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Author Topic: [Submod (s)] Project Xenophobia  (Read 4534 times)

Offline Barghum

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[Submod (s)] Project Xenophobia
« on: March 26, 2024, 06:33:55 am »
I have decided to make a large set of submods for XCF to rebalance and expand the game, (hopefully for the best.)

The first mod is "Chemical laser weapons"

it includes:
1. Laser Blinding mechanics
2. Head and vest slots (they are blocked by power armor and diving suits)
3. New head gear
4. A new line of weapons built for shield stripping
5. A new mission

notice C.L.W. is more of a basis for what is to come than a full mod, expect balance issues.
(notice this mod requires https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync for use.)
send feedback if applicable  :D.

edit: (i would like to note to anyone who is new to this thread updated versions and future mods will be placed lower down on the thread)
note 2: mod linked to the top post is version 1.0 it is heavily bugged compared to new versions also a second mod is out called maps and scraps version 1 is still here only due to the fact that some people might want this early version (idk why)
« Last Edit: October 27, 2024, 04:09:02 am by Barghum »

Offline Juku121

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Re: [Submod (s)] Project Xenophobia
« Reply #1 on: March 26, 2024, 09:31:36 pm »
Seems interesting and quite ambitious. Perhaps too ambitious for such complex scripting work with minimal feature documentation.

Offline HinterDemGlas

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Re: [Submod (s)] Project Xenophobia
« Reply #2 on: March 29, 2024, 04:38:40 pm »
A new weapon family, a mission with custom enemies, a re-niche-ing of laser weapons as lethal flashbangs, and an armor rebalancing? Very impressive. A bit too extensive for my current game, but I will at least check it out.

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #3 on: April 17, 2024, 10:51:34 pm »
Next time on whatever this thing is:

GUN CHICKEN (and more but I'm not giving spoilers)

Offline Juku121

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Re: [Submod (s)] Project Xenophobia
« Reply #4 on: April 17, 2024, 11:02:30 pm »
Pfft, chickens used to wield SNIPER RIFLES! :D

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #5 on: April 23, 2024, 05:47:40 am »
ChemLasers Update 1.1

Changes:
+ New recoil marker.
= Rebalanced flyers to act like https://openxcom.org/forum/index.php?topic=11897.0 Credit to aziza

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #6 on: May 31, 2024, 05:05:21 pm »
Teaser 2

Major balance tweaks coming soon

Offline varajo411

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Re: [Submod (s)] Project Xenophobia
« Reply #7 on: June 18, 2024, 12:00:00 am »
What are laser goggles used for, why would I need it?

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #8 on: June 18, 2024, 05:00:47 am »
Quote
What are laser goggles used for, why would I need it?


Laser weapons now blind anyone hit with them reducing their accuracy by the amount set in the ufopaedia entry.

(the alloy version is lighter)

Offline varajo411

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Re: [Submod (s)] Project Xenophobia
« Reply #9 on: June 18, 2024, 09:48:22 am »
does that include alien laser weaponry?  Not to mention using the chemlaser 1.1 mod the game crashes for me I had to use your older version
« Last Edit: June 18, 2024, 09:53:23 am by varajo411 »

Offline varajo411

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Re: [Submod (s)] Project Xenophobia
« Reply #10 on: June 18, 2024, 08:46:21 pm »
I have yet to get my hands on elerium ammo for my chemlasers but the standard ammo clip for them is crap only offering a few shots before the need to reload. is this your intention with the mod? or is the elerium ammo clip much better? and I wonder what I need to research inorder to get it

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #11 on: June 19, 2024, 05:36:08 am »
Quote
does that include alien laser weaponry?

Yes it also includes any other laser damage dealing weapons (e.g. hydra laser)

Quote
Not to mention using the chemlaser 1.1 mod the game crashes for me I had to use your older version

I will look into this.

Quote
I have yet to get my hands on elerium ammo for my chemlasers but the standard ammo clip for them is crap only offering a few shots before the need to reload. is this your intention with the mod? or is the elerium ammo clip much better? and I wonder what I need to research inorder to get it

1. ChemLaser weapons have basically no ammo capacity but make up for it with shield killing abilities (aka they are anti ethereal guns)

2. e115 has infinite ammo and a damage buff at the cost of minor shield shred loss and reduced blind effect (recoil is still to low to be a problem) as such it is best used for longer missions (aka the vampire castle)

(notice any problems with "chemlaser weapons" will be fixed after "maps and scraps" aka "gun chicken kills all of X-com" is done)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #12 on: August 27, 2024, 05:31:40 am »
A fix was needed for the chemlaser pack so here it is

changes:

1. turbo laser smg was buffed

2. blinding and google scripts were fixed

3. preparations for a rather huge update  ;)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #13 on: September 30, 2024, 07:24:07 am »
ChemLasers 2.0 IS HERE

now with 2 new weapons,
a huge buff to all of the shield shredders,
a new usage for sanity (W.I.P Will be expanded in the next mods),
and a ton of error fixes such as:

1.vehicles (barring armored cars) no longer being blindable
 
2. the jumpsuit no longer breaking the game via immunity to plasma
 
3. the 'Flash in the pan' actually shreds shields as it says in the Ufopaedia

4. all vehicle laser weapons now do blind damage (as they should)

overall in my opinion this is a much needed patch that improves ChemLaser weapons (and this mod) from mid to slightly better than mid
well have fun  :)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #14 on: October 16, 2024, 05:17:03 am »
Maps and scraps is done and it features:

4 new missions
14* new weapons
4 new foes
buffed soldiers and hero units (more like op)
new civilian types
4 new tracks
and rebalanced sanity mechanics

*(some are variants)

enjoy the power trip while it lasts next mod is a complete rebalance to fit with the buffed soldiers. (it will be hell compared to this  :) )