Author Topic: [HWP] Sectopod HWP V6 OpenXCOM  (Read 28755 times)

Offline harry

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[HWP] Sectopod HWP V6 OpenXCOM
« on: October 14, 2013, 04:22:13 am »
Hello, after seeing luke83's recoloured Sectopod and the ingame pics of Warboy1982, I was impatient to try them.

I guess I wasn't patient enough and I decided to add them myself in OXCom 0.9.
How hard could it be? All the hard work has already been done, it was just a matter of making a ruleset.

So here's the updated mod, I hope it will spare some people the headaches I gave myself...

***********Update***********

Alright, considering its looks, I put a rocket launcher on the  blue sectopod.
And I recoloured a standard sectopod to differentiate the laser/plasma versions.

I also added a smoke dispenser with 6 smoke cans.

The rocket is slightly less powerful than a hwp fusion ball but has a small blast radius, so it's quite nice if you want to spare civilians or aliens artifacts.
and I like the arc shots, you can shoot above the terrain.

delete the HWP.rul in data/ruleset and the HWP folder in data/ressources, I have updated the filepath and the graphic. (thanks to falko's python skills)


USE THE LATEST NIGHTLY.


It should be balanced and bug free.
Don't hesitate to give advice.

sectopod quick fix:
I forgot to put some sprites for the inventory.
reduce TU and increase reaction time.
now working secondary weapon ammo.

Quote
HWP v6 mod for OpenXcom

Description:

This addon includes
Hovertank/Laser
Sectopod/Laser
Sectopod/Plasma
Sectopod/Rocket

The sectopods have a secondary weapon, a smoke pellets dispenser.
The pellets are buyable.


research needed

Elerium-115, New Fighter Craft
Sectopod Construction (requires a sectopod corpse and sectopod autopsy)

Laser, Plasma Cannon
Blaster/Launcher, Blaster Bomb


manufacture

alloys, elerium and a sectopod corpse

Installation:
Extract to your data folder (.\OpenXcom\Data)

and activate the mod "SECTOPOD_HWP" within the game option.


Credits:
Warboy1982
luke83
Falko
« Last Edit: September 28, 2014, 03:17:04 am by harry »

Offline luke83

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Re: Sectopod HWP OXCOM0.9
« Reply #1 on: October 14, 2013, 05:31:28 am »
i will try this myself this weekend if you dont mind :)  Do you feel like do any more rulesets for my Aliens as i would appreciate the help ;)

https://openxcom.org/forum/index.php/topic,737.45.html
« Last Edit: October 14, 2013, 06:08:40 am by luke83 »

Offline harry

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Re: Sectopod HWP OXCOM0.9
« Reply #2 on: October 15, 2013, 07:33:37 pm »
Mod updated.

Delete the HWP directory in OpenXcom\DATA\Resources

Then extract the new zip to (.\OpenXcom\)

@luke83
I'll have a look.

No promises, I'm not quite familiar with rulesets.
« Last Edit: October 17, 2013, 01:09:10 am by harry »

Offline luke83

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Re: Sectopod HWP OXCOM0.9
« Reply #3 on: October 15, 2013, 09:55:57 pm »
that looks awesome :D

Offline tyran_nick

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Re: Sectopod HWP OXCOM0.9
« Reply #4 on: October 16, 2013, 02:08:59 am »
Excellent!

Offline Shadow

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Re: Sectopod HWP OXCOM0.9
« Reply #5 on: October 16, 2013, 03:01:37 am »
Looks very neat! I like the X-COM touch provided by the Personal Armour-like blue and the custom red "visor" thing.

Might I suggest that, considering Sectopods are very powerful (even compared to the most advanced HWPs), you add an actual Sectopod corpse to the manufacturing requirements? It'd be an interesting touch, to convey the fact X-COM is repurposing extremely advanced alien hardware, more than building it from the ground up in this case.

Offline Hadan

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Re: Sectopod HWP OXCOM0.9
« Reply #6 on: October 16, 2013, 02:46:54 pm »
Might I suggest that, considering Sectopods are very powerful (even compared to the most advanced HWPs), you add an actual Sectopod corpse to the manufacturing requirements? It'd be an interesting touch, to convey the fact X-COM is repurposing extremely advanced alien hardware, more than building it from the ground up in this case.
I like this!  :)

Offline Warboy1982

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Re: Sectopod HWP OXCOM0.9
« Reply #7 on: October 16, 2013, 02:55:13 pm »
it actually required TWO sectopod corpses as i recall...

Offline moriarty

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Re: Sectopod HWP OXCOM0.9
« Reply #8 on: October 16, 2013, 07:44:00 pm »
@Warboy: is it possible to have terror units and tanks that feature two weapons? the terror units have only one which is defined by having the same name as the unit, as I recall, so that's probably a "no" there, but what about tanks? it would be interesting to have a sectopod that has for example a laser gun and a conventional missile launcher...

also, didn't somebody (chiko?) make a sectopod "chassis" once, which would allow for "walker HWPs" with different turrets? did he ever actually make a whole set or was it just one mockup picture?

Offline harry

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Re: Sectopod HWP OXCOM0.9
« Reply #9 on: October 17, 2013, 01:17:41 am »
I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.

And I also like the idea of a second weapon for tanks ie a smoke dispenser with 4 charges.
I'm not quite sure how do it with a ruleset.

it actually required TWO sectopod corpses as i recall...

Guess I didn't read that part of your ruleset. :)

Offline Svanh

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Re: Sectopod HWP OXCOM0.9
« Reply #10 on: October 17, 2013, 02:08:28 am »
@Warboy: is it possible to have terror units and tanks that feature two weapons? the terror units have only one which is defined by having the same name as the unit, as I recall, so that's probably a "no" there, but what about tanks? it would be interesting to have a sectopod that has for example a laser gun and a conventional missile launcher...

also, didn't somebody (chiko?) make a sectopod "chassis" once, which would allow for "walker HWPs" with different turrets? did he ever actually make a whole set or was it just one mockup picture?

Working off the vanilla HWPs it seems that fixed weapons(in the items section) must have the same name as the HWP defined in the units section. The armour used for an HWP does not have to have the same name though.

It would be nice if you could add secondary weapons though.

Offline clownagent

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Re: Sectopod HWP OXCOM0.9
« Reply #11 on: October 17, 2013, 12:58:01 pm »
I updated the requirement to build a sectopod, you'll need to have a sectopod corpse now.

Following that concept, maybe you could also make other manufacture requirements like
- dead cyberdiscs for hovertanks
- dead floaters for flying armors
- dead chryssalids for power armors
- dead ethereals for psi-amps
- etc  ::)

Offline Align

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Re: Sectopod HWP OXCOM0.9
« Reply #12 on: October 17, 2013, 06:16:29 pm »
Oh man HWPs with multiple weapons, DO WANT

Offline LouisdeFuines

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Re: [HWP] Sectopod HWP OXCOM0.9
« Reply #13 on: April 26, 2014, 01:21:55 pm »
I`ve added the german language to this.

« Last Edit: April 26, 2014, 01:36:09 pm by LouisdeFuines »

Offline Jo5hua

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Re: [HWP] Sectopod HWP OXCOM0.9
« Reply #14 on: June 16, 2014, 01:50:20 pm »
I just tried these out, and gosh they are awesome. Maybe we can get cyberdisk versions with the good ol xcom blue with an autofire option to distinguish from xcom made hovercraft :D