Author Topic: [Submod (s)] Project Xenophobia  (Read 5716 times)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #15 on: October 25, 2024, 01:14:37 am »
ChemLasers 2.1
for this update I have added:
+ broken alloy goggles
+ the option to repair laser goggles (alloy version included)
oh and I fixed some text errors 

the main new stuff is only useful to modders
and yes this version will be needed for all mods after this in project xenophobia

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #16 on: October 29, 2024, 06:44:23 pm »
Next mod will include:

* 5 new damage types

* pipebombs for cultists (a weapon with a fixed 3 turn timer till exploding)

* a rebalance of every single item to give every single tool in the tool kit a distinct use case

* 4 new guns

* multiple new ammo types

* new loadouts for every mission in the game

* and more that i have not listed

(no new missions though)
  :(

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

coming: when it's done

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #17 on: October 30, 2024, 01:39:38 am »
a set of bug fixes I made in less than an hour

(maps and scraps)
* fixed the text string for "High Power Burst"
(part 1)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #18 on: October 30, 2024, 01:44:37 am »
(part 2)
ChemLasers

* fixed an error that made it so that laser goggles self destructed even if you owned them
+ added single usage laser goggles
(warning any laser goggles or their alloy version you owned before this update will become single usage goggles)
* made it so that normal (non breaking) goggles need premotion 3

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #19 on: October 31, 2024, 01:16:35 am »
teaser for

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

(i am limited to only 10 images but the total is 17 sprites)



(yep i am animating pipebombs in full when primed)

Offline AndyFox

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Re: [Submod (s)] Project Xenophobia
« Reply #20 on: December 02, 2024, 04:16:19 am »
a set of bug fixes I made in less than an hour

(maps and scraps)
* fixed the text string for "High Power Burst"
(part 1)
Thanks for this modification.

When enabling the modification, an error occurs:

Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #21 on: December 03, 2024, 09:02:51 am »
Quote
When enabling the modification, an error occurs:


Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'

I will try to solve this error tomorrow

also "life is a box of pipebombs (oh and a rebalance of everything ever)" will be moved up till later due to the sheer size of the mod (mainly due to being a rebalance of everything)

Quote
Thanks for this modification.

You're welcome and thank you for bringing this error to my attention

as such the next mod will be "Know thy enemy" a teaser is attached below

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #22 on: December 03, 2024, 08:25:20 pm »

Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'
just to be clear do you have the ChemLasers mod installed?

Offline AndyFox

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Re: [Submod (s)] Project Xenophobia
« Reply #23 on: December 08, 2024, 11:08:19 pm »
Code: [Select]
Error processing 'STR_ALIEN_POCKET_LASER_SNIPER' in research: Unknown research 'STR_AA_LASER_GOGGLES'
just to be clear do you have the ChemLasers mod installed?

Installed. Moreover, the error appears regardless of whether the mod with chemical lasers is enabled.

Offline AndyFox

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Re: [Submod (s)] Project Xenophobia
« Reply #24 on: December 08, 2024, 11:21:45 pm »
ChemLasers

Translated it into russian language and attached.