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Messages - gaffer

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31
Work In Progress / Re: [WIP][BETA][OXCE] Arc Volter Weapons
« on: May 26, 2020, 05:00:59 am »
Updated to V 1.1 , see first post for download.

Thank you guys for the Kindness.  Our son is doing pretty good and has been home for a few weeks.  Things calmed down enough I could finally finish some updates to the volters.

Thanks,

32
Work In Progress / Re: [WIP][BETA][OXCE] Arc Volter Weapons
« on: March 30, 2020, 08:31:10 pm »
Thank you for taking interest in developing this specifically for XCF.
Could you please elaborate on what role these weapons should fill? When is X-Com supposed to get them? Are they intended to be used by any enemy/neutral factions?

Solarius,
Tbh, am only somewhat familiar with xcf design and have yet to finish a playthrough, only for lack of time.  I've really enjoyed the little I had played.  With that said I cant speak as to what role/time these would be appropriate for and would ask someone who has good overview of xcf and where these may be welcome in its current state. 

Atm, I have these working with a vanilla mindset as they are added as DT 10 and are available to research from gamestart.  I tried to layout much of this in the included readme , but honestly not knowing the way xcf works and its existing Weapons availability and purpose, I can't accurately respond with an answer.   

I gladly invite anyone with suggestions in this regard and wouldn't mind adjusting the ruleset to facilitate those changes.

However I must advise my life is in a very difficult place presently.  My wife had an emergency c section for our son and he is in intensive care.  Despite his injuries he is doing much better but we are at the very early stages of treatment and recovery.  In regard, I cannot say I when I will have time to make changes or respond but welcome the input.   Also for those who do, we may not know you but any prayers for our son Bennett are most welcome for his health and recovery.

Thanks and look forward to further discussion.

33
Work In Progress / Re: [WIP][BETA][OXCE] Arc Volter Weapons
« on: March 25, 2020, 05:32:48 am »
Awesome sprites and concept, pal! Looking forward to see more of your stuff.

Question: can I use it on my mods? With credits, of course. :D

efren,
My thanks for the kind words!  Honestly I was nearing a release a bit ago and saw the Tesla weapons posted by alinare in TGwotW and felt my graphics were lacking.  Those Tesla's look sweet!

More than happy to share, as intended.  I've enjoyed many others labors of OXCE (double checked it meridian!) and glad to give back. Grateful someone will see use for it beyond myself!
Absolutely.  Thank you.

Debating now if I continue on expanding the arsenal of Arc tech (Craft weapon/BaseDefence, etc.) or move on to something else?
Again , this is all just trying to gain a greater understanding of whats in place and how to use it.

Regards,



34
Work In Progress / Re: [WIP][BETA][OCXE] Arc Volter Weapons
« on: March 24, 2020, 05:37:04 pm »
it's OXCE, not OCXE
Amazing part was I dislexiaed it all 3 times I typed it.  Thanks Mer.

Looks cool. Can they be used to stun enemies from distance ala the Stum Bomb Launcher?
It would do wonders as a submod for X-Com Files IMO.

Presently they do new damage type (10- Arc Volts) 90% ToHealth and 10% ToStun and Armor.  However they aren't coded as such for stun.  This could be changed in the ruleset for preference either by changing weapon damageType (6 for stun)for the Weapons or via damageAlter (ToStun) I believe.  Of coarse I'm still figuring much of this out so perhaps someone more knowledgable can confirm.

35
Work In Progress / [WIP][OXCE] Arc Volter Weapons
« on: March 24, 2020, 08:03:51 am »
Update release to V 1.1:  Includes new weapon to Volter set, the "Stormgun" (shotgun/scattergun variant).
Screenshot of stormgun below.  Check to make sure of using the 1.1 download.

My next foray into the OXCE tinkering business, sharing a weapon mod (3 small arms) I hope to expand on.
Following up on my MRF Fluid Armor with a line of Electricity weapons, Arc Volt Weapons, or " Volters " for short.
Intent:

As a companion or alternative to laser tech at UFO game start, I wanted (mostly for flavor) something less "GI Joe" and at same time would add some some critical thought back.
I've no doubt someone has (or is) working on electricity weapons... (WotW?) but It interested me enough to put my own spin with a less overall objective and more a simple addition.
Before i blather on, here's what i'm working on; Brief (30sec) demonstration of rifle in action against floaters: (Screenshot of pistol at bottom)

Spoiler:

Changelog:
Spoiler:
V 1.1
  - Add Stormgun to Volter mod, 4 weapons total
  - Updated various entry sections for stormgun
  - Updated Rulesets (minor)
  - Refined BigObs art for original Volters
  - Fixed incorrect research points given for Volter Rifle (corrected to 20)
  - Fixed typos in string entries
Mixed sounds for weapon effects and original artwork (be kind!)  Filled in some believable details/story to fit with the early game.  It's a fun mod but its not an uber weapon, although it does higher damage than laser, it suffers several drawbacks (included in readme).

Please find attachment below, and consult ReadMe included for more details.
Install as usual, drop into mods folder and activate in OXCE.

Usage:
Thrilled if this became worthy enough to be used, just give me a heads up if you would.
Do tell if i royally screwed something in the 1.0 drop, for a good laugh, or your honest feedback.
Here's to cook'n some Sectoids!
Thanks

36
Resources / Re: Gaffer's Goodie Bag
« on: February 18, 2020, 05:09:38 pm »
Recolored Commendations art utilizing TFTD pallet as closely as possible within color constraints. 
Although the fix released by meridian worked for playability, and tbh, the colors grew on me,
I touched up the art to match closely the original color schemes of the mod to match medal art.

37
Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: February 17, 2020, 01:12:28 am »
I cheated and I removed the "Master" status for XCF, so that it was considered a "normal" mod like the others. As for the armor, if it was to be integrated in the game fully, it would require Promotion 1 or 2 at least rather than being available in the start. Nevertheless, its expensive price is quite a deterrent enough.
It's also slightly better AND worse than the Armored Vest, as it weights nothing, it's expensive, has full available inventory space (that skin-tight suit must have many pockets) and has neither penalties or bonuses to stats. I don't know if it gives you a bonus to avoiding melee attacks, or even allow the wearer to dodge them to begin with (I suppose not). After unlocking better armors than the Armored Vest (ie: Tritanium Vest), the MRF loses relevance, but it's excellent for a starting armor.

I did some playing of XCF but didn't pay much attention to how it is structured with that regard.  I didn't delve into any special weight bonus/penalties but based on the information available, the armor is supposed to be light compared to heavier body armor.  As far as the price, again considering a 'vanilla minded' approach, wanted something that wouldn't be spammed day 1 removing the risk to rookies so early without a price (literally).  Of coarse this can all be set to users desire in the ruleset.  Might revisit if I have more time to test it myself.   However I lack a good spectrum of understanding overall of what would be justified or 'fair'.  Especially depending on mod usage.

Based on the way the armor works in principle, it's more resilient to AP (and explosives ie shrapnel) as stated but I countered with plasma weakness.  Believe I made it take less melee damage but as far as special formula for dodge, not so.  The rear armor is higher due to the 'camel back' raised protection behind the head.
I did notice that the version of the armor that you can buy does include Psi Vision 2, even though you said it shouldn't have it. A bug?

An oversight!  I must have packaged that zip before I decided against the psi vision.  Again as an alternative to personal being significantly weaker I gave it limited psi vision as another counter.  Suppose that's a bit OP for early game but was the result of personal testing and desire.


Thanks for sharing!

38
Resources / Gaffer's Goodie Bag
« on: February 17, 2020, 12:26:15 am »
Going to start dropping resources here versus individual threads, a general goodies bag.

First a Pilot spritesheet for the TopGun mod based on the red jumpsuit with helmet someone did (can't recall where on forum?)

Some samples here.  Zip included (stock 8 male/female paperdolls, spritesheet, custom armors craft info.  No oob files yet.) Ruleset not included.

Spritesheet coloring a bit light but looks decent.  May redo later.
Cheers

39
Open Feedback / Re: Forum issues today?
« on: February 16, 2020, 08:16:47 pm »
My fault - to strict php limits.
Please try now.

Working :)
Thanks NineX

40
Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: February 16, 2020, 08:15:05 pm »
Haven't checked it in game yet, but it looks very pretty. Kudos for making small icons too!

Thanks, definitely worth the bit of extra time for the Craft Info section.

That looks cool, and works with XCFiles (with a few modifications)! I'll give it a try to see how it works and compares with other armors and so on, once I begin my next playthrough.

It has slight differences in damage types than personal armor.  Originally i included 2psi vision as a counterpoint to the weaker overall armor but removed it for the beta release.
Looking forward to hearing how it works out.  Curiously , what changes were needed to configure it for XCFiles ?
Thanks,


Screenshots in next post.

Aaand here they are.


41
Open Feedback / Re: Forum issues today?
« on: February 16, 2020, 03:08:31 pm »
EDIT: Initial post went through with attachment.  Subsequent attempts to upload images kicks back to start new topic.  Will keep trying.
Thanks,

Unable to upload images/files to post at present. File sizes 2 to 3 mb.  Attempted single file upload and multiple as well.
Thanks,

-gaffer

42
Open Feedback / Re: Forum issues today?
« on: February 16, 2020, 12:51:02 am »
issue fixed now.
Please check again.

Working now.
Thanks for the update.

EDIT: Initial post went through with attachment.  Subsequent attempts to upload images kicks back to start new topic.  Will keep trying.
Thanks,

43
Work In Progress / [WIP][BETA] MRF Liquid Armor
« on: February 16, 2020, 12:50:18 am »
First mod attempt.
Be advised with that said, while to the best of my knowledge, this is working without issue for all intensive purposes, there may be issues with grammar, questionable syntax, ruleset conflicts with other mods, graphical anomalies etc. I know I borrowed values for things like listOrder from other mods as I went along (stealth armor)which will need correcting.
Please consider before using/commenting. Criticism/corrective suggestions/any feedback welcome as I am new to this and have plenty to learn.

MOD: Adds new research and armor to early UFO Defense game. MRF ( Magnetorheological Fluid ) Liquid Armor - based on real developmental tech. ( See Here: https://science.howstuffworks.com/liquid-body-armor2.htm )
Intent: Offer alternative for personal armor at game start ( requires research and manufacturing). Base armor stats mostly lower than Personal Armor but is cheap to produce and available to research at game start. Work is complete with Spritesheets, inventory (paperdolls), research, manufacturing components. Items, bigoob, flooroob. Correct pallet (hopefully).

Screenshots in next post. Included Alternate ruleset in zip file that omits research and manufacturing, making the armor available on market at game start for personal preference. Simply extract and overwrite existing .rul file. As with other mods, extract to Mod folder and activate in OpenXcom.

Please let me know what you think and if it works! Thanks, gaffer

[EDIT:  Will add screenshots when able - Currently unable due to maintenance].

44
Open Feedback / Re: Forum issues today?
« on: February 16, 2020, 12:35:30 am »
maintenance in progress

Would this be related to the following error when trying to upload via post attachments: " The attachments upload directory is not writable. " ??

Thanks,

45
Work In Progress / Re: I have found a way to make new cutscenes!
« on: February 01, 2020, 05:12:24 am »
Looking forward to it!

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