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Messages - kikimoristan

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76
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: August 17, 2015, 11:29:13 pm »
is it possible to compile 1 exe with all dlls included?

77
I'm not sure if i understand, but standard tentaculat has only one animation frame per direction, starting at frame 8. Can you show me the file you're talking about?

Apart from that, currently there is no drawingroutine for a unit of that type. It would have to be coded in as a new drawingroutine.

I have corrected and re-written my request after you pointed out the error. For some reason when I extracted the sprites they had empty spaces in between perhaps an older version of TFTD?

Could it be done using say floater spritesheet but fill in only the body  and enable continous anim on it? I'm thinking of shortcuts as much as possible.

78
Okay :) Gotcha. Just an idea. I guess people don't like it

79
Oh no. Seems like it's my bad.

You will need a new drawing routine that shares same one as Xarquid but 1 tile only.

80
haha

i said nothing happens in the game when you're in battle including no other battles anywhere. essentially times goes on but game activity freezes.

what it really does is nothing . games is same except you re-adjust shade of battlescape every turn (if turned on) and then once battle is over you adjust game time by adding + time/turns.

it adds atmosphere and realism where you land just before sunset and the sun sets soon after and you have to use flares kinda makes for combo day/night battles when sun sets you need to switch strategy. just saying. even jagged alliance had day night turn based cycle.

81
Hey guys seems I was misinformed . I corrected my suggestion request.

I noticed drawing routine 12 (BioDrone ) and 15 (Hallucinoid) share the same drawing routine except that BioDrone has a 3 frame death animation.

Would it be possible to do something similar with Xarquid by only using one of the 4 tiles for animation to create a 1 tile xarquid-type unit?

I'm even thinking of a floater routine but with cont anim enabled and only use the body / death frames ignoring all other frames.



Old message below. Ignore

Would it be possible to change tentaculat drawing routine to use complete set of 8 frames continually for each direction rather than just 1st frame only?

This would allow the possibility of 1 tile xarquid type unit.

This anim will play continually and knowing the pck for tentaculat has a copy of the same frame 8 times it will not affect gameplay at all.

82
Suggestions / Re: Armor buildin equipmnet
« on: August 17, 2015, 09:47:01 pm »
extended can do this

83
simple idea just keep time passing while in battle 1 hour / turn 20 hours battle. could also be 30 min/turn that would make 10 hours battle. could be 10 min / turn that's 2 hours battle.

if it's getting dusk/dark then light slowly changes every turn

while in battle mode nothing else happens in the game until battle ends except for 1 thing: research. research continues while in battle and shows up right away if research complete once battle is over.  OPTIONAL

when battle ends time is hours when battle started + hours/turn in battle.
 

84
no offense, but it looks like a "lite" version of this:
https://openxcom.org/forum/index.php/topic,2204.0.html

it is a lite version of that

85
This is a simplified version of  Warboy's custom statstrings mod.

This system only shows exceptional soldiers and therefore all other unlisted soldiers are below average/have nothing to contribute to the team hence useable as meat shield.

I modified this a tad bit adding Assault and heavy variant of mobile roles and changed a few stats here and there. Units are now organized by classes. Also changed to show high psi strength rather than low psi strength.


Before roles you may see the following (only two statstring abbreviations in this mod):
S = psi strength 60+
P = psi skill 40+

Roles

/Elite : jack of all trades master of all. your best soldier
health 30+
strength 40+
reactions 60+
firing 60+
stamina 60+

---- accuracy/long range class ----
There is no heavy variant for ranged roles because they should not get too close to combat. Ideally a sniper carries lots of ammo and high acc ranged weapon and no explosives or melee weaponry.

/Snipr (Sniper)  : a marskman with great reaction fire
firing: 70+
reactions: 60+

/Mksmn (Marksman): great aim
firing: 70+

--- mobile tanks class ----
These are mobile units that can also tank and carry a lot. Ideally used as scouts or mules. Perfect for carrying extra ammo for the team, a stun rod or even a high explosive pack. Add a heavy armor and they can body block for weaker essential units.

/HvySct (Heavy Scout) : higher reaction assault unit
reactions: 50+
stamina: 60+
tu: 60+

/HvyAsslt (Heavy Assault) :  low reaction mobile unit best at getting in close and personal .
reactions: 49-
stamina: 70+ <stamina is great to get in shoot and get out
tu: 60+

/HvySupp (Heavy Support) : most trusted unit to carry a medi-kit as he/she is the least likely to panic
bravery: 70+
stamina: 60+
tu: 50+ <decent tu to help out

--- mobility class -----
Mobile units good for hit and run tactics.

/Sct (Scout) : higher reaction assault unit
reactions: 50+
stamina: 60+
tu: 60+
health: 30+
strength: 40+

/Asslt (Assault) :  low reaction mobile unit best at getting in close and personal .
reactions: 49-
stamina: 70+ <stamina is great to get in shoot and get out
tu: 60+
health: 30+
strength: 40+

/Supp (Support) : most trusted unit to carry a medi-kit as he/she is the least likely to panic
bravery: 70+
stamina: 60+
tu: 50+ <decent tu to help out
health: 30+
strength: 40+

--- tank/heavy class ---
Plain heavy tough unit with no other special aptitudes.

/Hvy (Heavy) : good at carrying things and tanking . ideally you'd want him/her with heavist armor going in first
health: 30+
strength: 40+

--- specialty class ---
These are more of a niche type units that can use thrown or melee weaponry.

/Spclst (Specialist) : someone who doesn't need to stick with conventional weapons with decent tu, stamina and good at throwing and h2h combat
stamina: 60+ < get in get out
tu: 50+ <get in get out
strength : 40+
melee: 70+
throwing: 70+

/Grndr (Grenadier) : can throw things accurately
strength: 40+
throwing: 70+

/Melee :  this unit is more about getting in melee mode (only useful in tftd)
stamina: 60+ < get in get out
tu: 50+ <get in get out
strength : 40+
melee: 70+


Let me know what you think

86
Suggestions / Re: ability for aliens ai to use a medi-kit weapon
« on: August 17, 2015, 12:25:15 am »
or even if there is a hurt friendly close by (including yourself) and you have enough TU for walk to/use medi-kit [and enough charges left] then do that to the closest one rather than shoot at enemies. if by walking you meet enemy (x-com) unit then reevalue ai package for shoot rather than heal

[edited]

87
Suggestions / Re: ability for aliens ai to use a medi-kit weapon
« on: August 16, 2015, 11:20:15 pm »
well i wouldn't say is not too hard to program. probably it is. i didn't program any ai myself and although i can code i'm not pro at c++ . may be somewhat difficult / not really necessary atm.

it would deff be a nice feature to have to complete the ai by allowing enemies to do things only human players can making battles a tad bit more challenging when medics are present.

88
or you could use it for example to determine how hurt an enemy looks like.

if you mouse over  without aiming on a tile  that contains an enemy unitwill say "looks: unhurt" or "looks: hurt" "looks: almost dead" etc

89
Suggestions / Re: Add Option to Allow Melee Weapons to Destroy Terrain
« on: August 16, 2015, 11:14:59 pm »
yes you can make a weapon with melee type damage and max range of 1 and will mostly behave like a melee weapon but with the added bonus of destroying terrain object. from my experience there were a few issues  vs regular melee mode. i can't remember know but i think ramps or elevations tend to extend the damage. also i think you can shoot right below or above you. 

the only issue is melee skill does not apply by default to such a weapon since is listed as range and i am not sure if you say skillApplied: true even works on a 1 range weapon that pretends to be melee.

90
Suggestions / Re: ability for aliens ai to use a medi-kit weapon
« on: August 16, 2015, 10:57:30 pm »
i mean if friendly units are hurt and if you have a medi-kit with charges left then act out the ai. might be too complicated i guess.

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