Author Topic: [WIP][MOD][OXCE] From the Apocalypse 0.10.2  (Read 81991 times)

Offline R1dO

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
« Reply #360 on: November 30, 2019, 08:18:37 pm »
Regarding that mirror statement.

Is the https://openxcom.mod.io/ route not suitable for you?

Offline BlackStaff

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
« Reply #361 on: November 30, 2019, 09:59:22 pm »
Very small and unimportant errors!
During a mission against a alien gate:
-    STR_OCULANT_NAVIGATOR not found
-   STR_ALIEN_GATE_CONTROL_DESTROYED not found

Thanks !


Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.7.0
« Reply #362 on: December 01, 2019, 10:57:08 am »
Is the https://openxcom.mod.io/ route not suitable for you?
yes, i subscribed to that but the mod is still too incomplete.

Very small and unimportant errors!
[...]
fixing

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #363 on: December 02, 2019, 11:21:25 pm »
new version up, 0.8.1
added toxigun; still don't know what to do with the toxins, i don't like the idea that the new one makes the predecessor completely redundant-useless, like in X-Com Apoc.
for now the first one is weak but equally effective both on humans and aliens, the second stuns (hopefully), the last one kills very effectively aliens but is very weak vs humans. i still have to balance the resistances though, all very-thick armored aliens will have some resistance to the toxins.

edit: i also removed most resistances from enemies. since i added 4 new damage types, i want to redo them starting from scratch without being influenced by old values.
« Last Edit: December 02, 2019, 11:39:15 pm by robin »

Offline ohartenstein23

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #364 on: December 02, 2019, 11:30:10 pm »
... all very-thick armored aliens will have some resistance to the toxins.

Depending on how you feel about using OXCE's damageAlter options, you could make the toxins ignore armor:

Code: [Select]
items:
  - type: STR_TOXIN_THAT_IGNORES_ARMOR
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is only 50% as effective to this toxin, 0.0 means armor values don't matter at all, only resistances

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #365 on: December 02, 2019, 11:36:19 pm »
Depending on how you feel about using OXCE's damageAlter options, you could make the toxins ignore armor:

Code: [Select]
items:
  - type: STR_TOXIN_THAT_IGNORES_ARMOR
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is only 50% as effective to this toxin, 0.0 means armor values don't matter at all, only resistances
yeah that's an option. i'm definitely not going to do anything complicated.

Offline Yankes

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #366 on: December 04, 2019, 09:37:01 pm »
Make some toxins working better on some other alien types. We have 3 alien types A, B and C.
Code: [Select]
          A    B   C
Toxin1:   5    1   2
Toxin2:   2    4   1
Toxin3:   3    3   3
Toxin1 need research corpse of alien from group A and Toxin2 from B.
When both are researched and you grab alien C then you can create universal toxin.

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #367 on: December 04, 2019, 10:14:44 pm »
That's another good idea; the problem is I don't have different "groups" of aliens and the difference in potency could feel farfetched.

Offline new_civilian

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.1
« Reply #368 on: December 05, 2019, 01:34:11 pm »
There's also a Poisoning script available, which allows you to damage enemys over a certain amount of turns with an adjustable strength. It also adds a nice greenish look to the unit.
https://openxcom.org/forum/index.php/topic,5245.msg78321.html#msg78321

Oh and please, would it be possible to provide a mirror, Mega is blocked by my library...  :-\

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #369 on: December 08, 2019, 08:51:44 pm »
new version up 0.8.3
resized the megaworm because it was too big and looked weird. now it still looks weird but not as much.
also added the flying version of the liskoid.

@new_civilian
i noticed the forum increased the attachment size limit, so i attached the mod archive to the first post, no more MEGA.

Offline BlackStaff

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #370 on: December 08, 2019, 09:49:36 pm »
Thank you very much !

Euuuhhh  0.73 or 0.83 ?  ;)
Readme = 0.73 !
metadata.yml = 0.83 !  ???

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #371 on: December 08, 2019, 09:56:49 pm »
yeah readme is wrong. already fixed but i'll wait the next release at this point

misterx

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #372 on: December 09, 2019, 03:11:24 pm »
Great job robin, that is eligible to be next big mod with its subforum!

I've played one month in the game and here some concern:

1) missions are spawned only in north and south america, no other continents whatsoever

2) player is given with hipertransmission decoder for balance purposes i think, but ufos and landing site are visible for a very shor time, they disappear after a while, i hardly managed to ground assoul one, got only an alien infiltration mission, no air fights despite lots of interceprions

3) vessel speed need to be more balanced for both player and enemy

4) game uses sounds and music from vaniila; an introduciotn and some more ufopedia entries a la xpiratez, alound with new sounds and music should be also planned i hope

5) some screenshots :)
« Last Edit: December 09, 2019, 03:19:51 pm by misterx »

misterx

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #373 on: December 09, 2019, 03:12:06 pm »
..and a couple of saves

Offline robin

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Re: [WIP][MOD][OXCE+] From the Apocalypse 0.8.3
« Reply #374 on: December 09, 2019, 09:55:49 pm »
Great job robin, that is eligible to be next big mod with its subforum!

I've played one month in the game and here some concern:

1) missions are spawned only in north and south america, no other continents whatsoever

2) player is given with hipertransmission decoder for balance purposes i think, but ufos and landing site are visible for a very shor time, they disappear after a while, i hardly managed to ground assoul one, got only an alien infiltration mission, no air fights despite lots of interceprions

3) vessel speed need to be more balanced for both player and enemy

4) game uses sounds and music from vaniila; an introduciotn and some more ufopedia entries a la xpiratez, alound with new sounds and music should be also planned i hope

5) some screenshots :)
Thanks.
1) This is strange, I never noticed this before. I will check.
2) I noticed this too. It started happening after I upgraded to OXCE 6.2 (from 5.9 iirc) and / or I started using randomDelay in the missionScripts. I didn't run for help to the OXCE subforum because I wanted to test it more before doing that.
3) Balance is still WIP. But overall it shouldn't be that bad. There's craft equipment to play with, and the mod expect you to use multiple crafts at once (maybe I should make it more clear with an ufopaedia entry).
4) I can't into music. But I plan to add a better introduction when all the rest is done.
« Last Edit: December 10, 2019, 12:44:18 am by robin »