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Messages - Chiko

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151
Suggestions / Re: The weapon upgrade idea.
« on: January 25, 2012, 06:34:45 pm »
Well... researching the Small Launcher and its ammo could lead to those new Non-Lethal Weapons development we all want.

Specifically, a new grenade, new ammo type for human weapons and a human version of the Small Launcher. I have sprites for them already. :P

Also, a good idea to avoid the Small Launcher to become obsolete is to make it able to set waypoints in the same way a Blaster Launcher does. Maybe making it able to set less waypoints.

152
Work In Progress / Re: New weapon graphics
« on: January 25, 2012, 04:07:28 pm »
Aww yeah! This has its own thread now. Main post updated. ;D

Edit: Not much of a difference but since they are of Alien design, I couldn't use the similar look of the human Proximity Greanade.



Alien Explosives
Alien Grenade / Alien Proximity Grenade


only one word, Awesome :D
one small fix I think, you can made ammo clip same size in weapon like stand alone clip. It would be better if every thing is same scale.

Different property should be based on handicaps, you cant use properly alien version because your hand dont fit it.
I'll see what I can do about that. I think it's going to be a bit difficult, probably making some weapons taking up more inventory space. Also, most ammo isn't the same size of the ones on the weapons in the original game. :P


oh, okay. I was kind of under the impression that it was for an official (post-v1) version of openxcom. once again, I totally appreciate that stuff, I am just being very cautious about using original graphics in a world where things like SOPA are even being considered. (and just to be cautious again: I don't know how 2k/Firaxis think about these kind of things, but the "mod" argument really becomes invalid when the mod you are doing is not for one of their games. look at it like this: you are taking graphics from one of their games (xcom) and using it to create a mod for a different game (openxcom).
I know what you mean. Well, lets hope Firaxis is not like that. There are a lot of mods for games using images, music and ideas taken from other games and have been around for years. :P

153
Suggestions / Re: HWPs Suggestions
« on: January 25, 2012, 03:34:20 pm »
That is awesome news, Daiky! OpenXcom project is giving X-Com so much more potential by making it this mod friendly. Keep up the good work!

154
Work In Progress / Re: New weapon graphics
« on: January 25, 2012, 08:02:33 am »
Sure thing. I'm not doing anything productive tomorrow morning so I'll work on it.

155
Work In Progress / Re: New weapon graphics
« on: January 24, 2012, 11:50:31 pm »
Well, the stuff I'm making are for mods. Like the HWPs suggestions thread I made. I have no idea if I'm going to be able to mod the files in OpenXcom myself so I'm posting the ideas and stuff I have in mind.

156
Work In Progress / Re: New weapon graphics
« on: January 23, 2012, 04:59:42 pm »
You mean the ones from the Tech Tree I mentioned before?

Sure, I'll then post them here as separate weapon ideas. I was thinking about posting the Tech Tree here but it's a bit... extensive. It has Tech ideas taken/inspired from different games. :P

Also, I tried to make like human versions of the Alien Plasma Weapons. I couldn't really make much... Anyways, I also added like an idea of the differences.



Alien Plasma Weapons
Increased Damage / Decreased Weight



Human Plasma Weapons
Increased Acc / Decreased TUs usage

157
Suggestions / Re: HWPs Suggestions
« on: January 23, 2012, 03:28:37 am »
Thanks!

That is like the last chassis idea I can squeeze from the game files. Guess I should be moving to Turret ideas now.

158
Work In Progress / Re: New weapon graphics
« on: January 23, 2012, 03:17:32 am »
Chiko, Can you tell me what software you use to create /modify these art work?

How can you match the style of art work with the original xcom? ;)
Well, I'm using Paint Shop Pro. It's old and similar to Photoshop but I'm too used to it to actually upgrade to something better.

The way I use to make this stuff is just cutting parts of other sprites and then I put the ones I want together, then I modify them. The Knife was a bit harder coz the only thing I used from another weapon was the handle. I took it from the Stun Rod. I made the blade from scratch.

So this can be done with pretty much any software. :P

159
Work In Progress / Re: New weapon graphics
« on: January 22, 2012, 11:40:54 pm »
Sure I can try. Never thought of making a Knife before. :P


Edit: Here, I gave it kinda the same size of a pistol so it can fit in a Belt in the inventory screen.


         
Combat Knife

160
Suggestions / Re: HWPs Suggestions
« on: January 22, 2012, 11:38:16 pm »
You mean like this? xD


161
Work In Progress / Re: New weapon graphics
« on: January 22, 2012, 10:23:46 pm »
Lolz. I'll probably reuse the laser rifle sprite style in another type of weapons. Maybe for EM Weapons. :P

I'm trying to make all weapons of the same type look similar in looks.

162
Suggestions / Re: Creating a Tutorial
« on: January 22, 2012, 07:31:36 pm »
I lol'd. xD

I always hated that helping... Word-Thing.

163
Suggestions / Re: HWPs Suggestions
« on: January 22, 2012, 07:01:11 am »
"I remember I had a software to extract them myself but It's been years since I last had it and I can't even remember the name or where I found it."
https://sourceforge.net/projects/xcmapedit/files/
That one works too. Thanks!


And maybe made that simple version of HWP need pilot? and only after you get "autopsy" of alien robots you can made AI version of it.
This will have some impact on early game, you will loose savable scout and PSI killer :) But you will grain some kind of "battle armor" that will protect and enhance your solders in beginning stages of game. Your solder will not die when his tank get destroyed, he will crawl out with light or even heavy wounds.
Hmm... that's not a bad idea. I'm not sure about using them as armor for soldiers. Maybe just make HWPs immune to Psi and Fear after the Alien AI research.

Another chassis idea could be the Walker Chassis out of Sectopod research. Maybe something like this:



Walker Chassis
Stronger damage resistance / Increased TUs

164
Suggestions / Re: Creating a Tutorial
« on: January 22, 2012, 06:51:10 am »
Lol... I didn't even know there was a manual. Some kind of Basic and Advanced Tutorials would be useful.

Learning all on your own can be difficult. Like for instance, I had no idea you can use more than 1 interceptor against an UFO at the same time. Just learned that like 2 years ago. :o

165
Work In Progress / [WIP] Chiko's Alternate Xcom
« on: January 21, 2012, 11:32:00 pm »
As some might remember, this thread was an old sprite repository. Modding the game was not as hard as I imagined so I started to make my own mod, Alternate Xcom.

The idea is mostly to expand the content and the duration of the game campaign by extending the tech tree, adding more items, rebalancing some stuff, changing the lore a bit, but all of this within the Xcom universe. Major changes include:

General Changes:
-New inventory graphics for some of the vanilla weapons.
-The Rifle has been separated into two weapons, Assault Rifle and Sniper Rifle.
-Auto Cannon now fires in auto mode only and their ammo has smaller blast radius but it needs considerable less TUs to use, fires 5 rounds per attack and has more rounds per clip.
-The Cannon has been replaced by a new weapon, the Siege Cannon. It can fire over obstacles and buildings with the help of a spotter. Their ammo has smaller blast radius since now it's a lot more deadly. It's basically a grenade launcher.
-The Piercing Ammo for Siege Cannon has been replaced by Smoke Ammo for for tactical uses.
-Changed the resistances to fire to make that damage type more deadly to unarmored characters.
-Renamed some damage types. Armor Piercing is now Piercing, Incendiary is now Heat, High Explosive is now Blast, Acid is now Chemical.
-Replaced laser damage with shock damage. Shock damage have been rebalanced to better suit its new role. Laser weapons now deal heat damage.
-Added a new grenade, Incendiary Grenade. It can cover a decent area with flames.
-Added a short range fire dealing weapon, Spitfire Cannon. It's similar to a flamethrower in concept but it launches 5 bolts of fire that can cover a small area with flames depending of the spread of the shots.
-Researching all non mechanical corpses, Alien Alloys and Alien Polymer will now let you research a Dart Rifle, which can deal either chemical or stun damage.
-Researching All mechanical corpses and a muton corpse and Alien Alloys will let you research better armor piercing ammo for pistols, assault and sniper rifles.
-Hovercraft HWPs now need a Cyberdisc corpse as main component to be built.
-Edited many of the vanilla description to better suit and describe the changes made by this mod.

Shock Weapons:
-Shock weapons will be the first human weapons available for research. Laser weapons will be available after all shock weapon tech is researched.
-Shock weapons have limited range and ammunition and they cannot be recharged in the field but they deal extra damage to mechanical enemies or targets with implants.
-The shock rod also needs this research to be available.

Laser Weapons:
-The Laser Weapons research has an actual ufopedia entry now.
-Laser Weapons now use Power Cells so their ammo is no longer infinite.
-Having all basic Laser Tech Tree, Alien Alloys and Elerium 115 will allow you to research Elerium Lasers.
-As soon as you research Elerium Lasers, you will be allowed to manufacture powerful ammo cells for personal laser weapons. (HWPs, Craft and Facilities with Laser Tech are unaffected for now)
-Laser power cells do a bit less damage than vanilla laser weapons and the new Elerium ones do damage between the first Laser power cells and Plasma weapons.
-Laser Rifle has been split into Laser Assault Rifle and Laser Sniper Rifle.
-Laser Sniper Rifle uses Heavy Laser Power Cells or Heavy L115 Power Cells.
-Heavy Laser now has auto shot, is less accurate but uses less TUs.

Plasma Weapons:
-All plasma weapons have reduced rounds in their ammo clips.
-Plasma Pistol and Rifle cannot fire in auto mode.
-Heavy Plasma cannot be fired in aimed mode now but it can be fired over obstacles, making it more useful.
-You will be allowed to research alien plasma weapons and learn how to use them but you cannot manufacture them, and their ammo.
-Once you have researched all laser tech, Elerium 115, Alien Alloys and all alien plasma weapons and their ammo clips, a new research topic will appear, Plasma Technology Adaptation.
-When you finish researching it, you will also get a free research, Human Plasma Pistol, and be allowed to research the rest of the human version of alien weapons, along with Plasma Defense and Plasma Cannon for Craft and HWP.
-There's also a Tank/Plasma HWP, which is available as soon as you research the Plasma Cannon.
-There's now further research for human plasma weapons which allow you to develop new ammo cells to deal heat or shock damage.

Fusion Weapons:
-Researching any Fusion Tech (Fusion Grenade, Fusion Blaster or Blaster Bomb) will give you the Alien Fusion Weapons Ufopedia Entry.
-Soon after researching a fusion weapon, your agents will be allowed to use them but manufacturing them won't be possible.
-Upon researching all Fusion Weapons, a new research will appear, Fusion Technology Adaptation.
-Researching that will allow you to manufacture fusion grenades and will unlock the rest of the fusion adaptation research, including Craft, HWP and Facility Weapons.

Non-Lethal Weapons:
-Researching any dead alien will unlock the Non-Lethal Weapons research.
-Researching that will allow you to research Electro-Shock Rod (renamed Stun Rod) and the Alien Containment Facility.
-Upon researching either an Alien Stunner Gun (renamed Small Launcher) or a Stun Bomb, you will be given the Alien Abduction Weapons ufopedia entry.
-Researching a Stun Bomb will also give you knowledge of Alien Polymer, which you will be able to manufacture and use in the construction of more Stun Bombs and other Non-Lethal Weapons.
-Having knowledge of Alien Polymer will allow you to research Stun Grenades, which are hand thrown version of Stun Bombs.
-Having knowledge of the Alien Stunner Gun, Alien Alloy and Alien Polymer will allow you to manufacture human version of Stunner Guns.
-Having knowledge of Electro-Shock Rod, Alien Alloy and Alien Polymer will allow you to research and develop the Stunner Rod, which will need ammo but it will do more stun damage.
-Stunner Guns will shot their Stun Bombs in an arched manner, just like the Siege Cannon, to make them more useful than Stun Grenades.


Here are some of the item sprites. Some of them are in the mod, others are vanilla sprites put in there for comparison, and the rest are unused sprites:


Standard-Issue Weapons
Combat Knife / Pistol / Assault Rifle / Sniper Rifle



Heavy Weapons
Siege Cannon / Auto Cannon
AP Ammo / Explosive Ammo / Incendiary Ammo



Self-Propelled Weapons
Rocket Launcher
Small Rocket / Large Rocket / Incendiary Rocket



Throwable Devices
Explosive Grenade / Smoke Grenade / Incendiary Grenade / Explosive Mine / Electro-Flare



Electromagnetic Weapons
EMP Pistol / EMP Rifle / EMP Cannon
EMP Grenade / EMP Mine



Laser Weapons
Laser Pistol / Laser Rifle / Laser Cannon



Alien Plasma Weapons
Alien Plasma Pistol / Alien Plasma Rifle / Alien Plasma Cannon
Plasma Power Cells



Human Plasma Weapons
Plasma Pistol / Plasma Rifle / Plasma Cannon
Plasma Power Cells



Mass Acceleration Weapons
MA Pistol / MA Rifle / MA Cannon / MA Autogun
Kinetic Rounds / EMP Rounds / Plasma Rounds / Fusion Rounds



Alien Explosives
Alien Grenade / Alien Proximity Grenade



Alien Abduction Weapons
Alien Stunner Gun
Stun Bomb



Advanced Non-Lethal Weapons
Stunner Gun
Stun Bomb / Stun-Gas Grenade / Stun Ammo



Handheld Devices
Motion Scanner / Personal Shield / Personal Cloaking


WIP Mod: https://www.dropbox.com/s/u6veu3znnxwcgdk/ChikoXcom008.rar?dl=0
Known Issues:
-Most of the new items have no custom hand/floor sprites.
-Some of the items are not sorted correctly in the lists since I'm still adding new stuff.

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