OpenXcom Forum
OpenXcom => Suggestions => Topic started by: animal310 on July 21, 2014, 01:52:23 am
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I had a terror mission with Snakemen at night that was going very wrong. I had a civilian near to the Skyranger and as I evacuated my team I stunned the civilian and took him on-board the ship. He wasn't counted as saved! :'( This is poor! He should count as saved ! :D
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The cilivan could have died from shock?
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That is an interesting idea. Never thunk it! Even the idea of doing an action on a civilian makes him follow the soldier in his moves, instead of random obliviousness. They did that right in XCOM Apoc. Civilians actually ran from aliens or being shot at. :)
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I had a terror mission with Snakemen at night that was going very wrong. I had a civilian near to the Skyranger and as I evacuated my team I stunned the civilian and took him on-board the ship. He wasn't counted as saved! :'( This is poor! He should count as saved ! :D
Nice initiative :)
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that's actually a very sensible suggestion, counting civilians inside the skyranger as "saved". would allow for very interesting tactical options: on chryssalid missions, land the transport, secure a small area with high-reaction troops, use psionics to "guide" civilians to the safe zone (as many as possible), take off again...
that being said, it would be really nice if we had some degree of control over civilians. maybe it would be possible to use a civilian-only quasi-mindcontrol mechanic by equipping a soldier with a bullhorn/megaphone?
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Wait... you're supposed to save civilians?????
To me that's a novel concept ;D
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+1. If only for logic/coherency.
And if there's a Muton on board, should he immediately count as captured? :)
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can you revive civilians in the transporter (with medikit)?
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+1. If only for logic/coherency.
And if there's a Muton on board, should he immediately count as captured? :)
An unrestrained, awake muton? Sounds like the Skyranger was lost over the Indian Ocean...
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An unrestrained, awake muton? Sounds like the Skyranger was lost over the Indian Ocean...
(https://i200.photobucket.com/albums/aa43/SolariusScorch/Memes%20and%20reaction%20faces/Ihavehaditwiththismuton.jpg)
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"Snakemen on a plane"
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I think bureaucracy and security orders would not allow this to happen. If there was some random civilian allowed in the Skyranger it would risk the whole X-com project. So your agents eliminated the civilian.
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What's the point of attending a terror site, with prime function to save cilivians (and of course avoid large negative score), when one innocent bystander who has faith in Xcom to save them...cannot be saved in your own protective vehicle?
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I think bureaucracy and security orders would not allow this to happen. If there was some random civilian allowed in the Skyranger it would risk the whole X-com project. So your agents eliminated the civilian.
No my team wouldn't do that. There were terrible monsters all around killing, zombiefing people, aliens bursting out of bodies, explosions, a team of commandos on the back foot trying to evacuate and a confused civilian running around. One of the team pulls out the stun rod, zapps the civilian, lifts him over the shoulder, up the ramp and take off.
It was more like something out of a movie. Lol
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What's the point of attending a terror site, with prime function to save cilivians (and of course avoid large negative score), when one innocent bystander who has faith in Xcom to save them...cannot be saved in your own protective vehicle?
The point is to stop the alien terror. You don't go there to pick up people and being basically their taxi service.
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True...sometimes its better to just shoot the hostages. So why not just nuke the site from high orbit? Save a bullet or three.
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I dearly wish there was some option to help control civilians. Seeing them running towards the alien instead of within the perimeter established by my agents is just painful. Some amount of "civilian stupidity" could work, like a chance to run towards another recently shot civilian ("Jenny!! NOOoooo!!!! *too late*) but their totally random behavior is annoying.
I never thought of stunning civilians to bring them to safety, but It could somewhat work if they woke up behind XCom lines where their life isn't at risk. Some kind of improvement could be made, even though it is well beyond my abilities...
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As far as I know the AI for civilians is the same as the alien AI. They seem to behave pretty much the same, and I think if you gave the civs weapons they wouldn't seem so incompetent.
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As far as I know the AI for civilians is the same as the alien AI. They seem to behave pretty much the same, and I think if you gave the civs weapons they wouldn't seem so incompetent.
It's idea! Several civilians can have pistols, may be one-two rifles. Terror missions can be more fun:)
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As far as I know the AI for civilians is the same as the alien AI. They seem to behave pretty much the same, and I think if you gave the civs weapons they wouldn't seem so incompetent.
The difference is that civilians won't engage hostile units on their own but will still reaction fire. At least that's how it worked with the original game since there was a mod that armed civilians with pistols.
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Wait... you're supposed to save civilians?????
To me that's a novel concept ;D
I know right? Especially when they tend to commit suicide by stupidity. "Oh, what's that thing over there shooting green bolts of death? I think I'll go give it a hug!" "Oh, a soldier trying to save me! I'd better run around like a retard and block the doorways or stand in his line of fire!"
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The difference is that civilians won't engage hostile units on their own but will still reaction fire. At least that's how it worked with the original game since there was a mod that armed civilians with pistols.
This seems to be the case with OpenXcom as well, although there are no armed civilian mods that I've heard of for OXC.
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Reaction fire would work: They don't go out hunting for Aliens (that's our job!) but they shoot 'em if they see 'em walking on the lawn!
On top of that, having something where civilians either stay at home/indoors or walk towards your craft would be a huge improvement.
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And lets not forget you can simply stun bomb them
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oh oh! what about forcefull conscription?!?! I stun the civilian... bring him onboard to safety... xcom gets a new rookie >.<
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I guess it would explain the terrible rookie stats, if X-COM drew recruits from the general population.
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Actually, that would be an interesting idea. Rescues giving an award. Each civilian saved gives a 10% chance of getting a scientist, engineer or soldier added to your mix. Didn't Apoc have that?
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oh oh! what about forcefull conscription?!?! I stun the civilian... bring him onboard to safety... xcom gets a new rookie >.<
Press-ganging into the war against the foul Xenos... For the Emperor!
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The difference is that civilians won't engage hostile units on their own but will still reaction fire. At least that's how it worked with the original game since there was a mod that armed civilians with pistols.
would be.nice to have it on the portal mod, updated for openxcom :P
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Press-ganging into the war against the foul Xenos... For the Emperor!
Blood...for the Blood Gods!!!
(All we need now is some geneseed...)
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would be.nice to have it on the portal mod, updated for openxcom :P
I still have the mod in my computer but the executable it basically edits a chosen save game file. I'll attach the zip file here in case it is useful but it should not work on OXC.
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With OXC1.00, I remember I mind controlled few civilians and gave them laser pistols and such. Then they reaction fire to the aliens (or MiB, as I was using the Final Mod 0.7). They even scored a kill.
But later they also reaction fired at me. I removed their weapons with MC to avoid further collateral damage.
So it's either something within the code that plays with MC, which causes them to be hostile to X-Com after a MC, or they are a third front on the battlescape.
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So it's either something within the code that plays with MC, which causes them to be hostile to X-Com after a MC, or they are a third front on the battlescape.
A recall this problem applying to the original game too: after being MCd, civilians count as aliens.
I've never tried it myself (I'm not that twisted :P ),but I read it somewhere.
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A recall this problem applying to the original game too: after being MCd, civilians count as aliens.
I've never tried it myself (I'm not that twisted :P ),but I read it somewhere.
Yes, I remember too. But what if the civilians are hostile to everyone (X-Com, Aliens) but because they are unarmed they don't really cause damage?
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Maybe that's why they always walk straight up to my soldiers and block doors/pathways? Anyone tried to give them (weak) melee damage?
Then I'll definitely always carry tazers on terrors. Panicked aggressive civilian? Nap time! 'was just a nightmare.. no worries.. ;)
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Maybe that's why they always walk straight up to my soldiers and block doors/pathways? Anyone tried to give them (weak) melee damage?
I think they don't have the important parts for this.
Of course I meant attack code. :)
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Reaction fire works for melee, so I wouldn't be surprised if civilians could retaliate when their attacker is at arm's length.
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I know right? Especially when they tend to commit suicide by stupidity. "Oh, what's that thing over there shooting green bolts of death? I think I'll go give it a hug!" "Oh, a soldier trying to save me! I'd better run around like a retard and block the doorways or stand in his line of fire!"
'Whats with these glowing green superheats bolts being exchanged by the soldiers and 'costumed freaks? I think I'll stay between them - oh look theres old Misses Marty, she looks really weird and mad. She needs a hug'
I can't believe how many civilians die via zombie.
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Or some sort of Follow me if you want to life key that has a range of like idk 6
that makes the person use next move path follow and a stay here key to tell them to stay in the Ship?