With sandbags or some other form of half-wall defense?
that sounds like a good idea... the corridor could be 3 squares wide, with windowed metal walls alternatingly projecting from the sides. 2x2-units could still pass but will have to move around the walls, 1x1-units can either run through the middle or take (partial) cover behind the windows:
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yeah, almost, only I don't think of a complete box, just a simple wall-with-window. that kind of wall should exist already, so it would take next to no effort. the alien base has those windows in the outer wall of the command room complex. just put those into the corridor :)
If we have corridors I request we make stores and hangars destructible.I don't think hangars should be. Reason is, this is where aliens spawn. Meaning, they can attack it from the very first turn before you are able to get there and do anything about it.
I think it's unfair you can just blast the aliens out of your base without any consequences to your facilities.
I guess you have a point there. ;)
Of course aliens should not be able to destroy your hangar with a few plasma shots but detonating 10 blaster bombs without any consequences isn't quite realistic either
How's this - we don't need to make hangars and storage a target for aliens. They can be destroyed as collateral damage but aliens have more important targets to pay attention to.
If we have corridors I request we make stores and hangars destructible.This is all dependant on the map files. Facilities are "destructible" because they have special object tiles flagged as "important" for the aliens, and if they destroy them all, the associated facility is removed.
I think it's unfair you can just blast the aliens out of your base without any consequences to your facilities.
Well, if adjacent facilities are destroyed, hangars and stores will be destroyed as well. :)
Why not new facilities for human bases ?
- Control Center (allow to launch vessel, only one per base, if destroyed entire base is lost with auto-destruction)
Build for 350.000$
Time construction : 15 days
Maintenance : 6000$
- Power Reactor (only one per base)
Build for 180.000$
Time construction : 10 days
Maintenance : 20.000$
- Hospital (if possible with OPX engine, for heal wounded soldier)
Build for 450.000$
Time construction : 20 days
Maintenance : 10.000$
Yeah, why not. It would probably need to be researched maybe (I can imagine soldiers have a hospital already - how else would they recover from third degree plasma burns, by staying in bed?).
and they aren't just in bed, they are in bed eating lots of icecream!
Oh my, that's kinda bad for tonsils...
Now I'm uneasy.
i think they secretly have masochistic desires and get injured though... you ever wander why they sometimes shoot at the sky when their target is 10 feet infront of them?
As for the facilities... Did anyone mention showers and toilets as well as a kitchen? I don't think 200 people living in the base (not counting maintenance staff) eat TV dinners and need to take a lift to the surface whenever they want to relieve themselves.
I can see this as an additional building which limits maximum personnel. Or perhaps it would be easier to just sacrifice half the Living Quarters' space, and decrease Living Quarters capacity by half. (Or more, since they already seem to be far too efficient for what they look like anyway.) This would go great with another idea that is floating around the forum, a two-layer base (so you get 4 levels in Battlescape, etc).
I always assumed they ate mre's (if you don't know what that is, https://en.wikipedia.org/wiki/MRE they taste suprisingly good for what they are) i mean its not like we are sending them on a 48 hour trip (round flight) without any food right?
>Build a 20 million dollars underground base
>Tell everyone there to only eat MREs and piss in the bushes
>THAT'S X-COM, BABY!
well... they get paid like 40k (or was It 10k?) a month and there might even be a really amazing pension when its all over (if they actually survive...)
One Chryssalid hiding in the bushes would terminate the project. Ouch.
Anyway, any opinion on the "decrease Living Quarters capacity to improve immersion" issue?
I always assumed they had bathrooms and food provided in the area under the barracks that isn't used for anything, so instead of getting rid of half the space in the barracks, maybe just use the area under it instead?
Doable, but I'm not sure if it would be big enough. Some modding needed. :)
its not like they need a locker room or anything, all their stuff is just 1 floor above so that wouldn't need to take up room... would they need separate showers for male and female or would it be more efficient to just alternate between showers?and in the next mod all xcom soldiers that spawn in the shower rooms running around without their assigned armor during base attack?
its not like they need a locker room or anything, all their stuff is just 1 floor above so that wouldn't need to take up room... would they need separate showers for male and female or would it be more efficient to just alternate between showers?
and in the next mod all xcom soldiers that spawn in the shower rooms running around without their assigned armor during base attack?
OMG, we need a new sprite too...
Dioxine made nude females, so it's a start!
i was originally going to say would men and women shower together since they already share the same barracks but i wasn't sure on your policy regarding those kinds of topics...
this isn't the sims, people
...and what if apocalypse jumped off a bridge?hahahahaha! :P
...and what if apocalypse jumped off a bridge?
Talking about adding "useless" facilities; having a bathroom or chairs in the base or things like that could boost soldier morale, literally. +2 permanent morale per facility or something. Enter a battle with 120 morale, less chance of being panicked and whatnot.
that sounds like a good idea... the corridor could be 3 squares wide, with windowed metal walls alternatingly projecting from the sides. 2x2-units could still pass but will have to move around the walls, 1x1-units can either run through the middle or take (partial) cover behind the windows:
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Hi all,
I misunderstand latest reactions, the first goal of this request is create little more facilities to prevent that the whole of the researchs and manufactures can be concentrated in only two bases.
Please, no kidding.
What about making 1st floor a storage place, to make it more "valuable" (with a restricted capacity compared to "General Store")
There is a way to prevent a single base to be sufficient : adapt capacity limitations. In my previous attempts to make a personal mod, I decided to reduce capacities, as for example :
- Live Quarters : 50 -> 10
- General Store : 50 -> 20
- Alien Containment : 10 -> 1
- ...
3) Garage
Another idea of facility (but I do not know if capacity limitation is possible to be modded) : a "Garage" = small 1x1 hangar for HWP (with a capacity of n HWP)
3) GarageIn vanilla game, HWP use only 6 space of store ! I dont know if it's possible technically.
Another idea of facility (but I do not know if capacity limitation is possible to be modded) : a "Garage" = small 1x1 hangar for HWP (with a capacity of n HWP)
4) Control CenterThe solution it's to have only one command center for all the bases but with the possibility of building this installation on others bases for security. If all command center are destroyed = game over.
I think my proposition below is not a really good idea, but anyway, just in case some people would like to brainstorm on it...
Rather than (or in addition to) making "Control Center" necessary to launch crafts, simply make it necessary to control entire base, and be also a "decisive" facility, I mean : protect it whatever happens, because losing it would mean losing entire base (do not know if possible to mod this)
Inconvenient of this proposition : as it would have to be placed as soon as you create any base (as access lift), this would mean you would not be able to place it far away from access lift, which could make base defense very difficult to organize, specially in upper difficulty levels... That's why it is not a so good idea :-((
I've sometime wondered about a communication center, a facility giving <= 5% worldwide detection. Or much more, if it's manned by a new category of personal, "operators".
Though I have no idea how "long" the crafts uncovered in this manner should be visible.
You give me an idea : the Control Center could have a half "small radar" range in addition, and replace default small radar at start of the game
That's kinda extreme, I mean the last one. :P
But I'd like to see the Living Quarters capacity decreased, as long as we can have two-layer bases.
it would be cool if we could have a tftd styled base defense (sorry if this is off topic) where you have aliens trying to get inside of your base where you have fortifications setup to stop them, and then you had your second layer of your base which is just whatever you have it setup as, what do you guys think?
But I will create an Alien Containment per Alien Race...
Sectoid Autopsy -> Sectoid Containment available to produce
Mutton Autopsy -> Mutton Containment available to produce
...
An other idea could be:
One Alien Containment,
but it could contains live alies of a specific race only after its race autopsy was complete
In my opinion, having separate facilities for each species is needlessly anal. And making it dependant on autopsy makes it even more anal.Right
Right
But aim is only to make game more difficult. In this case, it is to force player to build many bases, as one base will not be enough to build all needed facilities (as reducing capacity of living quarters, labs, ...)
Lot of great ideas here!
What do you guys feel about Ufo Detection Systems? For me Hyper Decoder felt little over the top in game. What I think it should do is only give details about ufo detected by the radar - size, mission details, etc. Since its development in game made radar systems obsolete, it would be nice if it was still necessary to keep some kind of detector along Hyper Decoder. I don't know about its detection ability though... Maybe lowered to 60-80% with ability of additional boost by some other technology/building?
Fair point.
However, I would suggest a less drastic solution: the Hyper-Wave Decoder could give you only mission and alien race data, but no information on UFO size or speed. Therefore you'd need both installations to have a complete picture.
FYI I'm working on a mod that limits base space. The idea is to stop people just have one big base with every thing in and just having the other bases as intercepter base.
Seems to me it is better to put all effort and ingenuity in design of new buildings (function wise) than scaling up existing ones!Seems to me people should do what they want
The same goal basically can be achieved by modifying max. number of personel of Living Quarters, Workshops or Laboratory and by adding new buildings like for example Warboy1982 Training Centre. Seems to me it is better to put all effort and ingenuity in design of new buildings (function wise) than scaling up existing ones!
I want people to have to think about the layout of there base for more then just defence. Just because you have 4 spaces free dose not meen you can build a 2x2 building. The building size where not pick a random they where balanced to give the player options.
And now, for something completely different: we should add bathrooms, of course. And kitchens, and food stores!Living Quarters :o
Living Quarters :o
Have you seen these facilities there? :PI like the idea of having 1X1 and 2X2 structures
That's why I vote for making Living Quarters 2x2 to accommodate all this stuff!
Oh, and a mess hall. With tables and a TV and perhaps a snooker table! :)
I like the idea of having 1X1 and 2X2 structures
For example :
1X1 LQ : capacity of 10
2X2 LQ : capacity of 50
Same for General Stores, Laboratory and Workshop
Did you find the way to create corresponding map for Base Defense ?
Have you seen these facilities there? :P
Let's dream: (...)
i know i've posted pics of these elsewhere, but i may as well include the maps/routes/mcds for archival purposes::)
Meanwhile... I've managed to come up with final versions of my idea of advanced radar system and reactor. Made sprites (still need some touches) for both facilities and added some new research leading to radar facility.
Hopefully later this weekend I'll be able to put it all together and test it, although I fear it might take a little longer...
I wish there was easy way of adding those facilities to game -> Base Defence.
I wish there was easy way of adding those facilities to game -> Base Defence.can you elaborate?
can you elaborate?
FYI: to test a base-map you can
- change starting base
- go to new battle
- click on randomize [to assure that the starting base is used]
- select base defence
- test
its easier than waiting until a now retaliation ufo attacks :)
can you elaborate?
it would mean that any two mods meddling with them will always be incompatible.thats the current status :( maps(+missions) have some potential for better ruleset support
Wanted to build a security station, needed windows and half walls so i cloned them from my other mods ( just need to replace graphics and tweak MCD rules), still this should give you some idea of what this building will look like :)Necessary, essential, vital, indispensable !!!
Requires XBASE3 to work ( still in construction).
Fine but just a little dubious: these extra facilities may be better to be a mod instead merged into openxcom? It isn't in the spirit of vanilla thingh and such :/
I hope you will provide at least two stairways in the Large Security StationCould always provide 4 different versions of the map, with 4 different building types for it, that would do the trick, it just wouldn't be very professional
Result is impressive
Question : is there a way to choose wich orientation we wish when building a new facility ? As there is only one door, orientation could become very important
Could always provide 4 different versions of the map, with 4 different building types for it, that would do the trick, it just wouldn't be very professionalWait, I did not have in mind you have to design four different maps...
I was just thinking about ufos, I guess there are sometimes oriented differently, without having 4 different designs (in fact I don't really know)
Sadly, there is no method of automatic rotation of blocks. For example, an eastern wall works completely differently than a northern wall, so there would be no easy conversion. If there are multiple orientations, each one must be made from scratch. If there are ways around this, I don't know them.Huuhh !
I have not been able to test these without it crashing, can you upload your ruleset?I remade a test from a clean environment
I remade a test from a clean environment
Try perhaps with "facilities" section from attached battle.cfg
Ruleset is attached too
Beware that I changed some values like cost and so on (it has nothing to do with a crash, it is just a warning so you do not overwrite your own values by mistake :P)
I just see GIF files... :P
Did you check the small door of the first one, the one that leads to stairs ?
bugger, need to go out, you want to trial new map blocks?Sofort !
I still need some code for the Advanced medial bay also.... later today maybe.
Looks like Xbase3 isnt being loaded into OXC... Warboy, little help?I will have a look at terrains
- name: CBASE_00
width: 20
length: 20
type: 7
ok, i have seperated the fortress, i just need to do the routes for the mapblock again...tonight i wil lhave it uploadedYou jumped from 0.2 to 2.5 :o
Changed fortress into 4 blocks, have not done ruleset yet...
I forgot to test Medial Unit (is it some medical room ?), now included
How do you plan to make it valuable ? I mean we have "only" following possibilities :
- hyper
- mind
- grav
- storage
- personnel
- aliens
- crafts
- labs
- workshops
- psilabs
- radarRange (& radarChance)
- defense (& hitRatio/fireSound/hitSound)
Also no way to heal injured units ?
Great job mate, work is killing me at the moment ( yesterday 15hour day and i just sleep in car at work instead of driving hour home) so i was hoping you would work some more on this :)Keep cool
What for is the clone room ?
Luke, could you check the Security Fortress, as I think there is a bridge that should be grey and not brawn (NW)Bridge is wrong colour, i will fix this weekend
Is there some sort of complete mod for this? Or is this a collection of base parts only?It looks like a functional mod. You can download it and try it yourself, it's attached to reply #144 (https://openxcom.org/forum/index.php/topic,2033.msg28674.html#msg28674).