Recent Posts

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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by carazo1985 on May 21, 2024, 11:57:34 pm »
wow, I hope that in the future they created a mod it would be the best mod.
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40k / Re: [ADDON] ROSIGMA
« Last post by Simi822 on May 21, 2024, 09:13:38 pm »
Question,

is the Fletchette gun with Keller Ammo (75) snap shot 3x the strongest single hand weapon...or is the Master crafted Plasma pistol or its the Tigrus bolt pistol with master crafted ammo? which one you prefer? and witch one is the best for a Shield carrier (Ogryn, Arbiter, Beastman, Astartes) ?

just and Idea after watchin Toad today...
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Work In Progress / Re: [WIP] Xeno Operations LEGACY
« Last post by B1ackwolf on May 21, 2024, 09:06:21 pm »
### Development News Update ###

TL;DR: If you prefer to skip the detailed explanation, feel free to check the attached pictures and their descriptions. They should be (hopefully) self-explanatory.

Hi everyone!

As I mentioned previously, the next patch will come with significantly improved features. I wanted to showcase some of these updates while I continue to finish the remaining tasks.

I've completed the next tier for the second tier of armors [1]. I'm finally happy with the result, using parts from HALO REACH MOD and some original assets created by Hans Woofington. This new armor tier will have a different role. Being bulkier, it will significantly differ from the basic armor to avoid it becoming a no-brainer choice. This also extends the viability of the initial armor, which was saddening to see last less than a single month, especially after its previous visual upgrade. The pilot variant will receive a different chest piece and a unique helmet to further differentiate it. Additionally, to enhance the distinction [2], I've followed Neoworm's designs and changed the general color palette of pilots from blueish to scarlet red, similar to the PS1 version. With this change, the PS1 assets mod from N7kopper is now straightfoward compatible, coinciding with all the pilot-related cutscenes.

In the screenshot of the pilot[2], you'll notice new sprite work for some weapons. Some are new, and others are updates of previously available weapons. All melee weapons received an extra pass, so every tier now consists of a knife and a bigger blade of the equivalent technology. Some assets were borrowed and kitbashed from Woofington's assets. Alien blades received a new appearance inspired by shredder gauntlets/Yautja wrist blades from the Predator franchise.

Inspired by the demolition charge mod by DBarizo, I've introduced three breaching charges [2] to be used solely against UFO walls to create extra entrances and assault from more creative angles. These come in three varieties with increasing portability and reduced weight, although they function practically the same.

Next, we have the newest soldier type, the Tank Driver [3]. With the help of efrenspartano and using other mods as guidance (especially GWotW), I implemented the mechanic where tanks are "armors worn by specialized units." This system is simply better than the archaic and aging vanilla tanks system. Note that while the system is in place, the artwork is still placeholder as while I struggled to understand how it worked. A better sprite will come soon, with the drift suit based again on Neoworm's assets.

As an extra note, I managed to "smooth" the fur of dogs[4], making them look less pixelated. I can now create different fur patterns, so expect some variations in our four-legged friends' appearances. I'm also working on ideas related to them to add nuance to the mod's lore.

Additionally, I'm experimenting with a portable ballistic shield[5], thanks to efrenspartano's suggestions. I'm using the HALO REACH MOD kig-yar gauntlet shield script to simulate its functionality as an independent item that can be dropped, tossed, or exchanged between troops. There are three variants: XCOM basic ballistic, an Xelloy improved version, and an energy variant. The last two are functioning in-game, but their sprites are placeholders.

In other news, I found the master file that controls the palette and colors used for the interfaces, thanks again to efrenspartano. My plan is to unify all menus[6] and interfaces into a coherent and consistent theme. Currently, I've only changed the main menus[7] and the geoscape sidebar. I'll wait for feedback from you (readabilty?, pleasant color choice?, general thoughts) before investing more time into this change.

And finally, after some discussion, I decided to follow efrenspartano's advice and include the use of filipH's "ammo sprite scripts." The idea is that every weapon will have a series of different sprites that change based on ammo count[8] (empty mags), special ammo[9][10] type chambered (AP,HE,Standard,overcharged, etc), inventory status (grenades being primed/unprimed, swords being off in backpacks but glowing in hands of troopers), etc. While this requires extra work, it's worth the effort. I've already finished about one-third of the weapon tiers, and now the hard part is implementing the script correctly. My plan is to finish all sprite work within the next week before focusing on the ruleset.

That's all for today's showcase. Thank you for your patience, especially if you made it through my detailed post. Stay tuned for more updates and showcases in the coming days.
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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Juku121 on May 21, 2024, 08:16:46 pm »
I recall some fella trying to make a limited 'play as aliens' mod, but they were not very good at it and I don't think they got very far nor published anything.

Otherwise, several mods offer some limited alien-ish soldiers, including Solarius's own. But there is indeed no real 'play as aliens' mod.

Otherwise, you'll just have to make do with the old-school method of mind-controlling your Aquatoid minions. :D
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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Solarius Scorch on May 21, 2024, 08:08:03 pm »
I don't know of any such mod, and I honestly doubt it exists.

Would making it be hard? Nah; just a bit of work. The hero could be you. :) The community is very helpful, too.
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Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by Xilmi on May 21, 2024, 04:30:50 pm »
Hi Xilmi. There is such a suggestion: add reaction shots when opening doors (maybe as a switchable option).
 The fact is that enemies, especially with aggression 0, really like to ambush behind doors and it would work if the fire trigger worked. It looks something like in screenshot 1
Of course, they will be killed due to the lack of a rocket shot, since the right to the first shot is always with the one who opened the door.
Knowing this, I will just ambush a little to the side of the door and thereby kill the enemy anyway.Screenshot 2
 That is, the absence of a fire trigger when opening doors almost always works in the player's favor.
I don't really want to change the game-mechanics and get rid of the "mutual-surprise"-rule, which is what suppresses reaction-fire when two units see each other at the same time in cases such as someone opening a door. This would make reaction-fire a lot stronger and lead to a different and likely rather stale camping-meta.

I think it would be better to analyze why the AI does what it does and try to teach it to play better.

I think the issue here is that the AI doesn't really grasp the concept of how a seemingly decent cover can be turned into no cover at all by opening a door. That's actually something I can have alook at.
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Brutal AI / Re: Brutal-OXCE 8.5.1
« Last post by Xilmi on May 21, 2024, 04:18:30 pm »
1. Can you make BAI understand non-whole numbers of aggressiveness?
I had that in the past with the fractions. But I got rid of it. Right now there's only 3 levels left so that they can actually be distinct.
0 is where the enemies prioritize survival by looking for good spots that are difficult to reach
1 and 2 is the progression-mode. The enemies will be somewhat careful but afterall their goal is to sweep the map, search for enemy units and kill them
3 and above is the aggressive mode. The enemies will just try to end it quickly by rushing forward without any regards of safety.

Since in the base-game there also only were 3 different settings, it makes the most sense to assume that that's what modders will use.

Note that it now is also possible to force a minimum aggression in the deployment via "minBrutalAggression". The purpose of that is to make it so that on mission-types where it clearly is intended for the enemy to be the aggressor they won't just camp. For example in a base-defense-mission.

2. Can you reserve special number (or letter: X = extra) for Zombie-like no-matter-what-wanna-kill-what-I-see units? For example, it may be 666 (or 69). If aggressiveness: X then unit always behaves as a killing machine.
Everything 3 and above as well as enabling leeroy-flag will do that already.

3. Can you reserve special number for these units who are supposed to stay inside the ship, where they had spawned? But with that in mind: if this unit spawns outside, it acts alongside others. This particular mechanic can be achieved via special mark past the number.
I really don't think it is reasonable to make changes like this.

Edit: all these suggestions are for new UNITS.RUL file, use unit-aggression. Then there is a chance for game to be balanced around units behavior.
And please, remember: game is for a player, not for a computer. There must be fun to play mods, not constant pain in the ass (80% maps = enemy spawn 250% stronger than players, repeat 500 missions).
There's so many options to tweak brutal-AI already. Including not using it at all. I can't chase every vague idea someone comes up with and hasn't really thought through without previously having tried to use the existing options.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by ThumpieBunnyEve on May 21, 2024, 03:05:45 pm »
Small breaking change OXCE 7.12.7 with recent script hook, I fix typo in one script arg.


Yankes, where can i DL your OXCE 7.12.7 version?  there is a lot of links from the OP, and not a all of them result in a page to dl from. I know you worked on the fix i needed with the  "need-more-manufacture-space" warning ∞ looping.
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Open Feedback / Are there any mods to recruit Aquatoid?
« Last post by carazo1985 on May 21, 2024, 01:40:18 pm »
Hello, greetings to all, and I'm posting this ad for several years now and I haven't found any mods. I'm a big fan of xcom terror from the deep since 1995 when I was playing Windows 95. What I'm looking for is to be able to recruit soldiers like Aquatoid (anyone). alien) and join the battle. and be able to equip, thank you very much for that, if there is a way to find some mods.
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