OpenXcom Forum

Modding => Work In Progress => Topic started by: Quinch on August 26, 2015, 05:06:19 am

Title: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on August 26, 2015, 05:06:19 am
Edit: The mod now has a portal page (https://www.openxcom.com/mod/second-alien-war)!
Backup link (https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.zip).

Hi folks. I'm thinking of creating a large mod for TFTD - gradually - and I figured I should probably put out a thread to bounce ideas off y'all.

The idea is similar to Solarius' FMP mod - gradual expansion of weapons, alien races, deployment sites, etc. More graduated research, more value to capturing aliens and so on. A lot of rewrites too, just for the sake of setting, which is where I am now.

Some ideas I have for now -

Shaped charges - rework the proximity mines to have higher damage, but only one square damage radius {making it possible for aliens to step out of range, depending on the placement} and hullbuster charges, likewise with one square radius, high weight {i.e. a rookie would have to drag it along, nevermind throwing} and size and enough power to break through ship walls for alternative entrances.

Also, the usuals, like sniper rifles and shotguns.

One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: niculinux on August 26, 2015, 11:13:44 am
Nice idea, a final mod pack for opentftd would be an ultimate mod! As for accuracy, long range shots may be less accurate than the ones on the earth'surface :)

edit: huge advantage may also be taken by  browsin around this forum, since it's full of good sprites don't need to create from scratch, only modify. For instance, have a look here (https://openxcom.org/forum/index.php/topic,2311.0.html/) and here (https://openxcom.org/forum/index.php?topic=3392.0)!! More specifically, that magneto tech featured in the Kyrou-Kai mod (https://openxcom.org/forum/index.php/topic,2149.0.html) has a nice and futuristic design that may fit well in the tftd setting, a weapon tier that may come after the gauss ones. Other futuristic arsenal may found here (https://openxcom.org/forum/index.php/topic,1448.0.html) and here (https://openxcom.org/forum/index.php/topic,3778.0.html). Also the alloy weapons mod (https://openxcom.org/forum/index.php/topic,3573.0.html) would be fine!

edit: in the end, what about a more "appealing" mod name, eg."open terror from the deep enhanced"? Sry can't think a anymore, my creativity runned out for today :D
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: Quinch on August 26, 2015, 08:56:19 pm
Hey niculinux, thanks for the interest. The encouragement is nice too! :D

Anyhoo, the accuracy thing is mainly there for balancing. Also, in case someone else already tried it and had experiences to share, might as well try and avoid any obvious mistakes.

I do plan on hijacking any and all sprites and ideas I can get my grubby webbed paws on {authors willing, of course}, visual arts are not my strong suit, long-winded ramblings are.

As for the mod name, Enhanced seems kind of... generic. I do hope to flesh out the background a bit more, even if it won't affect the gameplay much, or at all, so I opted for a more in-character name for the mod.

Anyway, here's my grand work so far. There's, uh... some ufopedia entries. I moved the alien weapons into the general equipment category, because why split hairs and I wanted a space for X-COM background and history, that's the "X-COM operations" section. I'll flesh that out a bit more, then move on to weapons experiments.

https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.zip
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: niculinux on August 26, 2015, 09:24:52 pm
Hey niculinux, thanks for the interest. The encouragement is nice too :D
[....]

you're welcome! Just a couple of things:it is good practice to post soem screenshots to track progress, may we get st least a pair? :) second, all updates and links to mod should be put in the first post, again for better tracking progress.

edit: as for name, openTFTD final mod pack may be an option to go, since it will be an ufo/xcom counterpart?
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: yrizoud on August 27, 2015, 02:43:50 am
One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?
maxRange 20 is a handy number to consider, because it matches exactly the visual range of both XCOM and aliens :
- You don't have to advance one tile at a time and try shoot, because the engine will stop your movement at the earliest tile where your soldier gets a visual contact - which coincidentally is the extreme range of your weapon.
- The red icon of "alien sighted" also means you're within shooting distance.
- The alien AI never uses "spotter/sniper" tactic... So, if you set maxRange 20 to all alien weapons, the aliens don't care, but it nerfs what the player can do with the captured weapons.
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: Quinch on August 27, 2015, 06:52:19 am
I don't mean the maxrange stat, but aim, snap and autorange ones. There wouldn't be a hard limit to weapon range, but an effective one.
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: niculinux on August 28, 2015, 07:27:54 pm
[...]

As for the mod name, Enhanced seems kind of... generic. I do hope to flesh out the background a bit more, even if it won't affect the gameplay much, or at all, so I opted for a more in-character name for the mod.
[...]

How about: xcom: delta force  ;D

Delta force main theme (https://www.youtube.com/watch?v=SQUeQOIlcDM)
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: Quinch on August 28, 2015, 07:45:47 pm
X-COM: More Things That Go Boom?

Anyway, I may need to scrap the accuracy overhaul. On the player side, the theory works - different weapons are more suited to different ranges and engagements. The AI, on the other hand, can't really compensate, either with weapons they deploy with, or their use.
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: davide on September 10, 2015, 02:30:21 pm
For the new mod I suggest to you to include the existant new subs

To the original file from Stategic Core I added three mini sub that I found here:
https://www.strategycore.co.uk/forums/topic/10426-new-tftd-sub-designs/ (https://www.strategycore.co.uk/forums/topic/10426-new-tftd-sub-designs/)
(https://www.strategycore.co.uk/forums/uploads/monthly_04_2013/post-7315-0-17289100-1366195952_thumb.jpg)
(https://www.strategycore.co.uk/forums/uploads/monthly_04_2013/post-7315-0-11929500-1366195968_thumb.jpg)
(https://www.strategycore.co.uk/forums/uploads/monthly_04_2013/post-7315-0-74465300-1366926479_thumb.jpg)

The tilesets are:
Code: [Select]
${deps}:UEXT2 UEXT3 UINT1 UINT2 UINT3
files:Alien pack2
TUFO01:${deps}
TUFO02:${deps}
TUFO03:${deps}
end    

${deps}:organic2 grunge1 xbases03 grunge3 grunge2
files:Alien pack1
UFO101:${deps}
UFO102:${deps}
UFO103:${deps}
UFO104:${deps}
UFO105:${deps}
UFO106:${deps}
UFO107:${deps}
UFO108:${deps}
UFO109:${deps}
end    
Title: Re: [TFTD] Second Alien War {current stage: conceptual}
Post by: davide on September 10, 2015, 02:34:50 pm
I found some concept sub pictures too:
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 07, 2015, 06:46:49 pm
And after two weeks, I actually have something to show!

OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.

Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.

There's also a bunch of wordy stuff that doesn't affect the gameplay - some historical background and that sort of stuff. UFOpedia has been rearranged a bit as a result and all weapons, alien and otherwise, have been moved into a single category.

And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: niculinux on October 07, 2015, 10:24:07 pm
Since tftd is set in the future, futuristic weapin design would fit better, hence i suggest to plunder sprites from dioxine's piratex extended (only "fancy" stuff). Another example may be this post of the dioxine's airlight garage (https://openxcom.org/forum/index.php/topic,3392.msg47455.html#msg47455) and gifty' garage (https://openxcom.org/forum/index.php/topic,2630.0.html)
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: shinr on October 08, 2015, 12:14:24 pm
Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

Example (Tentaculat Autopsy):
"When the aquanauts made first contact with this specimen, the terrorist-type auxiliary unit now commonly referred as Tentaculat despite my objections, they initially though it to be specialized in molecular control thanks to its appearance resembling that of a large brain, and the soldiers changed their tactics based on this assumption. The first sign of disaster came when instead of conducting MC attacks, the specimen swam towards them at alarming speed, and before anyone could react it latched onto Ensign Hans with its tentacles before piercing him with what we latter will know as an ovipositor. The Specimen took a disturbing amount of punishment before it expired, and by then it was already too late, for the poor Ensign was already, excuse me for using such a term, "zombified". We were all raised on the Chryssalid horror stories, so I don't have tell you what happened next.
-X-COM Senior Scientist Prokhor Zakharov, "Complied Commentaries on The Second Alien War"
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: davide on October 08, 2015, 04:10:12 pm
Edit: The mod now has a portal page (https://www.openxcom.com/mod/second-alien-war)!

Upload failed  8)
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Ajaxial on October 09, 2015, 03:02:09 am
Ohh fantastic! I'd love an "FMP" equivalent for TFTD. Gonna be keeping a close eye on this thread.  :)
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 09, 2015, 05:23:28 am
Upload failed  8)

Yeah, can't figure out what the problem is - I might have to hassle the portal admin to see why it won't show.

Since tftd is set in the future, futuristic weapin design would fit better, hence i suggest to plunder sprites from dioxine's piratex extended (only "fancy" stuff). Another example may be this post of the dioxine's airlight garage (https://openxcom.org/forum/index.php/topic,3392.msg47455.html#msg47455) and gifty' garage (https://openxcom.org/forum/index.php/topic,2630.0.html)

Yeah, I wish I could make the text scrollable - word has it it can be done, but I have no idea how.

Anyway, in lieu of the mod page, the current description;
Quote
Currently implemented:

X-COM historical and background UFOpedia entries {incomplete}

OXC's expanded gauss arsenal resources

To Do:

Balance, balance, balance!

Adjust alien armors to account for Gauss' switch to AP category.

Rename Aqua Plastics, Zrbite, Learning Arrays.

Implement tyran_nick's Moray Sub mod.

Expand alien ranks in preparation for research tree rework.

Early access flying suits.

Advanced to-do stuff

Implement MiBs and electric weapons {that's going to take some doing}

Switch alien subs to archetype system - multiple subs with identical outlines but different weapons, interiors and crew loadouts.

Storyline and alien background rewrite.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Dioxine on October 09, 2015, 07:35:27 pm
Yeah, can't figure out what the problem is - I might have to hassle the portal admin to see why it won't show.

Don't even bother with him, just re-upload - the upload engine he's using sometimes creates bugged links.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: XOps on October 09, 2015, 11:02:32 pm
Just keep re-uploading until one sticks. Also, nice to see the Expanded Gauss weapons are already finding use. I'll have some new armors and a new craft down the road. The armors are 90% finished. I'm just too lazy to add the last few remaining art assets and then tie everything together with code.  :P
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 11, 2015, 06:40:20 pm
Small update.

Version 0.21 (2015-10-10) (https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.zip)
-------------------------
Changes:
- Swapped all armor resistances between type 1 {AP} and 4 {Gauss}
- Renamed Aqua Plastics to Tritonium, Zrbite to Uridium, Learning Arrays to Neural Interface
- Added ufopedia entry for neural interface
- Added an actual changelog
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: shinr on October 11, 2015, 09:24:07 pm
The Historical section of X-COM origins doesn't match with any canon material that I know of (not counting XCOM2012) beyond the basics, and why move the timeline of UFO up to 2017?
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Cristao on October 12, 2015, 09:21:52 am
Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

Example (Tentaculat Autopsy):
"When the aquanauts made first contact with this specimen, the terrorist-type auxiliary unit now commonly referred as Tentaculat despite my objections, they initially though it to be specialized in molecular control thanks to its appearance resembling that of a large brain, and the soldiers changed their tactics based on this assumption. The first sign of disaster came when instead of conducting MC attacks, the specimen swam towards them at alarming speed, and before anyone could react it latched onto Ensign Hans with its tentacles before piercing him with what we latter will know as an ovipositor. The Specimen took a disturbing amount of punishment before it expired, and by then it was already too late, for the poor Ensign was already, excuse me for using such a term, "zombified". We were all raised on the Chryssalid horror stories, so I don't have tell you what happened next.
-X-COM Senior Scientist Prokhor Zakharov, "Complied Commentaries on The Second Alien War"

Interesting choice of name .. Zakharov...
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 12, 2015, 08:59:43 pm
The Historical section of X-COM origins doesn't match with any canon material that I know of (not counting XCOM2012) beyond the basics, and why move the timeline of UFO up to 2017?

There's going to be a lot of historical revisionism - the main reason for moving the date, though, is simply because I think it makes more sense for UFO to take place in the future.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Dioxine on October 12, 2015, 10:50:43 pm
There's going to be a lot of historical revisionism - the main reason for moving the date, though, is simply because I think it makes more sense for UFO to take place in the future.

Better move it to 2020, considering the scope of your mod, or it will be outdated before you finish it :3
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Yankes on October 12, 2015, 11:42:49 pm
Better move it to 2020, considering the scope of your mod, or it will be outdated before you finish it :3
Like Dioxine's mod as example, safe date could be 2601. :D
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Solarius Scorch on October 18, 2015, 08:19:31 pm
OK, first of all, this looks like a must have for my next playthrough of TFTD! (And my first OpenTFTD.)

Shaped charges - rework the proximity mines to have higher damage, but only one square damage radius {making it possible for aliens to step out of range, depending on the placement}

(https://i.imgur.com/I6fzq73.jpg)

Mines just detonate. I don't know what system you had in mind, but I don't believe we can do anything close to what you described.
and hullbuster charges, likewise with one square radius, high weight {i.e. a rookie would have to drag it along, nevermind throwing} and size and enough power to break through ship walls for alternative entrances.

That's an old idea, and I have nothing against it. Would probably be unreasonable in X-Com 1, but after all it's the future...

Also, the usuals, like sniper rifles and shotguns.

Can you set a weapon to surface only? I'm a total n00b when it comes to OpenTFTD.

One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?

Oh Great Dreamer, no. That's a crazy solution to a nonexistent problem.

Just... try shooting an enemy which is 1 metre from you and actively trying to kill you, and we'll see if you hit. :P And that's even before reminding that even though X-Com is a turn-based ame, it represents real-time action, so there's always a lot of moving around, especially at clase quarters.

OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.

Cool!

Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.

Excellent decision.

And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.

Hmmm... OK :)

Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

I'd love that, but there's no way of making the text scrollable. The best I can suggest is making two separate pages that are both unlocked.

Interesting choice of name .. Zakharov...

As Quinch mentioned Alpha Centauri, it's a name of a scientist from the same game.

Actually, this could be the same person in an alternate reality - in Alpha Centauri, the aliens never attacked. Or at least not in 1999, because at some point in Alpha Centauri's timeline, the Earth goes silent...

Finally, may I ask if you plan to move sonic weapons further down the research tree? They're almost as easy to obtain as plasmas in X-Com 1...
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 19, 2015, 09:11:13 am

Mines just detonate. I don't know what system you had in mind, but I don't believe we can do anything close to what you described.
I'm not committed to it, but the idea is that the proxy mines are semi-shaped, trying to focus the damage on the immediate vicinity. It's also a gameplay concern, because with weapon range nerfs, there's even more pressure to rely on explosives early in the game.

Quote
Can you set a weapon to surface only? I'm a total n00b when it comes to OpenTFTD.
Doesn't seem like it. Yet.

Quote
Oh Great Dreamer, no. That's a crazy solution to a nonexistent problem.

Just... try shooting an enemy which is 1 metre from you and actively trying to kill you, and we'll see if you hit. :P And that's even before reminding that even though X-Com is a turn-based ame, it represents real-time action, so there's always a lot of moving around, especially at clase quarters.
Well, for a trained soldier, odds are pretty good. I did crank down the accuracy, but also TU cost.

Quote
As Quinch mentioned Alpha Centauri, it's a name of a scientist from the same game.
Heh, I wasn't the one who mentioned it, but I'm familiar with the reference. University is my favorite faction to play - less focus on expansion, more focus in vertical development and defense.

Quote
Finally, may I ask if you plan to move sonic weapons further down the research tree? They're almost as easy to obtain as plasmas in X-Com 1...

They will be locked behind some capture-based research, but not much. What will happen {eventually} is that they will be usable, but cannot be manufactured. What can {maybe, if I can get some sprite resources} be manufactured would be knockoff weapons - if you've ever played UFO Aftershock, along similar lines.

Also, I plan to increase reliance on manufacture for everyday supplies, including manufacturing fuel for intermediate fighter craft. I've noticed that, once weapons and tanks are manufactured, technicians go into money farm mode. If I can keep them occupied, it creates incentives for the player to assault crashed subs.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Solarius Scorch on October 19, 2015, 06:09:46 pm
@ Mines:
Yeah, I get the idea, but how are you going to implement it?

@Point-blank shots:
Yeah, for a well-trained soldiers indeed "odds are pretty good". But then, so is hitting an enemy 1 tile away with vanilla mechanics.
Frankly, I am very wary of changing such basic mechanics. Are you sure this'll work right? Sorry about doubting your idea, but it completely throws part of the TFTD feel out the window - underwater combat is "supposed" to be slow. What do we get in return?

@Alpha Centauri:
University is very good, maybe the best indeed. But my preferred faction are Gaians, because of their mindworm spam. Or maybe I just like playing hypocritical ecoterrorists. (Or maybe it's the titties.)

@Sonic weapons:
Good solution, not too extreme. And yeah, I have played the best tactical game ever next to X-Com. :) (I recommend the ACM mod by Okim, it improves the game a lot, though it also makes it harder with those invincible Cultists you have to beat early.)

@Manufacturing:
I'm not sure if manufacturing fuel is logical, after all your subs are not unique - there are others, no? And even if they are, I can't believe they use such a unique chemical mix that was invented specifically for the Barracuda.
I understand the problem you're addressing though, and I think much of the buyable technology could be manufactured - like weapons and torpedoes.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 19, 2015, 06:49:13 pm
Quote
Yeah, I get the idea, but how are you going to implement it?
Just limit the explosion radius to 1 {or 2?} and playtest.

Quote
@Point-blank shots:
Yeah, for a well-trained soldiers indeed "odds are pretty good". But then, so is hitting an enemy 1 tile away with vanilla mechanics.
Frankly, I am very wary of changing such basic mechanics. Are you sure this'll work right? Sorry about doubting your idea, but it completely throws part of the TFTD feel out the window - underwater combat is "supposed" to be slow. What do we get in return?
Again, playtesting. I do have a big variety of weapons, so I want to give each of them a situation where they can excel in.

Quote
@Alpha Centauri:
University is very good, maybe the best indeed. But my preferred faction are Gaians, because of their mindworm spam. Or maybe I just like playing hypocritical ecoterrorists. (Or maybe it's the titties.)
If you like mindworm spam, go for the planet cult. +2 to planet rating, though it depends on how much native lifeforms you set at world creation.

Quote
@Sonic weapons:
Good solution, not too extreme. And yeah, I have played the best tactical game ever next to X-Com. :) (I recommend the ACM mod by Okim, it improves the game a lot, though it also makes it harder with those invincible Cultists you have to beat early.)
I only ever played vanilla. I'll have to dig around a bit for good mods and play it again. It's also one of the few strategy games with a plot that wasn't predictable - I'm hoping to do the same with SAW.

Quote
@Manufacturing:
I'm not sure if manufacturing fuel is logical, after all your subs are not unique - there are others, no? And even if they are, I can't believe they use such a unique chemical mix that was invented specifically for the Barracuda.
I understand the problem you're addressing though, and I think much of the buyable technology could be manufactured - like weapons and torpedoes.
Intermediate subs - Baracuda and Triton don't need anything special, but the Moray and other pre-Manta craft would rely on a Zrbite {aka Uridium}-derived fuel cells.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: aquanaut on October 20, 2015, 02:33:32 am
This sounds like an absolutely awesome mod! I wish you the best of luck with it.

Do you have any plans to add new alien races or ranks?
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Dioxine on October 20, 2015, 03:29:36 am
Just limit the explosion radius to 1 {or 2?} and playtest.

Mines have a detection radius which covers all 8 adjacent tiles. If someone steps inside, the thing goes boom. I guess you could make them less than ideal by limiting blast radius to 1, so if someone steps next to the mine diagonally, the blast will not touch him.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on October 20, 2015, 06:48:54 am
This sounds like an absolutely awesome mod! I wish you the best of luck with it.

Do you have any plans to add new alien races or ranks?

Working on diversified ranks now, no new races until someone introduces some. None of the UFO races really fit the theme.

Basically, I split the aliens into combat races and science races. Gill and Lobster Men tend to be more frontline, Aquatoids and Tasoths are squishier, but can psi attack, even the rank-and-file, though with varying degrees of power. Psi LOS is strongly encouraged, though.

Mines have a detection radius which covers all 8 adjacent tiles. If someone steps inside, the thing goes boom. I guess you could make them less than ideal by limiting blast radius to 1, so if someone steps next to the mine diagonally, the blast will not touch him.

I'll probably set the radius to 2. I do need to address explosives in the early game, though - grenades are pretty overpowered against gill men and aquatoids, so it's fairly easy to spam them. I might have to nerf throwing accuracy for starting soldiers or, once different soldier types get implemented {or documented?}, I'll probably implement hiring of specialized troops.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: aquanaut on November 04, 2015, 07:50:19 am
By the way, how far do you plan to rework or rewrite the storyline?
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on November 04, 2015, 08:02:31 am
Pretty much all the way through. In all honesty, the background writeups for TFTD are like a bad fanfic.

This isn't to say mine is guaranteed to be that much better, but I do hope I can be a little unpredictable.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Solarius Scorch on December 02, 2015, 07:47:44 pm
Hey Quinch, how's your project going? I am honestly waiting to try it out. :)

BTW I wonder if you're planning any new terrains? I don't think we have any for TFTD.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: arrakis69ct on December 15, 2015, 01:04:34 pm
waiting.....
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Quinch on December 15, 2015, 07:53:17 pm
Sorry, I haven't had much time to work on it lately. I've also been doing a lot of back and forth on how I want the gameplay to work. I have the background/plot pretty much hammered out, but delivering that through gameplay and research is proving to be pretty tricky.
Title: Re: [TFTD] Second Alien War {current stage: leaving the starting line}
Post by: Solarius Scorch on December 16, 2015, 04:00:09 pm
Sure, it's understandable.

Good luck with that. If you want to brainstorm, let us know.