OpenXcom

Alien Armoury Expanded for OpenXcom

Released . Ranked 178 of 232 with 511 (0 today) downloads

Published by Solarius_Scorch (mod ID: 166)

plasmasniperrifle.jpg

This mod was based on my Item Levels mod, which made aliens retain all three tiers of weapons throughout the game, so that plasma pistols and plasma rifles could be encountered at later stages. Then I decided to add some more alien weapons, and voila - Alien Armoury Expanded.

The mod does the same as the Item Levels mod, plus adds more weapons for the aliens to use:

  • Plasma Sniper Rifle. It is stronger than Plasma Rifle and considerably more accurate, but lacks auto fire.
  • Plasma Blaster. A hand-held light plasma cannon, encountered on biggest alien vessels and terror missions; it is powerful and deals area damage, but is a little cumbersome to use.

You can research and use these just like all other alien weapons.

Note that this mod is NOT compatible with Item Levels mod nor Solar's New UFOs mod, as it already contains everything that these mods do (and besides, enabling them both at once is likely to end badly).

More alien weapon ideas are welcome, though I don't think we should go overboard with this. :)

Releases

FilenameSizeVersionAddedOptions
alien_armoury_expanded_1.5b.zip165.82kb1.5b

Comments

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0xebjc
0xebjc @0xebjc

OXCE crashed with message

"
Error for 'STR_TOXIGUN': offset '385' exceeds mod size limit 28 in set 'Projectiles' at line 1660

"
if you edit the file in the archive named "AlienArmouryExpanded.rul"
change the following two line to what is below, all you have to chante is the number '385' to '28' in each line, leaving the rest as it is.

Line# 1661 bulletSprite: 28
Line# 2050 28: Resources/AlienArmouryExpanded/Bullets/toxic_bullet.gif

It will fix the issue.

I had the same problem with my mod Ironman Suit, I am guessing that the old way mods had to have a unique ID accross all mods? so if another mod had projectile id 200, then a different mod could not use 200 and would have to use a new number like 201. As you add many mods all hard coded with unique IDs it get hard to track which mod is using what ID. I think the new way is local IDs so using a number like 28 is only localized to this mod and no other projectile ID in the same mod can use that ID, but it won't conflict with other mods as they each have their own local IDs.