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Topics - Human Ktulu

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1
Work In Progress / [The Final Mod Pack] Misc part
« on: May 18, 2014, 09:06:38 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

2
Work In Progress / [The Final Mod Pack] HWP part
« on: May 18, 2014, 09:05:26 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

3
Work In Progress / [The Final Mod Pack] Advanced Weapons part
« on: May 18, 2014, 09:03:40 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

4
Work In Progress / [The Final Mod Pack] Basic Weapons part
« on: May 18, 2014, 09:02:01 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

5
Work In Progress / [The Final Mod Pack] Personnal Armour part
« on: May 18, 2014, 08:59:30 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

6
Work In Progress / [The Final Mod Pack] Vessels part
« on: May 18, 2014, 08:57:33 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

7
Suggestions / [GAME OPTIONS] Brightness & Contrast adjustment
« on: April 25, 2014, 04:48:01 pm »
Just a question, be added brightness and contrast adjustment for the openGL filters in "video" menu ?

Thanks

8
Work In Progress / [Request] Extra facilities for human base
« on: April 22, 2014, 10:49:38 pm »
Why not new facilities for human bases ?

- Simple crossing corridor open in 2 height level (like alien base)
Build for 25.000$
Time construction : 5 days
no small room
no maintenance

- Control Center (allow to launch vessel, only one per base, if destroyed entire base is lost with auto-destruction)
Build for 350.000$
Time construction : 15 days
Maintenance : 6000$

- Power Reactor (only one per base)
Build for 180.000$
Time construction : 10 days
Maintenance : 20.000$

- Hospital (if possible with OPX engine, for heal wounded soldier)
Build for 450.000$
Time construction : 20 days
Maintenance : 10.000$

Thanks

9
Released Mods / [COMPILATION] Final Mod Pack (FMP)
« on: April 20, 2014, 11:21:10 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !


EDIT: The above threads are no longer valid, this is the only active Final Mod Pack thread.
The collection has since grown to a huge multimod with a high level of internal intricacy. It still its initial ideas though, which is to put various interested mod content in one place and also to balance them against one another. This is what we do here.
The list of included mods is quite long, so check the description on the mod page.
Enjoy our collection!
- Solarius Scorch


EDIT 2:
For clarification: the FMP is not meant to change core features of the game. It is not an total conversion, it's more of an expansion pack. Therefore I haven't touched anything that would influence gameplay too much, except making laser and plasma way less available - that was necessary in order to do things I wanted to do.
My current project, The X-Com Files, a successor to the Final Mod Pack, is much bolder with the changes.
- Solarius Scorch

NEWEST VERSION HERE: https://openxcom.mod.io/final-mod-pack

(Requires nightly build version 2018-04-28 or later)

OXCE ADDON HERE: https://openxcom.old.mod.io/final-mod-pack-extended-addon

(Requires OXCE engine, of course)


Here's a video tutorial on how to install the mod, by Ivan Dogovich:
https://youtu.be/L1WUpX9n7gY?t=22m36s

GitHub repo here.

10
Work In Progress / [Resolved] Find mistake in ruleset ?
« on: April 19, 2014, 04:02:52 pm »
Hi all,

I try to make a modpack with some craft. I have succefully modify the Raven, Alloy Skyranger, Thunder and Raven, but I have a problem with "Sentinel" mod. I want modify ruleset for include research and manufacture. But the game (last git) would'nt activate it. And no error message. :(
Of course, I use Notepad++
Can you help me ? (my base idea is make a complete and well balenced modpack with French translated strings)

Thanks !

Code: [Select]
crafts:
- type: STR_SENTINEL
requires:
 - STR_SENTINEL_INTERCEPTOR
listOrder: 101
sprite: 21
fuelMax: 400
damageMax: 600
speedMax: 2200
accel: 2
weapons: 2
costSell: 450000
refuelRate: 25
transferTime: 96
score: 250
research:
- name: STR_SENTINEL_INTERCEPTOR
cost: 400
points: 25
dependencies:
 - STR_ALIEN_ALLOYS
 - STR_UFO_NAVIGATION
manufacture:
- name: STR_SENTINEL
category: STR_CRAFT
requires:
 - STR_SENTINEL_INTERCEPTOR
listOrder: 3251
space: 26
time: 8000
cost: 350000
requiredItems:
  - STR_ALIEN_ALLOYS: 35
  - STR_UFO_NAVIGATION: 2
ufopaedia:
- id: STR_SENTINEL
type_id: 1
section: STR_XCOM_CRAFT_ARMAMENT
image_id: SENTINEL_BIG
listOrder: 401
rect_stats:
  x: 5
  y: 132
  width: 140
  height: 60
rect_text:
  x: 5
  y: 40
  width: 310
  height: 60
text: STR_SENTINEL_UFOPEDIA
requires:
 - STR_SENTINEL_INTERCEPTOR
extraSprites:
- type: BASEBITS.PCK
files:
 54: Resources/Sentinel/BASEBITS/Sentinel_Base_View.gif
- type: INTICON.PCK
files:
 21: Resources/Sentinel/INTICON/Sentinel_Minimized.gif
 32: Resources/Sentinel/INTICON/Sentinel_Dogfight.gif
- type: SENTINEL_BIG
singleImage: true
width: 320
height: 200
files:
 0: Resources/Sentinel/UFOPEDIA/Sentinel_Article.gif
extraStrings:
- type: en-US
strings:
  STR_SENTINEL: SENTINEL
  STR_SENTINEL_INTERCEPTOR: Sentinel Interceptor
  STR_SENTINEL_UFOPEDIA: A HEAVY COMBAT AIRCRAFT WITH TWIN SCRAMJET ENGINES AND THE LATEST IN AVIONIC ARMOR TECHNOLOGY. THE TRADEOFF IS A HIGHER LEVEL OF FUEL CONSUMPTION AND A LOW ACCELERATION RATE DUE TO INCREASED WEIGHT.
- type: en-GB
strings:
  STR_SENTINEL: SENTINEL
  STR_SENTINEL_INTERCEPTOR: Sentinel Interceptor
  STR_SENTINEL_UFOPEDIA: A HEAVY COMBAT AIRCRAFT WITH TWIN SCRAMJET ENGINES AND THE LATEST IN AVIONIC ARMOUR TECHNOLOGY. THE TRADEOFF IS A HIGHER LEVEL OF FUEL CONSUMPTION AND A LOW ACCELERATION RATE DUE TO INCREASED WEIGHT.
- type: fr
strings:
  STR_SENTINEL: SENTINEL
  STR_SENTINEL_INTERCEPTOR: Intercepteur Classe Sentinel
  STR_SENTINEL_UFOPEDIA: ENGIN HYBRIDE COMBINANT LES TECHNIQUES DE COMBATS DE L'AVION ET DE L'HELICOPTER. SON BLINDAGE LOURD LIMITE CEPENDANT SON RAYON D'ACTION.

Pages: [1]