OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Taberone on May 25, 2015, 11:50:44 pm

Title: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Taberone on May 25, 2015, 11:50:44 pm
Will the UFOExtender "Alien Pets" option (Control the Aliens on their turn) ever be added, just for the purposes of screwing around? Also, will a way to manipulate the game like XCOMUtil be possible?

(https://lparchive.org/X-COM-UFO-Defense/Update%2035/2-xcom817.png)(https://lparchive.org/X-COM-UFO-Defense/Update%2035/5-xcom820.png)

GuavaMoment, a user from Something Awful, once did an X-COM LP with special, unique situations happening due to XCOMUtil. Things like this:

(https://lparchive.org/X-COM-UFO-Defense/Update%2029/53-xcom333.png)

1)A Terror Mission with more Chryssalids than usual. They're absolutely swarming the town.

(https://lparchive.org/X-COM-UFO-Defense/Update%2017/8-e.png)(https://lparchive.org/X-COM-UFO-Defense/Update%2017/17-o.png)

2)Screenshots showing what goes on in the X-COM base, like interactions with captured aliens or an X-COM funeral.
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Dioxine on May 26, 2015, 04:02:26 am
Enable debug in config, press ctrl+d during a battle. You got to control aliens & civilians after their turns.
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Taberone on May 26, 2015, 07:20:05 am
Enable debug in config, press ctrl+d during a battle. You got to control aliens & civilians after their turns.

Newest nightly build only? I still have the version where you have to install mods by dragging it into the "Ruleset" and "Resource" folder?
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Solarius Scorch on May 26, 2015, 10:30:10 am
No, it's always been in the Openxcom, as far as I can tell. Just remember to set the debug to "true" in the config.
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Taberone on May 26, 2015, 04:52:02 pm
Is the config the options menu or the OpenXCOM files themselves?

EDIT: Found it. Debug mode wasn't exactly what I expected because the aliens keep "teleporting" when they move and by the time I do get to control them they barely have any TUs left from all the walking around and shooting random civvies in a Terror Mission.
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: 7Saturn on May 26, 2015, 05:10:08 pm
You know, that TUs and energy are replenished, when you open inventory in debug mode?
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Taberone on May 26, 2015, 05:17:57 pm
You know, that TUs and energy are replenished, when you open inventory in debug mode?

Oh. But what about not being able to control the aliens/civvies until after the AI finishes controlling them?
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: Solarius Scorch on May 26, 2015, 05:32:53 pm
Debug mode wasn't exactly what I expected because the aliens keep "teleporting" when they move

Only when your units can't see them.

Anyway, why is this a problem in the first place? You can still take screenshots with prearranged units. Just remember they still provoke reaction shots in the opposite side.

Oh. But what about not being able to control the aliens/civvies until after the AI finishes controlling them?

Well, you an also edit the save to change units' position. :P
Title: Re: UFOExtender "Alien Pets" option + XCOMUtil-ish maniupulation?
Post by: 7Saturn on May 26, 2015, 06:23:04 pm
Or easier: Edit yourself some psi-skiller soldiers, let them get the aliens do what you want. Should also prevent them from doing anything during their round. Only problem is that small amount of residual risk, that you overlooked one of them.