OpenXcom Forum

Modding => Work In Progress => Topic started by: SuperCaffeineDude on April 22, 2017, 03:29:49 pm

Title: Caffeinated Xcom [Concept Only ATM]
Post by: SuperCaffeineDude on April 22, 2017, 03:29:49 pm
==Summery

Trying to make a mod that jazzes up the original art-work and adds some new elements that I think might complement the original design. This is all very pie-in-the-sky, I'm probably never going to put in the time for this.

===FAQ

Regarding active file-sharing (have a couple of pm (sorry I'm often logged out)), firstly there's actually not a lot to this all (There is very little existing sprite work (for the battlemap) and some stuff has been lost), secondly I'm not really rushing to release my half-baked stuff into the wild atm. I will maybe chuck some resources here for sharing
-TBC-

===Setting
1998, an ocean is speculated to exist on Europa, human cloning is banned, TVs and computers have huge CRT displays, mobile phones and gameboy colors are a thing, internet is slow, technologically things are improving.

It is 1999, Yugoslavia & NATO are in conflict, Congo erupted into one of the bloodiest conflicts the year before, the Second Chechen War has just started (Putin now in power), China is rounding up the Falun Gong (soon for organ harvesting), intelligence services and gangs wage a shadow war (the CIA looking to track down bin Laden for a US embassy bombing).

As humanity focuses on tearing itself apart, it fails to look to stars, but in the stars something has taken notice of us.

(idea monthly history round-ups?? news articles)

===Faction (Concepts)

Wyrm(Snakemen): Serpentine(xcom2-esk), Slugs/Fiends(ufo-esk), Defiler (Chryssalid-esk)
Weapons: Slugmen can drop (slugling)eggs on death,
Summery: The Serpentine rule over the slug-men slaves, the Defilers are a parasite brought over from their homeworld.

Kratonians(Mutons): Chieftan, Warrior, Beserkers, Thralls (workers), Cyberthrall (floaters), Pit-tooth (Triscene), Waste-Horn (Reaper)
Summery: Kratonians killed their own planet, famed galatic merceneries, hunters and gladiators, but many are sworn to the bidding of the Uniter, who is in contract with the Eldritch Red-Seers.
Weapons: Auto-Shotguns, Blades,

Tasoth (Gill Man lore combined): Tyrant, Fighter (regular), Spawnling, Spawn & Hatchlings
Weapons: Javalins(ranged on land, melee in water)

"Deep-Ones" (now 2x2 Lobster Men not divers): Goliath,
Summery:  Only fight in the depths, Guard end-game elements

Wielders of the Rousing Light
Cult Diver, Cult Submarine (small explorer), Cult Dreamer, Cube Construct (Deep-one Ambassador)
Summery: Want to cause the end of everything, the end-times, lead by a burning-bush-esk entity

Red Seers (Ethereals)
Eldritch (Ethereal), Children of Faith (power-ranger teens), Chosen Mercs (mix of aliens), Human Thralls (psi-zombies)
Summery: Want to stop the end of everything, would prefer to rule earth, may burn it clean, don't want to risk triggering the end times. Maybe less common, to stop escalation into psi-research, also with timed explosives they drop so they're harder to capture alive




Toliet Thoughts:
Core Changes (less likely)
Fatigue/PTSD System (using Mana-System or alternative) would give a reason to rotate people out other than wounds.
Amputees & Scars, each soldier starts in a phase like a zombie, on "death" they move to a second phase like the Chrslid only it is a random impaired phase. (very unlikely to bother with this) Once "healed" they come crudely augmented with a prosthetic, they can can be augmented with a simple or advanced augmentation from a running-blade to a robo-foot.
Reduced Throw, broadly reduced strength outside of power-armor.
Maybe less actionpoints per turn for all, as it can feel silly having units dance around each other, or more reaction fire for everyone?
Lower Inventory (Remove most backpacks (You're a rapid-response team, you're not hiking in))
Flying Power Armor replaced with flying Personal Armor (make it a trade off, less economic and more risk based)
Base Escape not Defence?? You cannot hope to defend a base forever against an orbiting foe you need to get out of dodge.
Alien Deployables (Using new Spawning)
Alien weapon that launches scattered proximity mines would make people feel more powerless maybe than straight up killing a target
Alien spider-egg-sac like weapon would be terrifying, scattered spawning of tiny spiders.
Alien-leech thrower, both explosive and biting
Player Deployables (Using new Spawning)
Player deployable Turret, a static shooting civilian.
Player Hologram deployable, creates target/bait for aliens
Player deployable dogs, as civilians to keep from feeling like just another human agent
If TFTD expanded content included...
No backpack slot, replaced by air-tank
"Shallows" missions the default armor allows you to float(fly) in "Depths" missions you are in a weighted suit and movement is restricted.
Most enemies float
Merge the concept of "Gill Man", "Aquatoid" & "Tasoth".
Make a "Lobster Man" less cartoonish.
"Deep One" & "Calcinite" replaced by human-traitors and "Sectoids" in suits.
You basically can't throw anything underwater

Possible Factions OLD EDITING
AETOS (You (XCOM)) the eagle of Zeus, Anti-ExtraTerrestrial-Operation-Service, an orbiting object fell into Area-51 where it was taken for analysis, it was thought to contain a relay to Mars, the probe contained organic material, it was alive, after years of study the probe was asking to be taken to our leaders, it was taken before the UN council, it engaged in a conversation, it demanded surrender, the council refused, the probe relayed the refusal, and sent back a response, and started shooting council members.
-Possible Mission defending Council-
One year later a barrage of shots hits major urban areas, and observable military targets, the world is thrown into chaos, and in desperation the UN is indefinitely granted total power.
A number of probes were also sent, some infiltrate and undermine the earth's economy, others simply carry out assaults.
A larger mass approaches earth's orbit


UN Forces (Civilian) [Medium]
Note: The targeting of all earth's national militaries triggered a pact you can choose to support (Unlocks; UN Lasers, UN Adv-Alloys, ect, on market).
Note 2: Support will leak out into traitor factions such as Advent.
Advanced UN Trooper: (Unlocks when you share technology) A trooper in UN cyan, armed with laser rifle and advanced-alloy armor.
UN Trooper: A trooper in UN cyan, armed with an assault-rifle and helmet.



Advent Cultists [Low Priority]
Cultist Member: Members of the cult of Advent, swamped in brown, symbolising their lowly status.
Cultists of Red Cloth: The warriors of the cult, they police the meetings, and occasional inserections.
Cultists Speaker in White: The men who claim to have spoken with the Eldritch. (Hat with Eldritch eye)
Cultist Martyr: A man in motley with a strapped on IED

Transhumanist Protesters [Lowest Priority]
Note: It is bad to shoot down protestors, as they are only guilty of being misled
Instigating Protester: Protesters that came for a fight, they have gas-masks and sticks.
Emboldened Protester: Protesters caught up in the violence, they chuck stones and throw punches, but little else.
Emboldened Protester with sign: Protesters with signage conveying things like; "Love thy Neighbor signs", "Give talk a chance", "Change", etc.

Rage/Spice Dealers [Low Priority]

An addictive hallucinogen (Stella-X/9D/Spore), and the powerful steroid (Rage/Zulu/Amber), appear on markets, rarely concentrated, often cut with conventional drugs...
Zulu is thought to be manufactured in West-Africa, it is then shipped to Mexico and distilled with Crystal-Meth to form an amber-crystal...
"The Mexican Laboratory" is an underground facility run by gangsters come death cultists of "Santa Muerte"...
"The West African Distribution Facility" is run by Shaka, he maintains an army of child-soldiers...
The Facility is where the product is taken, they grow crystals on the splines of the living...

The shipments of Spore are equally nefarious and come from Advent, they use human cadavers to feed the psychedelic mushrooms

Thoughts: Zombie like addicts could be featured, drugs could be used to upgrade troops (perm/temp)
These drugs could be made synthetically (by xcom), but it's much harder than growing them on human livestock, as the organisms tailor themselves to their host.
Some of the drug pushing is made to undermine the economy of earth's resistance, a little like China's opium crisis undermining their efforts at resisting the british.

Mantoid [Medium]
Note: A flying xeno baring passing resemblance to a mantis or locust, fairly intelligent if short-lived creature, fairly erratic species by human standards.
Mantoid Swarm: A dangerous and ravenous swarm of insects hard to kill without a broader projectile
Mantoid: A drone in the middle of its lifespan, it projects a corrosive acid towards its foes
Mantoid Carrier: A female Mantoid that will cling to a foe and explode, spawning a Mantoid-Swarm
Mantoid Gelded: A rare form of Mantoid less prone the the suicidal urges of other Mantoid, they will often rid themselves of most of their anatomy, but they are still by nature driven towards the preservation of the Mantoid race

Kratonian [Higher]
Kratonian Chieftain: A leader of his tribe
Kratonian Long-Tusks: Elites of the tribe
Kratonian Grunts: Standard Troops
Kratonian Thralls: Fallen warriors, often challengers punished with the conversion. Only in this state can a Kratonian control himself enough to fly.
Kratonian Bloodluster: Gladiatorial-esk berserkers, affected by a mental-disease the Kratonians sought fit to retain

Deep-Ones [Medium]
Notes: I'm thinking a lobsterman would be way way cooler if he was a 4 tile beasty, and that they held the key to the final mission.
Deep-One Ancient: Huge monster with an energy-shield, uses shotguns, explosive slugs, and claws
Deep-One: Huge monster that uses shotguns, explosive slugs, and claws
Red Bio-Drone: An exploding jellyfish
Blue Bio-Drone: A mind-controlling jellyfish

Slogutis/Wyrm [Medium] (Snakemen)
Notes: Snakemen are a little generic, I'm thinking in my take they'll be depicted as blind, perhaps with bat-like ears, and then that can be tied into them being much weaker to sonic damage.
Slogutis Matriarch: Breaths fire, attacks with tail
Slogutis Drone: Similar to now but cosmetically different, maybe uses a polearm (ties in with guarding a queen)
Slogutis Drone (Fertile): A sneaky variant that on death releases offspring.
Slogutis Offspring: A nasty snake-like beast that spills from the corpse of its father.

Geminae [Higher]
Notes: I'd like to make them appear smaller than Sectoids, they eat till they throw up an egg-sack, the embryo takes DNA from what they eat.
Geminae Ethereal: Geminae that are psionically gifted
Geminae Soldier: A Geminae in a light alloy power-suit
Geminae Drone: The majority, they use pistols, or light variants of rifles
Geminae Egg Sack: Pops on proximity releasing the following...
Geminae Hatchling: A smaller, but well developed drone, only armed with its claws

Thanks to everyone that has commented so far, i'll hopefully have something up soon eventually.
Title: Re: Question: Left Right Armor
Post by: ohartenstein23 on April 22, 2017, 03:57:50 pm
Adding a shield to armor is part of both XCom Files and Piratez, if you want to look at examples there. Unfortunately you can't differentiate between sides with normal armor values, though you may be able to write a special script in OXCE/OXCE+ to reduce an attack's power if it hits the left side specifically - that's some difficult code to learn though.

As for blocking a hand, just put an item built-in​to the armor on that hand, and make sure it can't be dropped. If you give the item a proper handob too, you don't have to change the personal armor sprites at all.
Title: Re: Question: Left Right Armor
Post by: Meridian on April 22, 2017, 04:16:32 pm
Is there a way to define the left side of my armor as a greater/different variable than the right, the example I'm using just has "sideArmor".

Not yet, but I can add it to OXCE+. Should be a small change.

Also is there a way to disable an arm?

You can disable an arm by adding a built-in/fixed weapon to your armor (which will look like shield) and specifying, which armor slot it should occupy (left or right hand). I'm not 100% sure anymore, but I think it requires OXCE+, vanilla most probably doesn't offer this.
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on April 24, 2017, 01:51:11 pm
Thank you for your responses, I'll investigate the suggested mods, if OXCE+ should feature L/R variables that'd be great, but it's no worry, tbh I'm just dipping my toes in modding atm, as I've been meaning to for a long time now.
Title: Re: Question: Left Right Armor
Post by: Yankes on April 26, 2017, 01:04:44 am
Right now using scripts you should create something like that. You can reduce weapon damage by arbitrary value when it hit one side of unit.
One drawback will be lack of UI feedback on unit stats.
Title: Re: Question: Left Right Armor
Post by: Meridian on May 09, 2017, 07:08:46 pm
Left and right armor can now be different.

The "sideArmor" now defines the right armor; and left armor is defined as "sideArmor" + "leftArmorDiff".
Diff can be positive or negative.

Code: [Select]
armors:
  - type: STR_PERSONAL_ARMOR_UC
    frontArmor: 50
    sideArmor: 40 # right armor = 40
    leftArmorDiff: 50 # left armor = 40 + 50 = 90
    rearArmor: 30
    underArmor: 30
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on May 10, 2017, 03:11:33 am
Nice! Appreciated Meridian, I hope this assists others to, I'll try to submit something soon.
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on May 14, 2017, 12:03:23 am
(https://2.bp.blogspot.com/-9ZrEsJUqwzA/WRdy8KDCNnI/AAAAAAAADkA/Ob9XAHd7IEIVSoSCWcRcbx-O8OW_ea7PQCLcB/s1600/OpenXcom_Test1.gif)

Damn, I'll defiantly have to go through the tedium of editing the sprites now :p.

This is cool though man cheers, do you list the ruleset changes to your OXCE+ armor-wise anywhere?
Title: Re: Question: Left Right Armor
Post by: Meridian on May 14, 2017, 12:48:26 am
This is cool though man cheers, do you list the ruleset changes to your OXCE+ armor-wise anywhere?

There is a changelog in the main thread, you can go through and check links/details for what looks like armor change.

But probably easier is to open let's say PirateZ ruleset and look there... most, if not all new attributes are used there.

Or wait for official documentation... which is coming... but it will take time.
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on May 18, 2017, 09:26:30 pm
There's no worries, I had a look at the PirateZ ruleset, obviously they've got the shield down as a hand-object, I'm going to continue with my course though and draw it on-top the left arm using the "Personal Armor Variants" mod, just to try out the left armor value change. I'll probably try a few different methods if I don't like it though.

It took me a while to understand which arms where which, and at which orientation, but I'm making some progress with the sprite sheet now
(https://1.bp.blogspot.com/-KkqsIjdch7U/WR3fH-lqq-I/AAAAAAAADks/T01D6GuzV4UM2GruzV3z_61vD1tAmjCsgCLcB/s1600/Shield.png)

I kind of think the south/north facing person's shield (that faces east/west) needs some work,  and I've not done movement and the grip pose just yet, but you can hopefully see where I'm going with it.
Title: Re: Question: Left Right Armor
Post by: ivandogovich on May 19, 2017, 02:01:48 am
Looking good.
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on May 19, 2017, 02:18:35 pm
Cheers ;D , it's shaping up...

(https://2.bp.blogspot.com/-j4nn_Hc_8f4/WR61YBJFWzI/AAAAAAAADk8/VL-iFLcuOyEwCr_YKR0WYhlNJ9nKSQ0uQCLcB/s1600/AltArmor.png)

I'm trying to figure out how to save over the personal-armor information to adjust minor details right now, I seem to be missing something idk, I'll have another go at it later.

I need to do a vanilla female-PerArmor (light&heavy) portrait and adjust 6 of them for skin tone.

Ideally i'd like to also expand the number of portraits, have multiple hair styles per skin-tone. Make it like a manga (gantz), to make dudes stand out from each other, at least in the inventory (afros/hobo/bandanna/army-cap/etc).

(https://1.bp.blogspot.com/-idcf1kQueW0/WR7CkwwlxJI/AAAAAAAADlM/DNZjnoBM8k4k7ivs_JD0fI9s3MPsFW8ZwCLcB/s1600/Faces.png)

We'll see, just seeing what's possible atm.
Title: Re: Question: Left Right Armor
Post by: Yankes on May 19, 2017, 07:09:54 pm
btw in battlescape you aren't limited only to two chest types, you can add many more using scripts.
Title: Re: Question: Left Right Armor
Post by: SuperCaffeineDude on May 20, 2017, 06:59:50 am
I've got a notion what you mean, I suspect that's a huge project for me at this time (sprites and code), so I'll keep it basic for now and add to it later.
There's also some more minor content I want to test out and bundle with my project.
Title: Re: Question: Left Right Armor
Post by: Solarius Scorch on May 21, 2017, 12:51:54 pm
Wow, these are some fine cyberpunk troopers. Make my knees weak.
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on May 22, 2017, 04:09:25 pm
Cheers, I'm reworking the standard armor now, went for a special-forces take on the jumpsuit. This would be default, rather than a new armor class, with a heavier variant with a helmet and bulkier kevlar plates
(https://4.bp.blogspot.com/-70c-_-aiEBg/WSLfeoDOZsI/AAAAAAAADls/padrUQFKBZk8XTCYcaxtq5dlZdy_3mrpgCLcB/s640/UniformChange.png)

I was also testing out a flamethrower using the "shotgunPellets", it worked well shooting at the ground, but as some of you might know when shooting at an upright target the pellet spread is understandably a lot different, I've seen examples using explosions, but I didn't like the look of it, I'll probably give that a miss till I can find a nice way to feature it.
(https://4.bp.blogspot.com/-UC2Q9BxToXc/WSLfaeHLEgI/AAAAAAAADlo/MPU1nZpHGwYhCLcwoE63aExK8MmaN5J4ACLcB/s640/Flamer.png)

I also want a worse gun than the vanilla-rifle, which I think should be researchable. And also I want some weapons for up-close. Not happy with the thermal-lance and flamer design just yet so that'll change.
(https://2.bp.blogspot.com/-1vVzAApWtQc/WSLib5sHcOI/AAAAAAAADl4/YSUd4CaJTpUDGJaxO56FeYYs85j0jIj5QCLcB/s400/Guns.png)
Title: Re: Caffeinated Xcom
Post by: ohartenstein23 on May 22, 2017, 04:35:33 pm
In general, it's a bad idea to do AoE damage with shotgun pellets; it can get pretty buggy.  Most other mods that include flamethrowers just give them a significant number of shots on auto fire to make up for the low initial incendiary damage.

I like the new sprites!
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on May 23, 2017, 04:20:10 pm
I agree, I'm not really after coding my own scripts, just tweaking the rules, I'll come back to the flamethrower maybe. I just don't like how the auto fire feels atm, but it's a solid enough solution.

I've kind of finished my unarmoured uniform sprites
(https://3.bp.blogspot.com/-cB3YQ_Jp3ek/WSQ1DVpMv6I/AAAAAAAADmY/sqWPKy1QUiQv9BKWwrnCKcAXP1GgFpoAACLcB/s1600/uniform_test.gif)

I just need to sort out replacing the vanilla uniforms for the personal-armor and no-armor, which shouldn't take to long, then I'll move onto a heavy-variant.
Out of wonder does anyone prefer the mouth veiled or unveiled? In future I'll do personalised portraits but this is going to be the stock one.

And then that leaves the power-armor I guess, which I'll probably adapt from this old rendition...
(https://2.bp.blogspot.com/-xRdK3jdXmEw/WBoCndl0g6I/AAAAAAAADXA/76luaSdt6K4aJRWjPNeeQlYxPDpq1Tk3gCLcB/s1600/Xcom_CrusaderArmor.png)

I also mocked up these a year or two ago...
(https://3.bp.blogspot.com/-IjpNiuxvV6A/WBoCnb7I0vI/AAAAAAAADXE/om5UkxVRGycBbtMl-Jxm-IlYDoQsMg5FACLcB/s1600/Xcom_BoltArmor.png)(https://4.bp.blogspot.com/-wilL0zmAoUI/WBoCnSClcPI/AAAAAAAADW8/npJmmlwVII4Zj2HDM7kidRxPUxQ6pVA0gCLcB/s1600/Xcom_DisruptorArmor.png)

But I'm less sure I'll make those till way later.
Title: Re: Caffeinated Xcom
Post by: Mr. Quiet on May 26, 2017, 02:59:27 am
I really like those shields. I'm thinking it can tank 3-4 plasma rifle shots before hitting the unit.

Also love the two armors on the first photo of the front page. Agreeing they definitely should be default over the jumpsuit.
Title: Re: Caffeinated Xcom Agents
Post by: SuperCaffeineDude on May 26, 2017, 01:22:33 pm
I've not got anything complicated working on the shield, but currently it reliably protects against left-side body shots (thanks to Meridian), and head shots will KO on superhuman at least, it might not be balanced though, I guess I'll find out as I go.

Just as an update I'm working on body (sex & skin) variation, once that's done I'll look into adding more torsos and inv-portraits...
(https://2.bp.blogspot.com/-9PXKGR1ncog/WSfpVP7qKSI/AAAAAAAADnU/vX4baUxT50o9xXGByi8XzKIf3vWOLiK8ACLcB/s640/Xcom_Concept_XOp.png)

You can see how an early game force might look here...
(https://1.bp.blogspot.com/-4D4lnk3FeIY/WSVnq6mPRyI/AAAAAAAADmw/uo05AR5hUB4OmH7OeBjI8jGTplTPgRQtACPcB/s1600/BArmor.png)
(Ignore the portraits they'll be changed)

Having an early ballistic shield seems a bit pointless, so I went for a semi-conventional armor that would maybe be on par with the alloy-per-armor, but lower stamina.
In game i'd also like to remove the backpack space from all xcom units to make them play more like a strike-force, rather than mary poppins, only with aliens, artifacts, and heavy munitions in their bags. I think it might help nerf the blaster-bomb and make securing aliens/wounded-allies a bit more easier to conceive of in your mind's eye.

Something else I thought might be interesting is making the blasterbomb ammo prone to explode when hit, that seems like it might be easy to implement and could extend to a flamethrower-armour.

Let me know your thoughts I guess, I'm still putting everything together in my mind atm.
Title: Re: Caffeinated Xcom
Post by: ohartenstein23 on May 26, 2017, 02:57:45 pm
Remembering your shielded power armor concept, I should tell you I have a script for the OXCE version of the engine that implements rechargeable energy shields on armors, complete with a nice flash effect when the unit is hit. If you'd like, I can link a copy of the script file and a ruleset mockup on how it works.
Title: Re: Caffeinated Xcom
Post by: Cerazor on May 26, 2017, 03:14:04 pm
Wow, these are some fine cyberpunk troopers. Make my knees weak.

Arms spagetti?

But yeah, cripes these are super good. I like the beret and the... stunt driver outfit(?). They make the standard outfit look super cool. Reminds me of the Grunts from Half Life.
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on May 26, 2017, 05:33:33 pm
Well remembered ohartenstein23 lol, yes please, sounds cool I'll take a look at it, I'm not sure I'll be create the assets for a while yet though (working whilst looking for work sadly lol), but I can test it out in the meantime.

Cheers Cerazor, I suppose he does look a little like a stunt driver, helmet reminds me of a rebel-alliance trooper, I'll probably pad the torso a tad to make him look a little bulkier, and get the female variant done, need to adjust the arms on the sprite-sheet clipping over the shoulderpads as well :(

I'll hopefully have a version put together soon though, like caffeinated_XcomOperatives or something
Title: Re: Caffeinated Xcom
Post by: Cerazor on May 27, 2017, 07:59:27 am
Just one question, but how do you create these? Also what program did you use?
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on May 27, 2017, 12:32:32 pm
Best bet is to download a small armor mod and install it, then give it an edit it without changing any file names till you have something unique.
I use GIMP, but make sure you restrict your color pallet, I feel like most of the time you can do this by just editing the original sprites (you shouldn't be able to use any advanced tools(gradients/color-change/etc)), but keep a saved game ready to check how everything looks.

http://openxcommods.weebly.com/ (http://openxcommods.weebly.com/)

I'd avoid playing with the legs and arms for a while, just play around with the torso.

I'm unsure what else to say really, just keep tweaking it till you're happy dude, I was put off modding for years and haven't finished anything yet, so best just to get stuck in with a simple concept.
Title: Re: Caffeinated Xcom
Post by: Cerazor on May 27, 2017, 02:00:32 pm
This looks super handy. I wonder who wrote it?

http://openxcommods.weebly.com/xcom-soldier-sprites.html
Title: Re: Caffeinated Xcom
Post by: Dr.Crowley on May 28, 2017, 10:41:58 am
Wow, these uniforms are making X-Com operatives look more like GDI soldiers from C&C or ever Imperial Guard from WH40K :D I also like cyberpunk-ish guys, despite they would fit much better for Apocalypse story-wise rather than for UFO.
Anyway, great work!
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on May 28, 2017, 01:33:40 pm
Cheers Dr.Crowley, I agree there's a contrast between the ballistic and alloy armor, I kind of feel like that was still the case with the vanilla assets when you go from ghostbusters to space-warriors to steam-knights lol
I tried to tame down the alloy-armor to a navy-seals look, I'll play around with the look some more though.

I've started to get my head around overriding the vanilla assets, I need to do the 3 other "races" now, hopefully I'll also find a way to expand the "racial" backgrounds so I can expand the inv-portraits.
I'd like to have some nods to the mix of nationalities by having some, Oriental, Arabic, Indian elements present. I'm kind of thinking of having the hijab (Arab-Female) and Sikh turban (Indian-Male), but ideally I'll need to have individualized torsos for that which I don't have a grasp on right now.

Ideally I'd also like to later add some funner elements like punk, emo, goth, neo-jap, afro, biker, etc.
Title: Re: Caffeinated Xcom
Post by: ohartenstein23 on May 30, 2017, 10:50:05 pm
Here's the script and ruleset example I promised for the energy-shielded armor.  This one file contains all the scripts and ruleset definitions necessary to enable this new feature with OXCE/OXCE+, you can just copy/paste it all into your ruleset for armor definitions or keep it as a standalone file in your mod.  The important variables for setting the parameters on the armor are the extended tags:
To enable these features on an armor, you only need to add the tags to its definition, as long as those tags are defined in the same ruleset file as the armor; a good way of doing this is to define the armor regularly in your own ruleset file, then add a second definition for the armor only for the tags in the same file as this script.  The following gives power armor a 50 HP shield that regenerates 2 HP per half-turn, using the resists for shield type 1:
Code: [Select]
armors:
  - type: STR_POWER_ARMOR_UC # Adding a shield to power armor
    tags:
      ARMOR_ENERGY_SHIELD_CAPACITY: 50
      ARMOR_ENERGY_SHIELD_PER_TURN: 2
      # color group 8 is default blue flash
      #ARMOR_ENERGY_SHIELD_FLASH_COLOR: 8
      ARMOR_ENERGY_SHIELD_TYPE: 1

The resistances are more complicated since that requires editing the script directly, but I've given 3 copies of an example shield type that takes only 35% damage from lasers, 60% damage from plasma, and 100% from everything else while not being effective against smoke or damage type 0.  Let me know if you want some help testing this out!
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on June 01, 2017, 01:28:43 am
Cheers Oharten, looks cool, I'll look into it sometime later this week.
Title: Re: Caffeinated Xcom
Post by: Wolfstarr on June 01, 2017, 05:26:14 am
How does everyone get such good quality screenshots, I am very jealous as the screenshot key doesn't work for me :(

What settings are you using?

Thanks in advance :)
Title: Re: Caffeinated Xcom
Post by: SuperCaffeineDude on June 01, 2017, 03:57:11 pm
I'm afraid I'm using Print-Screen Key, which I paste into GIMP  :(.

Using GIMP though you can scale the sprites. I'd copy them and paste them as a layer, then go to the Layer tool-option, swap from px to percent and scale it to a figure of 100 i.e. 300%, only be sure to turn Interpolation from Cubic to None to keep the pixels crisp and unblurred.

Then you can fool around with overlays, backgrounds and such in your other layers till you get something cool. I like to use a dark background and overlay a gradient at a low opacity, but whatever floats your boat.

I'm not too sure what to say about the battlefield screenshots really, I think your best option is going to be resolving your screenshot issue, try really hammering down that key and tab out and paste the result in Paint or something. Otherwise there must be a freeware version of something like FRAPS that you can hook up the a hotkey to take in-game photos.

My game options are at 1280x800, with 2x Geoscape and Battlescape scale, in fullscreen.

Hope that helps dude
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on January 18, 2018, 09:08:45 am
Not really been doing much on this project, here's some finished alien paperdolls (though I  think my floater could use a chestplate as he looks like a strawberry ice-cream)
(https://4.bp.blogspot.com/-XWwEwbrlfYY/WmA1lFafxKI/AAAAAAAADxM/8hUYkFo6cz8DBo0x14kvszHMliWr4EgIgCLcBGAs/s640/Xcom_Concept_AlienRevamp1.png)
I was kind of thinking it'd be cool if the Ethereals had a gun that in someway was psionic based, and that it might be cool if they carried deadman switches as cloak brooches, I remember on one mission I attacked a large landed Ethereal ship and just stunned the 1st bugger I saw and legged it to go study psionics.

I was also thinking it'd be neat to have roided up TFDD-esk monsters present on the final mission, make it less of a victory-lap, and eat up ammo.
I also like the idea of getting-rid-of/shrinking the backpack slot, to make picking up people/aliens/artifacts more of a hindrance.
I've been kind of frustrated by what I presume is a 2x3 item size restriction concept wise, representing longer/larger weapons seems difficult, is this hard-set? I haven't taken a look through the weapon files for a while now.

I worked on human paperdoll-variants a while ago, the problem was I hadn't settled on the armor designs, so modifying everything was getting clunky. I need to come up with a better way of organising how I do this, maybe by having unarmored bodies in a folder, heads overlays in another, and armor overlays in another.

https://2.bp.blogspot.com/-R_8LyMM4mJs/WaVg2xPz6FI/AAAAAAAADqY/ugjB9enhvqI8iCjKYj1BNUMf7vZQPPPkQCLcBGAs/s1600/Showcase4.png

Obviously haven't touched the project for a while now though so this is probably all my thoughts for this year lol. I'd like to mod in a mop, I think it'd be funny to have some janitors, maybe that'll be my goal this year.
Title: Re: Caffeinated Xcom [WIP]
Post by: Golafre on February 05, 2018, 04:14:59 pm
It looks great, but I don't find the download link anywhere.   :(
Is it available?
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on February 06, 2018, 05:03:57 pm
I'm sorry, I'm a pretty bad procrastinator and I haven't consolidated the project into something presentable yet. Thank you for your interest though, I hopefully will get something worked out in a couple of months.

Currently it's just a uniform mod, so maybe I'll release it in parts, i.e. caffeinated: uniforms/shields/paperdolls/aliens/etc on the forum.
Title: Re: Caffeinated Xcom [WIP]
Post by: Golafre on February 16, 2018, 12:41:22 am
I'm sorry, I'm a pretty bad procrastinator and I haven't consolidated the project into something presentable yet. Thank you for your interest though, I hopefully will get something worked out in a couple of months.

Currently it's just a uniform mod, so maybe I'll release it in parts, i.e. caffeinated: uniforms/shields/paperdolls/aliens/etc on the forum.

I think is a nice uniform mod anyway. I'll encourage for your work. Thanks.  :D
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on September 18, 2019, 04:48:58 pm
So hi again, been more than a year it seems, I'm still really just doing paperdolls and fanfic, lost some progress after swapping computers, and there's just too many hobbies not enough time for them all  :P. Have been lurking though, and love seeing what everyone is doing.

So basically I'm digging through my old data trying to find my spritework, but conceptually I'd like to change a few things...

Kratonians (Mutons)
Looking for files, basically keeping them as was depicted, I like the idea of combining them with the floaters as it makes them more of an alien equivalent to your own troops, I'd probably add a few types of Kratonian, I like the idea of having a few clans of them (elite, conventional, beast-masters, berserker)

Shelled-ones (TFTD monsters)
Changing, feels bloated, I'm thinking a lobsterman would be way way cooler if he was a 4 tile beasty, with suited "sectoids" as backup, and 1 tile en masse jellyfish (perhaps hard to see)

Slogutis/Wyrm (Snakemen)
Changing, looks generic, I'm thinking they'll be depicted as blind with bat-like ears, and they are to be much weaker to sonic damage, there will be 4 types, Matriarch, Drone, Drone (Fertile), Offspring.
On death of a fertile drone (not distinguishable from a standard drone), the Wyrm will release offspring, ideally more than 1 unit. This kind of relates to the original lore of them being full of eggs and breeding so quickly.

Geminae (Sectoids)
Basically the same, I'd like to adjust the sprites to make them appear smaller, I'd like to have their bases contain eggs that trigger on proximity, they would spawn a Youngling that fights with claws, any "thinmen" agents would be alluded to being their kin rather than that of the snakemen

(https://1.bp.blogspot.com/-cMLPK5gaZIc/XYIyuqP1IqI/AAAAAAAAD48/vlmz7_wsh7w1Omo9YDZ3botj-gOtdIP-gCLcBGAsYHQ/s400/Xcom_Bogbreaths.png)

Defilers (Chryssalids)
A bit different, arguably less tough, I kind of feel that converting a person to a chryssalid so quickly is a bit meh, ideally I'm thinking that I'd have a 100% initial spawn ratio of fertile chryssalids and have them spawn acid spitting & popping zombies that spawn infertile chryssalids using the civilians and their enemies

(https://1.bp.blogspot.com/-gUmgfg0iC78/XYIyuxEa9VI/AAAAAAAAD5A/BT0i0ExxupswbbNF_W3pLHlwCJP9TiB0wCLcBGAsYHQ/s400/Xcom_Defilers.png)

Deathbugs (Creepers)
So xcom doesn't really have a suicide unit, and I thought hey how would a minecraft creeper work irl, I'm kind of on the fence how this would fit into the lore, but I like the idea of the creeper waddling towards your dudes, maybe spitting acid, before exploding into "smoke" inside which is a swarm of man-eating locusts. I guess I could have 3 units the Deathswarm, Deathwasp (conventional flying melee/acid spitter), Deathbomber (Ground based suicide unit).

(https://1.bp.blogspot.com/-Tce9R1TN9-w/XYIyvnJH32I/AAAAAAAAD5I/MuLyie7BDwsE6OlIaCI1q0sP1y73QUZiQCLcBGAsYHQ/s400/Xcom_Zit.png)

Eldritch (Etherials)
Again not changing much in concept, but I would like them to be less conventional, as stated I like the idea of a live-bomb being dropped when they die, as it makes them harder to obtain, maybe even a special base facility is needed to contain them, I also like the idea of them having a shield

The Collective (Calcinite)
Calcinite is a bit of a weird alien, it's an alien ooze that seems to only exist in deep-sea-diver outfit that somehow has claws. So instead I'm thinking it has an alien-made suit that on-death releases a goo-monster, that maybe can suffer two more "deaths" where it gets smaller, or it could zombify an enemy (wearing them as its suit) killing the original unit. I'll probably change the viewing port to be more reminiscent of the old diving suit.

(https://1.bp.blogspot.com/-C-qXynRunXw/XYIyuzAbUHI/AAAAAAAAD5E/2Z0hINeSE0YF24JDIncFssJRxl_-glfxACLcBGAsYHQ/s400/Xcom_Slurpees.png)

That's all for now, probably 2019 lol, hope everyone is having a great year
Title: Re: Caffeinated Xcom [WIP]
Post by: Docent on September 19, 2019, 10:55:54 am
I want this disruptor-armor!!!
Title: Re: Caffeinated Xcom [WIP]
Post by: efrenespartano on September 20, 2019, 06:46:46 pm
Some really nice sprites, mate. Looking forward to see more!

I hope you make a download available soon!  ;D

P.S. SG_Barton bring me here.  xD
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on September 22, 2019, 07:57:08 pm
So I've had some polite inquiries about using X/Y/Z, thank you for those, as mentioned I have lost a lot the work I did (broken laptop) on specifically the xcom armor &  the armor sprite sheets.
On top of this though, I'd like really like to release something a little new (aesthetically at least) for everyone when I have it in a state I can be proud of, so to an extent I am refraining from trickling out stuff I'm working on. (for now)

Hope that's cool!

(https://1.bp.blogspot.com/-sO6x29o9Fh4/XYeeUYh-mfI/AAAAAAAAD5g/xx3KGHoyRDgO2u8hhG_1a28d9FI1HkGTACLcBGAsYHQ/s640/Xcom_Prog2.png)

I believe someone mentioned the disruptor-armor not being bulky enough, they all kind of lack a sense of proper proportion compared to their unarmored wearers. As you can see I haven't properly shaded everything, but I'm much happier with the proportions now (though 2 of them maybe need bigger helmets), especially liking the way the bolt-armor looks now, and I'm liking having the traditional PA larger than the others.

Perhaps I'll have the traditional armor have the highest protection and strength buff, the bolt acting as an inbetween, and the disruptor as a lighter unit with an energy shield.

My Defiler Nymph is a little bloodier, maybe he'll get a light blue carapace rather than the pink flesh.

I think I may prefer the protruding head of the Calcinite prior, so I may mix those two designs. And maybe do a BIG-DADDY verient with a vibroblade.

The "creeper" I'm going to change to be a little more like the "Waspite", as funny as I found the reference, it was out of place, I will make them a little less outlandish though, perhaps they can replace the floater as the aerial force, with the ballistic resistant swarms > acid spitting waspites (shotgun) > party-popping waspites (smoke>death>swarm). The floaters as mentioned can go to the mutons.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRe-zXA-Ay-6J3Vsyj23lOhv4IlwGuPV8nOrFNCvw32cMW0IoLH)
(https://upload.wikimedia.org/wikipedia/en/9/93/X-COM_-_UFO_Defense_Coverart.png)

The feathered creature is a bit of an experiment, I like the idea of having them as alien-refugees that will join you post mission, but are pretty glass cannon. Perhaps there could be a few recruitment missions unlocked by a research "The Enemy of my Enemy" or something like that.

That's all for now!
Title: Re: Caffeinated Xcom [WIP]
Post by: Docent on September 23, 2019, 04:42:46 pm
I believe someone mentioned the disruptor-armor not being bulky enough, they all kind of lack a sense of proper proportion compared to their unarmored wearers.

I planned to make cyborgs out of it for myself, so I was completely satisfied with the proportions :) . It is sad that you have lost a lot of materials :(
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on October 01, 2019, 03:37:15 am
Lol, it's no worries, I should of backed them up  ::)  it gives me a chance to rethink though.

Well tbh if anyone wishes to they may take from these old paperdolls I found a while ago, including the old disruptor armor, I'm not using these designs...
(https://1.bp.blogspot.com/-9M_VdvwvIak/XZJynStC2_I/AAAAAAAAD5s/kRWIofl76dAbi7wvTJbYljHMBvI_jGwHgCLcBGAsYHQ/s1600/OpenXcom_ImprovedAssets2.png)

I think I'm going to change the disruptor to more of a motorcycle-rider style maybe have a lighter and heavier version...
(https://1.bp.blogspot.com/-CDLgihtLZFc/XZJzzxaP2bI/AAAAAAAAD54/tByCgApP2v4pwJ7BQY0xOg-LGpTR5ptPwCLcBGAsYHQ/s640/Xcom_Prog3.png)
As mentioned I like the idea of making lobstermen 4 tiles (bit tougher, with a meaty shooter), and giving them 1 tile jellyfish (maybe (all/some??) acting like half-life's headcrabs/ rather than just another chrysalid), but it's all just conceptual atm.

Perhaps first thing I'll do is adjust the Sectoid sprites, make them a bit smaller, and after that...
I'm kind of taken by the idea of having a soldier-type of children, for civilians as well, I kind of want to capture the morbid manga style you sometimes get (AttackOnTitan/Gantz/etc), and I'd like to have them in special recruitment missions. They'll be harder to hit, train quicker, but be weaker and deal more morale damage on death (and the score).

Title: Re: Caffeinated Xcom [WIP]
Post by: wcho035 on October 03, 2019, 12:42:48 pm
Mr CaffeineDude dude you are heck of an artist. How about doing some Stargate sprites? Like Jaffa Warriors and Death Gliders? Instead of using old stuff from TFTD?
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on October 03, 2019, 07:53:34 pm
Mr CaffeineDude dude you are heck of an artist. How about doing some Stargate sprites? Like Jaffa Warriors and Death Gliders? Instead of using old stuff from TFTD?

Thank you, I did university based on computer-games-art, now I work as a confectionery baker :-[  lol, so this is an outlet.

Star-gate isn't my jam :P but also I'm not looking to have the actual IP of other franchises. With TFTD certain units are just iconic, they can be reimagined but they'll always be a part of the Xcom franchise, the closest I'd come to Jaffa-Warriors is probably my own take on EXALT and the Advent from modern Xcom. Vaguely I would kind of like to have the mod replace all existing IP with community/my-own inspired material (perhaps in case of opexcom receiving a "cease and desist"), so that is my focus atm.

(With that said I'd like to make small references to elements of post 80's/pre-2000's pop-culture (power-rangers/TMNT/misc-cartoons, punk/glam-rock movement, arcades, blockbusters))

However, I'm not opposed to contributing assets towards other projects, if you (or anyone) are maybe alluding to a project you'd like help with, but I won't commit to much beyond the odd paperdoll  :P (I get distracted enough and sprite-work is a bog).
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on October 16, 2019, 01:06:46 am
Just moved, been without internet  :'( , I've attached an image of more of what I'm working on,

The chosen: indoctrinated child warriors of the ethereals.

The Manti: a race of suicidal bugs, led by the Gelded, a upper class not so driven by hormones

The kratonian thrall (floater) is being modified to look less ice-cream like, I'm slowly redrawing the old images from screenshots.

Question, has anyone tried only recruiting from missions in their mods? (no soldiers can be bought) And how do you find it?

Also fatigue, is this ingame? (I saw extended has Mana. maybe I could use instead??)
Title: Re: Caffeinated Xcom [WIP]
Post by: ohartenstein23 on October 16, 2019, 01:19:37 am
Both the features you're asking about have been implemented in Piratez:
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on October 16, 2019, 02:12:22 pm
Ah cool, I was thinking along the right lines then lol, is it possible to have more than 1 mana type I.e: mana and freshness?

I'll have to download it again it's been years, was a little too sexy for a prude like me  :-[ :P mechanically seems like a good time though (bleeding edge).

Extended offers so many avenues to explore I'm like a dazzled rabbit in torchlight lol
Title: Re: Caffeinated Xcom [WIP]
Post by: Dioxine on October 17, 2019, 07:29:54 pm
I'll have to download it again it's been years, was a little too sexy for a prude like me  :-[

And it only got worse >:)
Good thing to see you're still working on new cool things!
Title: Re: Caffeinated Xcom [WIP]
Post by: efrenespartano on October 19, 2019, 06:09:01 pm
Trying to make a mod that jazzes up the original art-work and adds some new elements that I think might complement the original design.

UN Forces (Civilian) [Medium]
Note: The targeting of all earth's national militaries triggered a pact you can choose to support (Unlocks; UN Lasers, UN Adv-Alloys, ect, on market).
Note 2: Support will leak out into traitor factions such as Advent.
Advanced UN Trooper: (Unlocks when you share technology) A trooper in UN cyan, armed with laser rifle and advanced-alloy armor.
UN Trooper: A trooper in UN cyan, armed with an assault-rifle and helmet.

Hahaha I just noticed that your idea is similar to mine. I'm also working on UN troopers, if you ever need some sprites, don't hesitate to ask. ;)
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on October 24, 2019, 12:31:33 am
And it only got worse >:)
Good thing to see you're still working on new cool things!

Lol its an amazing project regardless ;D, thank you though, I like to graze.

...

Hahaha I just noticed that your idea is similar to mine. I'm also working on UN troopers, if you ever need some sprites, don't hesitate to ask. ;)

Kind of you to offer :), we'll see! I'm just looking into soldier types (pilots and such), defo something that'd be cool to have though.

...

I've just been going through updating my OP to reflect any ambitions I'd have, it's just fluff and pie in the sky atm, I'll probably cull the ideas down a fair bit later.
I've attached a couple of vanity-pics, the power-armors are near enough what I'd like, I'll be redrawing the more conventional armors soon.
Pics are... Eldritch with Chosen, Power-Armors, Kratonian (Grunts, Chieftain, Thrall)
Title: Re: Caffeinated Xcom [WIP]
Post by: MercuryZeta on January 27, 2020, 08:41:19 pm
Is this still a thing? i would love to just my hands on those new jumpsuit sprites.
Title: Re: Question: Left Right Armor
Post by: Aldorn on January 28, 2023, 01:15:46 am
Cheers ;D , it's shaping up...

(https://2.bp.blogspot.com/-j4nn_Hc_8f4/WR61YBJFWzI/AAAAAAAADk8/VL-iFLcuOyEwCr_YKR0WYhlNJ9nKSQ0uQCLcB/s1600/AltArmor.png)

I'm trying to figure out how to save over the personal-armor information to adjust minor details right now, I seem to be missing something idk, I'll have another go at it later.

I need to do a vanilla female-PerArmor (light&heavy) portrait and adjust 6 of them for skin tone.

Ideally i'd like to also expand the number of portraits, have multiple hair styles per skin-tone. Make it like a manga (gantz), to make dudes stand out from each other, at least in the inventory (afros/hobo/bandanna/army-cap/etc).

(https://1.bp.blogspot.com/-idcf1kQueW0/WR7CkwwlxJI/AAAAAAAADlM/DNZjnoBM8k4k7ivs_JD0fI9s3MPsFW8ZwCLcB/s1600/Faces.png)

We'll see, just seeing what's possible atm.

Hi dude,

Your work is really impressive and really nice  :o

Would it be possible that you share some stuff ? I would be specially interested by the sprite sheet of armor & shield, even if still in progress, that would be kind of you


Title: Re: Caffeinated Xcom [WIP]
Post by: Abyss on January 07, 2024, 08:27:55 pm
Are you alive, dude?
It's painful to see how one of the most promising modding concepts got into dust.
The X-COM armors look great.
The new aliens look great.
The whole plot can be new and great.
What's up?
Title: Re: Caffeinated Xcom [WIP]
Post by: SuperCaffeineDude on January 11, 2024, 05:09:57 pm
Hi there man, I think I am, I'm flattered by the interest, "promising" is probably generous though lol.

It's easy for me to spitball and imagine, but ideas are cheap and I'm embarrassingly fickle once I have to do something other than sketch out paperdolls or write fan-fic.
Kudos to everyone that is putting the work in, I feel very humbled, especially when I look at the community's larger projects.

Honestly I am not actively playing Xcom, and my full-time work as a baker often wipes me out, I very briefly worked on it in May 2023 after I had thoughts of doing vehicles, and shrinking down guns.
I stopped because then I started thinking of a million other things, and if I'm going to be doing all this work, why am I not doing XYZ?

I'll reformat the concept to be more "up-to-date", but in general my hobby is just the ideas themselves, so it's likely nothing to get excited about.

That said here's some more nonsense...
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb74Sk86d1hKQLindDiDzkZw3BG4dTaj9gwOTsaxkB1ikP3Mch9cVBsZcug5L5VhLqkMNzxSq-aYVSiGZRJ0r8Mb7ygu4opJM247V_vhoUZdVAI8CPjMxZHgG6I1E-B0NDo2DW4h3gCbd5g5iv9QunRBGm9Rext4CwyfsNIsgQ1JkrEEq6QXp8DaQf5HvJ/s16000/ScrnGrb_Exmpl2.png)

(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiywAKbpNo2Hty67V7ImyrYL-MfgPv-TIU9NG6xTfmAHWwVRKcxnMR50JXH59sJHqQdcryyuaaRwBnmAckDhdd5gOVYcxkTnmDIPxi7D-njc4KwXV78ygBvLsU6j2wl4WRMbrGbbfzQiIbWF0-8d1xaqUzbydfjjXPjl-AegMQXXeLqPLf4-6k7bVB5lZvg/s16000/ScrnGrb_Exmpl1.png)

All the best and a belated happy new year to everyone.