OpenXcom Forum
Modding => Released Mods => Topic started by: 7Saturn on October 22, 2015, 12:26:14 pm
-
Well, I mostly like the additional maps of the Terrain Pack. But I really don't understand, what this is supposed to accomplish (look at the picture...). I experienced that already earlier in the game, where I at least had a rocket launcher tank with me. But I think, it's just kind of unnecessary. I can only imagine one situation, where this might come in handy: Chryssalid-mission, where you don't have any flying suits in use. Otherwise, this is just blocking your way out. Which then forces you to throw grenades to get out, which unnecessarily endangers your units, as they have a tendency to drop, where they aren't supposed to.
-
This has been discussed like a million times already.
Some consider it a bug, some a feature.
Mod author says it's a feature... you can either live with it or edit the mod if you want.
-
A feature? How about blocking all the UFOs doors with a big honkin' rock? Let's say, 4x4? Nice feature, that. And if I were in the business of modding, I'd probably just fix this problem myself, no question. But I'm not. As are (by my guess) > 95% of OpenXcom-players.
-
Are you shouting at me or just ventilating at no one in particular?
Btw. I also think it is a bug... just saying that people have already reported it many times and the result was always the same.
-
Are you shouting at me or just ventilating at no one in particular?
That wasn't shouting at all. THIS IS SHOUTING! ;) No seriously, I'm not angry or something. It's just that this is so obviously not intended by the usual game play. But »feature« isn't exactly, how this looks. Otherwise, the rock-example would have to be treated as such as well... Or how about some randomly not opening UFO-doors? Would probably be funny with UFOs with just one door. »Err... Tha puny humans are at the door. Shall we let them in?« »No. Let them work their proverbial asses of and laugh about them, when they retreat.«Btw. I also think it is a bug... just saying that people have already reported it many times and the result was always the same.
I didn't notice the previous reports. =)
-
When I first read the title of this thread I thought: 'Great! Someone has designed a new terrain for the pack". It would be a cool name: Shrub Blockade - fight the alien shrubs who are intended on blocking all of Earth's roads. :)
Alas, it was not this way. :(
And neither will these shrubs appear anymore in the next versions of the pack for I have removed them a couple of days ago :)
You shall just need to update thee files with the ones present in 0.7.7 of Redux for the issue to disappear. Or report back if there's still an offending shrub :)
-
When I first read the title of this thread I thought: 'Great! Someone has designed a new terrain for the pack". It would be a cool name: Shrub Blockade - fight the alien shrubs who are intended on blocking all of Earth's roads. :)
You guys sometimes are just crazy... =)
And neither will these shrubs appear anymore in the next versions of the pack for I have removed them a couple of days ago :)
That's nice. =)
You shall just need to update thee files with the ones present in 0.7.7 of Redux for the issue to disappear.
I'll look into that. But I'd rather have a clean Terrain Pack for archiving purposes. Any ideas about if or when you will update the map pack alone?
Or report back if there's still an offending shrub :)
I sure will do! =) Thanks for all your efforts.
[Edit:]OK, I just looked into that folder. Can you tell me the name of that terrain, so that I can replace it with the proper file(s)?
-
But I'd rather have a clean Terrain Pack for archiving purposes. Any ideas about if or when you will update the map pack alone?
Not soon. Redux has priority since I'm creating a whole bunch of new terrains that eventually will end in the Pack and I don't have to keep updating 2 mods at the same time.
[Edit:]OK, I just looked into that folder. Can you tell me the name of that terrain, so that I can replace it with the proper file(s)?
Look for the FORESTPOLAR, FORESTMOUNTAIN, JUNGLEPOLAR and JUNGLEMOUNTAIN .MAP files. Those should fix the shrub blockage problems, unless I missed a map or terrain.
-
Look for the FORESTPOLAR, FORESTMOUNTAIN, JUNGLEPOLAR and JUNGLEMOUNTAIN .MAP files. Those should fix the shrub blockage problems, unless I missed a map or terrain.
I just did. I'll keep you posted.
-
And neither will these shrubs appear anymore in the next versions of the pack for I have removed them a couple of days ago :)
Hope you've kept the original? I still want to have jungle maps causing ragequit in people who think nothing about using tanks in the jungle :)
-
I still want to have jungle maps causing ragequit in people who think nothing about using tanks in the jungle :)
Torturer! :P
-
Hope you've kept the original? I still want to have jungle maps causing ragequit in people who think nothing about using tanks in the jungle :)
Those maps will still appear during missions but they aren't used anymore on the landing zones.
-
Torturer! :P
Don't blame me, blame Mother Nature for not making forests look like highways. :)
Those maps will still appear during missions but they aren't used anymore on the landing zones.
Ah, so it's just the question of scripting. Cool. We really need that mapblock (& sprite, & tileset) library we've discussed with Hellrazor... maybe Solar could lend his site to that end, hmm...
-
Occasionly annoying shrubs are a unique challenge but not on most landings so on balance I'll be glad to see the end of these shrubs as the amount of high explosives I had to use to clear a way to the ufo was, well lets say a lot. I'd used most of the mortar tank rounds just to clear the ramp and be able to clear room to less dense areas on the map. FMP v1.72- see picture.
-
Those maps will still appear during missions but they aren't used anymore on the landing zones.
Which is a blessing in my eyes ;>
-
The shrub-blockade was the final straw on why I'll finally be putting melee weapons in my mod. Pull out the trusty machete, or combat-saw and get to work, squaddie!
-
Will there be punching as well? That's the one thing, I'm missing. There's that little f***er of a Sectoid standing right next to you. Why not knock him over with bare hands? -> Not implemented. =)
-
The shrub-blockade was the final straw on why I'll finally be putting melee weapons in my mod. Pull out the trusty machete, or combat-saw and get to work, squaddie!
Umm, melee weapons can't damage terrain, sadly. But ranged weapons with range 1 (like chainsaws and hammers in Piratez) work fine.
Will there be punching as well? That's the one thing, I'm missing. There's that little f***er of a Sectoid standing right next to you. Why not knock him over with bare hands? -> Not implemented. =)
My dream for the past 18 years. :)
-
If punching is possible it opens up the possibility of kicking as well, most special forces do some kind of martial art and then you could also have knuckle dusters.
-
Well, the specific way to kick their butts isn't exactly the central point. =) One could as well strangle them. However: That also opens the possibility of aliens doing the same to the soldiers. I could think of a Muton being quite a problem, even without any arms...
-
"You don't bring a knife to a gunfight"
-
Tell that to a bunch of weaponless aliens. =)
-
Umm, melee weapons can't damage terrain, sadly. But ranged weapons with range 1 (like chainsaws and hammers in Piratez) work fine.
Interesting. Glad there was a way to do it without having to do go and change the codebase again.
-
Tell that to a bunch of weaponless aliens. =)
"You don't bring a knife to a gunfight. Unless you're a Chryssalid"
-
It's the Revenge of the Shrub mwahahaha
(https://www.openxcom.com/content/modimages/FYBXFNRB102720150953.png)
-
It's the Revenge of the Shrub mwahahaha
(https://www.openxcom.com/content/modimages/FYBXFNRB102720150953.png)
Seriously?
Shrub feast!
-
The only thing missing would be a unit, looking exactly like one of those shrubs. With Chryssalid-mechanics. Melee, result will be another shrub...
-
Has anyone developed a shrub monster yet?
-
The only thing missing would be a unit, looking exactly like one of those shrubs. With Chryssalid-mechanics. Melee, result will be another shrub...
With 0 movement, a huge reaction stat and no LOFT settings so that it wouldn't be noticed as an enemy unit. Then, when a soldier walked next to it... *shurbify*
-
Yeah, just like that! =)
-
With 0 movement, a huge reaction stat and no LOFT settings so that it wouldn't be noticed as an enemy unit. Then, when a soldier walked next to it... *shurbify*
I so fell in love with that idea :)
-
With 0 movement, a huge reaction stat and no LOFT settings so that it wouldn't be noticed as an enemy unit. Then, when a soldier walked next to it... *shurbify*
Dyyyyyyyyyyyyyyyyyyyyying of laughter over here.
-
I so fell in love with that idea :)
You will only need to create the sprites for the shrub and the animation and create a custom mission/terrain.
-
I so fell in love with that idea :)
I've been hoping you never find this thread... :P
-
I so fell in love with that idea :)
About the Special damage, so far there is no lore behind it, just a general direction. It is inflicted by:
- Tentacle monster not implemented yet
The secret is out!
-
With 0 movement, a huge reaction stat and no LOFT settings so that it wouldn't be noticed as an enemy unit. Then, when a soldier walked next to it... *shurbify*
:o :o Do let us know when you do this. The first thing I will do is blow up anything that looks like a shrub on the map.
-
Well, it depends... If the shrubs with a tendency of multiplying are marked as enemy units when in sight, like any other enemy unit, that won't be a problem. Just look on the ingame map overview and you will know quite exactly, where that thing is standing... On the other hand, if it would not appear marked as an enemy unit at all, I'd found it a little bit hard...
-
Well, it depends... If the shrubs with a tendency of multiplying are marked as enemy units when in sight, like any other enemy unit, that won't be a problem. Just look on the ingame map overview and you will know quite exactly, where that thing is standing... On the other hand, if it would not appear marked as an enemy unit at all, I'd found it a little bit hard...
See, we have this theory called 'haunted rubble'...
-
With 0 movement, a huge reaction stat and no LOFT settings so that it wouldn't be noticed as an enemy unit. Then, when a soldier walked next to it... *shurbify*
Ni!