Recent Posts

Pages: [1] 2 3 ... 10
1
40k / Re: [ADDON] ROSIGMA
« Last post by Simi822 on Today at 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...
2
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« Last post by B1ackwolf on Today at 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.
3
Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Juku121 on Today at 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
4
Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Solarius Scorch on Today at 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.
5
Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by Xilmi on Today at 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.
6
Brutal AI / Re: Brutal-OXCE 8.5.1
« Last post by Xilmi on Today at 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.
8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by ThumpieBunnyEve on Today at 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.
9
Open Feedback / Are there any mods to recruit Aquatoid?
« Last post by carazo1985 on Today at 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.
10
Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by jnarical on Today at 01:38:45 pm »
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering. 
1) About the formula - all numbers are just arbitrary... Maybe a threshold for sniping should be equal to unit's own accuracy? I don't know, but the core idea of sniping is just like that) Your example has a mistake... 130% accuracy to 50% covered target will be 130%*0.5 + 30% = 95%... and this mechanics should be used with "partial"effect from cover. It'll make 130% accuracy even more powerful and 100% accuracy to half-covered target - less penalized.

- empty-tile shooting is somehow broken in OG:
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile.
 
It's not broken. It chooses target voxel based on tile type, and it's different one for different kinds of walls. About a tile with undiscovered unit - it's also makes kind of sense. And what about shooting in desired direction - as far as know, CTRL works just like that. To me at least, it works as "target the center of a tile, regardless of its type". So, if you'll shoot a tile with an undiscovered enemy with a CTRL, you'll get precisely what you want. I was experimenting with it lately, without CTRL a bullet goes to a floor (for a "floor" tile without a wall), with CTRL flies "horizontally" (considering the fact that gun's barrel is higher than tile center, it goes downwards slightly)

- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)
I didn't get much tbh but I'll look again outside my working hours))

For now, I can tell that destroying covers already works well with CTRL. I'm not sure where target voxel precisely is when you aim a unit with CTRL... Both ways are possible, I should check. For now, I don't get why you're asking for another firing mode, my guess is that you want to have a way to shoot slightly down... for destroying obstacles with HE shots, for example. So those HE shots could explode more often and not fly away to the sky ))

UPD:

For HE ammo, I've already adjusted target point to a lower one
Pages: [1] 2 3 ... 10