatalk

THANK YOU!  I'm excited to be here!  8)


Excellent! I was actually thinking about making a mod like this last week!  ...But other little R&D mod ideas came to mind.  It's easy to get distracted by the flexibility that OXC and the cousin OXCE offers in terms of modding such a great game, isn't it!?   I was brainstorming the idea that to make their own equipment XCOM has to break down the alien tech and weapons thereby creating a new class of resource to consume in making their own war tech.  Fusion "pellets" from alien blaster bombs?  Plasma "cores" from alien plasma weaponry.   There was one idea I had and that is to add the UFO's weaponry to the battlescape as a mission collectible and research topic, which would open up Plasma Cannons/etc.

Here is my list of tiny mods that are still under construction but have passed stability testing.

Alloy Tanks
I was looking for intermediary armour options between the squishy vanilla Tanks and the venerable Hovertanks. Since alien alloys are lighter and stronger than terrestrial materials I thought it appropriate to take advantage of the lighter chassis and allow ALL weapon systems to be used upon it. I know this means that Hovertank/Launchers are pretty much useless since their weapon system removes the need for mobility.
After research is completed on Personal Armor, manufacture of new Alloy Tanks clad in Alien Alloys becomes available.
There are manufacturing options available to upgrade existing Tanks to Alloy Tanks.
This mod is still under construction - I want to add new graphics in the future for the Alloy Tanks that will vanilla-friendly in their palette.
This mod REQUIRES OXCE to function. - I want to remove the dependency I accidentally added here for OXCE.  ::)

Mad Autocannons
Little nano-mod I'm working on that simply makes Auto-cannon AUTO fire unload the full clip of AC AMMO (14 shots) before stopping.  Accuracy is in the dirt.  Beautiful to use HE rounds early game when you're best firing accuracy is like 10% :o

Fusion Retrofit
Allows a commander to, via manufacturing, retrofit fusion/blaster bomb warhead tech to terrestrial ammo types: Rockets, HWP Rockets, HE rounds, HE demo packs.  Prices of these items have not gone through a balance pass yet and no new graphics exist... yet.  Maintaining TACTICAL experience as close to vanilla is the highest priority for me as I make mods.  Most of my mods affect R&D primarily and I try expand tactical options without upsetting the existing gameplay balance or equipment.  That being said, I parsed through the HE armor levels of various terrain pieces to make sure that this new explosive type doesn't cause upsets.  Blaster Launchers are STILL the only weapon that destroy exterior UFO walls.  My cap on damage was to make sure that the "new" Fusion Explosive (retrofit of the High Explosive) could not do what a Blaster Bomb does in terms of terrain destruction.  Once I set this ceiling (159 HE damage), I scaled the new stuff upon the Large Rocket as a reference.
Combine this new AC Fusion Explosive Ammo with the MAD Autocannon mod above and you will find that things are not radically imbalanced at all actually. I leave the mod combinations, and the bugs that can result up to the commander.

Released Mods / [Baconia Mods] Repository for all my released mods
« on: January 21, 2019, 09:06:15 pm »
Good well everyone!  Thanks to this awesome port of UFO Defence, I've come with a splattering of small mods based upon ideas I've had for years since I got that UFO Defence CDROM 20-odd years ago.

Powersuit Upgrade
I always thought the Flying Suit was nothing more than an Elerium-fueled backpack slapped onto the existing torso plates of the Power Suit. This tiny mod implements that theory with the price of upgrade being the difference in manufacturing costs betwixt the Power Suit and the Flying Suit.

Purchase Lasers
After research is complete on Pistols, Rifles, and Heavies the commander may now choose to purchase at significant cost from the open market laser weaponry en masse.
As OXCE scripting capabilities develop, hoping that we will be able to unlock this from the market when a set number of units are sold from manufacturing. Now wouldn't that be swell?

Difficult Hovertanks
I always thought it would be fun to link autopsies/interrogations to the usage of alien corpses for the manufacture of war equipment. The new XCOM series of games actually does this with style, realistically salvaging all available resources for tactical benefit.
Now with this mod, the commander must research (in addition to the vanilla requirements) a Cyberdisk Autopsy OR acquire the Autopsy via chance Medic Interrogation in order to unlock the Hovertanks for manufacture.
If the commander has not completed Cyberdisk Terrorist research (Cyberdisk Interrogation) via chance Medic Interrogation then ONE Cyberdisk corpse will be required per Hovertank.
If the commander has completed both Cyberdisk research articles, then normal manufacture will be allowed of Hovertanks without the Cyberdisk corpse requirement.
This is a slightly more complicated set of conditions requiring OXCE to work correctly.

Difficult Cydonia Unlock
This is a small modification that will require the commander to complete all vanilla research topics under UFOs, UFO Components, Alien Life Forms, and Alien Research in order to unlock the final research: Cydonia or Bust.

No Perfect Copies
Another difficulty increasing mod. After playing the recent re-imagining of XCOM, it does make one curious about the reasoning for vanilla gameplay elements like the difference between a Hovertank Launcher <-> manportable Blaster Launcher-the difference in damage there. The theme of this mod is that the aliens' technology, by and large, is superior to what the far less advanced humans can dream up in a year's time or less. Reverse engineering can happen, but the alien weaponry is always going to pack a bigger punch. Like the example before, a HWP Fusion Bomb is 140 damage, but the man/alien-portable Blaster Launcher is 200 damage, the only Battlescape weapon that can puncture a UFO. It stands to reason that it's not strategically "realistic" that a resistance force of rock throwing apes could manufacture PERFECT COPIES of alien technology and weaponry.
This mod removes the ability to manufacture all alien technology. It allows the commander to continue manufacturing alien-DERIVED equipment and craft weaponry but 1:1 copies of alien tech are out.
COMPATIBILITY MINDER: This mod hinges its functionality on the fact that the vanilla game logic makes it completely impossible to capture a Cyberdisk Terrorist.

OpenXcom Extended / Re: OXCE Future plans
« on: January 21, 2019, 08:45:48 pm »
Any plans to add an script hook for events in the Geoscape?  I thought I had read somewhere here that there there a private event at the beginning of each day but its not hooked up for the external scripting.

Thank you kindly.

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