Author Topic: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28  (Read 94062 times)

Offline normae

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« Reply #210 on: February 09, 2020, 04:27:47 am »
This is the save file having just bought an orni, bug has replicated multiple times for me

Offline clownagent

  • Colonel
  • ****
  • Posts: 381
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« Reply #211 on: February 09, 2020, 01:06:18 pm »
This is the save file having just bought an orni, bug has replicated multiple times for me


Are you using the newest Openxcom Extended (OXCE) executable for playing?

https://openxcom.org/forum/index.php/topic,5258.0.html

The mod may throw errors, if you use the normal OXC executable.

EDIT: I repaired the save file (attached). Playing with the newest Openxcom Extended (OXCE) executable should work just fine then.

« Last Edit: February 09, 2020, 01:12:45 pm by clownagent »

Offline Buscher

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« Reply #212 on: April 10, 2022, 09:05:58 pm »
This mod currently fails on a validation check with the latest OXCE ( My reference version is 7.5.8 )

Just replace the file
LandOfSand/Ruleset/Armors-LandOfSand.rul with the attached one to this post.

STR_NONE_UC was disabled by a STR_NOT_AVAILABLE soldier type which the game crashed on, now STR_NONE_UC is simply deleted.

Offline Buscher

  • Colonel
  • ****
  • Posts: 118
    • View Profile
Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« Reply #213 on: April 16, 2022, 02:38:11 pm »
I started writing a little mini mod for Land of Sand now. It basically started by the question if a personal shield could blow up if a Lasgun shot at it which is quite fitting for the Dune setting.

You can run it as a sub mod Land of Sand which already is a master mod.

Changelog
Spoiler:
Code: [Select]
## Changelog v0.3 (requires 7.5.13)

- Enabled Distrans Bats
- Added Personal Shield Toggle (on/off)
- Personal Shields show status with the primed indicator
- Personal Shields can only be worn on belts
- When a Lasgun hits a Personal Shield there are now three outcomes:
  - Target explodes
  - Attacker dies and explodes next turn
  - Target explodes + Attacker dies and explodes next turn
- Leader armor has 'normal'/non-personal shield damageModifiers
- Purchasing Personal Shield is behind any Leader using Personal Shields and Global Smugglers
- Bases don't drop E115 any longer
- Enabled statisticalBulletConservation (not part of fixedUserOptions anymore)

## Changelog v0.1 + v0.2

- Personal Shields are equipable items now that
  - block all damage but Blades (Melee) and Shock (Stun)
  - blows up when shot by a Las weapon
- Personal Shields are given to enemy depending on current tech level (months passed)
- Personal Shields can not be extracted from bodies (cold or warm)
- Cutter ammo was moved back a bit
- Database article for cutter ammo becomes available once cutter ammo is purchasable
- Melee weapons train reactions additionally to melee
- Bandages train bravery
- Bandages are actually used up
- Spice Bandages are produced in bunches of three to compensate
- Spice recovers 40 Energy and 10 Stun
- Bugfix for 0.28 so it runs in OXCE without the hotfix
- Expedition and Spotting are set to undetectable (assuming Hunter Killers ever become a thing)
- Show Throwing Accuracy in the inventory screen next to FA, melee and PSI