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WalrusJones

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Everything posted by WalrusJones

  1. Sleep drunkeness. Not actual drunkeness. Essentially, a pretty bad for you condition that is known to happen if you sleep for roughly more then ~10 hours. It can spitball into an actual disorder if you keep oversleeping, so... Expect good mod progress tonight to put me back on a "Normal" sleep cycle.
  2. I have the code in place, but I have yet to test it due to me waking up with very bad sleep drunkenness today (After my first day without having coded all night, this is understandable...)
  3. You can drag in the inventory screen to load alternate ammo types. Its just making the quartermaster screen show more then one ammo type. I have my own work-around... But, you can wait to see what I am talking about.
  4. It would be quite funny if we needed a save editor to modify the game start...
  5. I'm not to clear about the rules about PM'ing devs, but that may be a good idea for this case.
  6. At this point. Not now is not never. His major concern is finishing the game, currently. In the future, when the game is a more finished product, I am sure we will get a lot of love.
  7. While you would think I would discourage nigh-impossible to use in human hands weaponry... Ultra-Heavy weaponry will eventually appear, but require soldiers who are so strong, accurate, and fast that they must have survived from the beginning of the game, to the early plasma age to be usable by humans. I technically have a sprite for one of them already as well. Secondly, I don't intend for ballistic weaponry something that you totally phase out, but instead, they are something that is very expensive to use at the end game levels. (Still, a certain series of enemy units is most efficiently dealt with using ballistic weapons, borrowing a shockingly good idea from the somewhat disappointing, and somewhat clever XCOM:enemy unknown (Sequel to UFO defense.) I am borrowing from most of the games in the whole world defense genera in my plans and ideas.)
  8. It was only a hunch. I HOPE it works, as it would be the only way to make the gun have shots that don't explode.
  9. Those are resources for procedurally generating base assault maps, I am pretty certain.
  10. http://www.goldhawkinteractive.com/forums/showthread.php/5046-Xenonauts-configuration-files This is probably your best bet on finding out quickly, as it is a sticky.
  11. Prior to passing out, it increases its population as well. *Totally just implied that the Chinook ride over is a massive bender.*
  12. It is the most elegant solution that I know. I hope something that allows for more advanced weapons will come eventually.
  13. Creating a secondary fire would be exceptionally difficult with the current games mechanics, but I do know a way you could TECHNICALLY make it work. <Weapon name="weapon.rifle" bulletType="normal" emptySound="Empty Click 1"> <props range="20" hands="2" recoil="0" weight="5" isHeavy="0" clipSize="20" reloadAPCost="30" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1" hpLimit="80" /> <SingleShot sound="Weapon Rocketlauncher Single" delay="1.05" suppressionValue="60" suppressionRadius="3"> <Set1 ap="40" accuracy="30" /> </SingleShot> <BurstFire ap="20" accuracy="30" sound="Weapon Assault Rifle Single" delay="0.9" burstdelay="0.1" shotCount="1" suppressionValue="40" suppressionRadius="3" /> <BurstFire ap="30" accuracy="60" sound="Weapon Assault Rifle Single" delay="0.9" burstdelay="0.1" shotCount="1" suppressionValue="40" suppressionRadius="3" /> <BurstFire ap="40" accuracy="80" sound="Weapon Assault Rifle Single" delay="0.9" burstdelay="0.1" shotCount="1" suppressionValue="40" suppressionRadius="3" /> <BurstFire ap="40" accuracy="20" sound="Weapon Assault Rifle Burst" delay="0.9" burstdelay="0.1" shotCount="3" suppressionValue="40" suppressionRadius="3" /> <GUIImage name="gui/weapons/AssaultRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="ammo.ballistic.rifle" type="Incindiary" damage="30" mitigation="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/explosion/explosion" radius="3" sound="Weapon Rocketlauncher Explosion" fireChance="10" smokeChance="20" gasType="GrenadeFragSmoke" /> </Ammo> </Ammos></Weapon> Do note... This is going to be a EXCEPTIONALLY weird, buggy, and slightly overpowered weapon, however, it exploits the fact that burst shots cannot explode... Your grenades will pull ammo from the magazine, but this is as close as you can get for now.
  14. 10 downloads! Edit, wait. Just 9. I cant count. Edit2: Now its 10. AND QUESTIONS: What weapon is your favorite weapon in this mod? What weapon is your least favorite? What do you think of the item descriptions? Grammar issues? Are there any armor animations that I am forgetting/messed up/discrepancies in armor-weapon animations (IE, Saiga using the Shotgun animation for the Jackal armor, assault rifle animation for the Sentinel armor?) What ammunition types would you like to see come first with the armor update? (I have a manufactured, secondary AP ammo for the Submachinegun planned, as well as standardized rubber magnum ammo, and beanbag shotgun shells.... Mostly non-lethal ammo types, aside from the Submachineguns bullets.) Lastly, should I focus on updating late tier carbines to reflect my changes first, or go ahead with making new content? I have yet to start work on the next version, however, I have received simply better cleaned sprites since the first release, meaning the sloppy glow effect I used to smooth the edges of some weapons will be going away soon. I have updated the readme to give credit for mod contribution as is due. I am investigating many quality of life mods to potentially integrate into my modpack (Alien caste descriptions, better tracers, more soldier backgrounds, more shotguns, ETC.) And, I am playing the game for fun for the first time since I started modding this game, a week and a half ago... Revolvers and LAR's all the way.
  15. This mod looks quite tasty, Ol' Stinky. Its almost like an alien version of my mod, but more devious.
  16. I may open up his mod, and make a compatibility patch when my mod enters a greater level of completion, however, just like the ancient forces of Shu in the Romance of the Three Kingdoms era, I have plans to grow just as big as my rival (Probably by eating up several of the more minor mods, myself,) little mod/Cao Cao. However, I do plan to stay small for most of the Xenonauts beta.
  17. It is over. Two hours of typing one word: Wolf, overwriting the word buzzard, in a specter file... It is done.... However, that means I can finally release something I may be the only one who has been waiting for.... Walrus Jones's Tactical Ballistic Expansion, V1! http://xeno-mods.com/mod/138/walrus-jones-s-tactical-ballistic-expansion (I could hide this as a word, but I find it difficult to see links on this site, so for the sake of making the link clear and obvious, I left it in link form.) Naturally, This mod greatly expands on ballistic weaponry, adding two new (Three to ballistic weapons, in a unique case,) weapon classes, and offering several new versions of both new and old weapon classes. Soviet weapons (Introducing the first ballistic carbine, and battle rifle.) These weapons are designed to deviate heavily from standard weaponry, allowing for a fresh game experience. Civilian weapons. For people who want to ward of the alien invasion in style (And with a great deal of challenge, let me tell you.) Cynical weapon descriptions. (Note, The Stat box in the upper right corner gives more accurate stats then the description. Sprites in this image are not necessarily up to date.) And much more. This mod will go quite a ways into the game, leading early ballistic weapons down three tiers that will allow them to compete with early lasers (And then doing the same to lasers and plasma, but then it wont be a ballistic expansion anymore.) A quick example of what this will look like: Tier 1: Conventional Submachinegun. Tier 2: Enhanced Submachinegun (Manufactured, not yet included.) Tier 3: Alloys Submachinegun (Manufactured, spends resources, very cool chalky aesthetic.) (Thank LaggyWolf for nearly all the weapon sprites. Some minor alterations by me may have broken some of the guns: Rule of thumb, if it looks as ramshackle as the ammo types, Walrus made it/Ruined it.) As for now, I think I am not forgetting much. Feel free to yell at me for things I have forgotten, but be polite, and avoid the flaming thumb.
  18. My mod is also going to make things take longer as well, and make ground combat more complex in a way that hopefully benefits the player, while giving you more things to do in geoscape. Now... I just need to upload this first release.
  19. That is a big part of why the standard, more accurate snipers being high armor mitigation, medium damage is going to be a significant thing in this mod: They will make hard targets softer. More importantly, this mod will probably favor medium health enemies with enough armor to absorb 40-70% of the firepower I intend for them for the first shot. I probably wont be going to ramp up armor as quickly as you have in the early versions of the mod, as a big part of it: The early, incremental upgrades that the tier 2 and 3 kinetic weapons and ammo's are a big part of my plan, and guard/soldier armor values will take a hike up at that point. However, at least I know how much of a challange I have to face at this moment... As for the rest... I shouldn't really be posting right now, as I was so closed to finished with finishing the last few files I needed prior to zipping it up.
  20. Well. I have done an extra pass of cleaning on the sprites, and they are starting to go extremely well with the UI, making the old impressive sprites of old look like they were from another game. (Of course, none of this would be possible without the incredibly impressive sprites of old being so high quality.... And there is the fact that I severely damaged the old sprites toying with them heavily before using them myself, like a fool. So basically, all this means is that I overwrote my own artistic incompetence damaging my teammates work.) Edit: Actually, I am reverting these changes, they look good with photoshop as a backdrop.... But they really dont look nearly as good in game. Aside from that... I am almost ready to release. Not much else to say. So much for two remaining posts left, hah. Hah.
  21. I do want to have one of the balancing factors of my mod be that sometimes, certain spammy types of weapons will do 0 damage against their intended enemy if they haven't suffered any armor degradation... And... Default armor degradation is at a shockingly high level, if I am reading that right. However.... Yeah. Reading this file is extremely useful, there are a lot of changes that will need to wait a few versions, and I will be releasing when I finish the soldier specter files, and redo the xenopedia images.... Packaging all the changes that are ready for release into V1, simply so people have something to offer feedback on.
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