aliens

Author Topic: [WIP][OXCE][UFO] Build mods from Ethereal.  (Read 26614 times)

Offline Meridian

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #90 on: January 17, 2020, 04:10:51 pm »
I'll think about it. But not before the release of the option for "Fatigue" in OXCE.

The fatigue option was rejected already long ago and will not be implemented.

You can use the mana feature to simulate fatigue, like XCF or Piratez.

Offline ohartenstein23

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #91 on: January 17, 2020, 04:18:03 pm »
And if you want something more heavy-handed like forced medical leave after missions, that can be done already by the script hooks that run on returning from a battlescape mission.

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #92 on: January 17, 2020, 04:50:50 pm »
Very pity.
I did not want to implement mana ... but apparently have to.
« Last Edit: January 17, 2020, 05:48:15 pm by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #93 on: June 11, 2020, 05:13:07 pm »
Update.

- Added mana, in the form of a new parameter "Concentration". The parameter is static, does not grow with experience and does not regenerate automatically. Concentration is consumed by all actions in battle, except for the use of hand-to-hand weapons. Some weapons deal damage to concentration. Some types of armor regenerate Concentration, but basically it is restored only at the base. There are chemicals too.
- Psi radar, in a mental shield and a large psi laboratory, can pinpoint alien bases at a short distance.
- Some minor improvements, bug fixes and a little rebalance.
« Last Edit: April 15, 2021, 02:13:18 pm by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #94 on: August 30, 2020, 10:28:17 am »
Update.
  - Mostly minor fixes.
  - Heavy low-tech armor requires 2 AP to rotation. Disk-shaped units and some terrorists do not spend AP on rotation.
« Last Edit: April 15, 2021, 02:13:29 pm by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #95 on: October 03, 2020, 02:31:13 am »
Update.

- Updated script for energy shields.
- New item - Personal shield generator.
- Some terrorists and alien sword got vampiric attack.
***When updating, the old "Ruleset" folder in the modification must be deleted. Or deleted "armorWithEnergyShields.rul".***

Many thanks to comrade Meridian for posting videos of passing games on his YouTube channel. Thanks to his videos about XPiratez, I learned about an improved script for energy shields.
Separate respect for videos on Heroes of Might and Magic. I love this series of games.
And of course thank you Yankes for great scripts.

Modification in the first post of the topic.

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #96 on: November 23, 2020, 04:12:19 pm »
Update.

- Base defense facility requires ammo
- Rebalancing, bug fixes.

Modification in the first post of the topic.

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #97 on: February 21, 2021, 10:23:43 am »
A couple of musical options for the main modification.
« Last Edit: February 21, 2021, 11:41:39 am by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #98 on: February 28, 2021, 10:38:44 am »
Update.

- Added dependence of the starting base equipment on the difficulty level.
- Reconnaissance ships have auto patrol.
- More alien missions from the first month. RETALIATION missions - not earlier than the second month.
- Psi control is useless against mechanical creatures, zombies, Tentaculats and Ethereal.
- Some balance fixes + bug fixes.

Mod - in the first post of the topic.

Modification in the first post of the topic.
If anyone is interested, you can upload to other file hosting services.
« Last Edit: April 21, 2021, 09:09:19 am by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #99 on: March 27, 2021, 12:01:08 pm »
Update.
- Removed maps not related to the rendering of the original UFO and TFTD.
- Reduced weapon accuracy.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- rebalancing and bug fixes.

For fans of schizaphrenia with copyrights - no authorship is indicated in the modification. All content of the modification belongs to the OpenXcom community and can be used at its discretion.

Modification in the first post.
« Last Edit: March 27, 2021, 12:07:00 pm by Ethereal »

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #100 on: March 28, 2021, 02:38:31 pm »
A small addition - UFOs from TFTD land in the sea. Alien colonies are being built at sea. (I hope it works adequately)

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #101 on: March 30, 2021, 09:26:03 pm »
I tried to experiment with the interface. It turned out terribly, but nothing else, in this regard, could not be found, so we will have to use what happened.

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #102 on: March 31, 2021, 11:14:35 am »
Corrected a little. Now at least the numbers are visible normally.

Offline Ethereal

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #103 on: April 15, 2021, 02:07:08 pm »
Update.
- Full transition to "fakeUnderwater", with underwater suits, missions and some animation replacement. "Vapor" doesn't work under "fakeUnderwater", but that's not for me question.
- ammunition for armored vehicles is packed in clips, which are much less needed to fully weapons charges armored vehicles.
- Disabled highlighting for new themes. Disabled display of unnecessary characteristics in the inventory.
- 4 new terrorists of varying degrees of danger.
- Rebalance. Correction of old errors and creation of new ones.

Modification in the first post.

Offline Meridian

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Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« Reply #104 on: April 15, 2021, 02:19:43 pm »
"Vapor" doesn't work under "fakeUnderwater", but that's not for me question.

Vapor works only underwater.
Fake underwater... as the name says... is not underwater.

For surface (including fake underwater) missions, you can use surface vapor.