OpenXcom Forum

Modding => Work In Progress => Topic started by: luke83 on November 04, 2012, 11:22:51 am

Title: Colour Replaced Aliens
Post by: luke83 on November 04, 2012, 11:22:51 am
Well all this started as i read a discussion about the Mutons giving a error when they Fell as it tried to switch to the Flying Leg sprites that dont exist , so i just went, Flying Mutons, got to have that one day. Next thing i know, i am also thinking about a Command Class Muton  and a Super Heavy Muton  so i started doing these colour replacements. These are only colour replaced sprites , eventually i will take the next step and build into other sprite sets so ( like Power Armour  sprite With Muton Graphics ) so one day i can incorporate them but i thought i should make them available for anyone's mods ( there on the mod site if you want them).

Update : Just added a Sectopod with minor colour change, its not on the mod site.

Title: Re: Colour Replaced Aliens
Post by: Warboy1982 on November 04, 2012, 03:45:14 pm
... consider this "borrowed"
it makes me sad that mutons lack leaders and commanders, especially with that whole intro fmv.
as for flying mutons... it shouldn't be hard to slap a jetpack on them (it's only 8 frames, maybe 11 if you count death, i don't) and use the same method they used for differentiating power armour and flying armour on soldiers.
(male/female torso switch)
Title: Re: Colour Replaced Aliens
Post by: luke83 on November 05, 2012, 01:36:11 pm
just some basic snakeman colour changes, these darker snakeman could be the old experienced ones .... Just a thought.

Update , New FLaoter
Title: Re: Colour Replaced Aliens
Post by: Warboy1982 on November 06, 2012, 08:24:39 am
so, just tossing around ideas...
should i implement different coloured units to represent different ranked aliens (or random pick for terror units) and if so, can i count on you (luke) to provide them?
i'm all for variety for variety's sake.

also, can i take you on as an official content developer or something? i lack the patience, understanding or a working copy of the damn map tools to make map tilesets and such, but you seem to have quite a flair for it.

(i'll likely list everyone on the forums/mod site as a content developer, what i'm really asking is can i make demands)
Title: Re: Colour Replaced Aliens
Post by: luke83 on November 06, 2012, 12:21:18 pm
Personal view here- I would most likely stay away from identifying a graphic with a Rank for most of the aliens as you don't want to know that the pink sectoid is the leader, or the green floater is a medic as this will allow you to cheat when trying to catch aliens alive.  The mutons could be the exception to the rule as there breed for combat and that start up movie always wanted to make me have a RED muton for command units, also there skin looks like a outfit anyway so why not cover it in black when you strap on your anti-gravity device and fly around the sky , its called camouflage ::).

As for content developer , i am flattered but i honestly don't have a lot fo free time, so saying , "yes i will have it done next week" doesn't work as i have full-time job and 2 small kids so i work around them,so lets keep it casual,l but i do take requests, if you peak my interests with your request you can pretty well guarantee it will be done, just be warned i am not very good at custom graphics, i usually stick to easy stuff ( cut and paste things together) and Mapblocks. Custom colours is not problem, let me know what you want and i will see what i can do. Plus you scratch my back , i will scratch yours :P
Title: Re: Colour Replaced Aliens
Post by: Volutar on November 06, 2012, 01:35:52 pm
color-coded ranks? no-no. it would be kinda cheating. you have to mindprobe alien to know what he is. that should stay intact.
Title: Re: Colour Replaced Aliens
Post by: Warboy1982 on November 06, 2012, 02:13:06 pm
fair enough, but how about random pallette swaps just for variety's sake? probably not a whole huge list of colours, so you don't end up with a muton gay pride parade, but say 3 variations of each?
Title: Re: Colour Replaced Aliens
Post by: Volutar on November 06, 2012, 05:16:01 pm
i think color could mean "races" of mutons which will be having different "powers" like pink are very long moving, grey have enormous HP .. and so on.. for later games.
Title: Re: Colour Replaced Aliens
Post by: Warboy1982 on November 06, 2012, 07:03:23 pm
good thinking
Title: Re: Colour Replaced Aliens
Post by: moriarty on November 06, 2012, 07:20:39 pm
considering the fact that they are genetically engineered, this would make perfect sense :)
Title: Re: Colour Replaced Aliens
Post by: luke83 on March 30, 2013, 01:02:04 am
Inspired by the floater on the concept art, i made a quick new variety. When i have time , i think his CORE should be a different colour to green but it changed also during the "Colour Exchange" in gimp :P
Title: Re: Colour Replaced Aliens
Post by: Yankes on March 30, 2013, 03:36:41 pm
Recoloring cape can be done in game like my solders skin colors.
Only thing that would need fixing is that core have same color group as cape.
Title: Re: Colour Replaced Aliens
Post by: luke83 on March 31, 2013, 12:05:05 am
Yes, i have thought about that , but using this "gimp" option, it only took me 15min to do the quick change on the entire set , now i just need to touch up some details, this is very different to the many days i use to spend doing this before i discovered this option. The other part is i also like seeing the colours go together to see what works and what doesn't. Sure if i knew how to use your code , i could most likely do this even faster, what would be cool would be a small tool that would load the image into a program , identify every colour used and then let me just pick the colours i wanted out of the colour pallet for the game, but that is most likely a lot of work for very little return,

 
Title: Re: Colour Replaced Aliens
Post by: Mutonbrain on June 12, 2013, 11:47:53 am
Can you experts tell me where to get the tool to open/edit the XCOM picture files ?
What file extension do the files have ? Any impotant things to pay attention to when editing ?
Title: Re: Colour Replaced Aliens
Post by: luke83 on June 12, 2013, 12:04:28 pm
Check out the MOD site mate, Moriarty and I, try to cover most topic  Any questions , just ask....

1) https://openxcommods.weebly.com/how-to.html
2) https://openxcommods.weebly.com/general-map-creation.html
3)https://openxcommods.weebly.com/pckview.html
4)https://openxcommods.weebly.com/mcdadd.htm
5)https://openxcommods.weebly.com/xcom-soldier-sprites.html

Also Check out my Youtube Channel , there is some How to Modding videos there also ( i really need to make some more)
https://www.youtube.com/watch?v=ZZe4EAqKqAU

Also once you have extracted the images , i use GIMP to make my changes
Title: Re: Colour Replaced Aliens
Post by: Mutonbrain on June 12, 2013, 12:37:36 pm
Thanks !
A lot of stuff to go through.
Title: Re: Colour Replaced Aliens
Post by: luke83 on July 31, 2013, 02:51:31 pm
Just another Colour replacement :) From Personal Armour to Cyborg...Still want to tweak the arms on the Dying sprite but i am out of time tonight :-[
Title: Re: Colour Replaced Aliens
Post by: luke83 on August 01, 2013, 01:38:23 pm
ALL colour Replace Units have been updated on my Mod site :
https://openxcommods.weebly.com/downloads2.html
Title: Re: Colour Replaced Aliens
Post by: xracer on August 01, 2013, 03:39:33 pm
I like it!!, i might pick it up and use it in my mod :)
Title: Re: Colour Replaced Aliens
Post by: luke83 on August 02, 2013, 11:05:53 am
Couldn't help myself last night, i made another one
Title: Re: Colour Replaced Aliens
Post by: Hadan on September 08, 2013, 08:30:59 pm
Sorry for resurrecting this thread  ::)

1. I really like some of the new colors, good work!
2. I think it would be best to just randimize the colors of the aliens regardless of rank. To prevent a rainbow of colors, only "matching" colors should be used, i.e. dark green, grey & black as additional colors for mutons

best regards
Hadan
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 21, 2013, 03:31:57 pm
Hey DEV team , can you just confirm what is possibly within these rulesets so far:

Can we Yet add new aliens into the Mix ( IE: different colours one) to improve MIX of enemies?
Can we assign them by Rank ( i am asking this for another user - personally i dont like the idea)
Can we have units "A,B,C&D" show up more in early game but in later game have unit"X,Y &Z" show up more...... Not 100% of the time but increasing chances as game rolls on?

Thanks Guys :P
Title: Re: Colour Replaced Aliens
Post by: SupSuper on September 21, 2013, 05:28:19 pm
You should, but I'll never know until you try. :P
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 22, 2013, 02:25:40 pm
OK, this is really the first time i have built my own "Ruleset" ( the UFO ruleset i uploaded last night was built from one 54X he posted up in my Expanded UFO Topic), this does not work so i am curios as to what i did wrong ( it will be easy once i have a general template to work from).


Update: Getting closer: i have renamed the .PCK as i was testing what was wrong, you have been warned, file still not working

Title: Re: Colour Replaced Aliens
Post by: luke83 on September 23, 2013, 12:05:49 pm
OK, this is really the first time i have built my own "Ruleset" ( the UFO ruleset i uploaded last night was built from one 54X he posted up in my Expanded UFO Topic), this does not work so i am curios as to what i did wrong ( it will be easy once i have a general template to work from).


Update: Getting closer: i have renamed the .PCK as i was testing what was wrong, you have been warned
ERROR : Warning " Floater Elder" could not be found in English??? WTF
Instant battle works until you start the mission ( crash happens after equipment screen), can i please get a little help for what ever is missing ???


Also, i have been looking at the Terror Units, how do i specify what weapons they have, i want a Chrysalids that can make zombies via Melee and spit Acid with a Arc Attack, i dont see how to do that in Rulesets, it looks like it can only have one or the other.
Title: Re: Colour Replaced Aliens
Post by: pmprog on September 23, 2013, 01:27:50 pm
ERROR : Warning " Floater Elder" could not be found in English??? WTF
Instant battle works until you start the mission ( crash happens after equipment screen), can i please get a little help for what ever is missing ???
I'm guessing this is the language strings. Won't your string need to be something like STR_FLOATER_ELDER, and then have the translations in English etc. of "Floater Elder"?
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 23, 2013, 01:34:16 pm
I'm guessing this is the language strings. Won't your string need to be something like STR_FLOATER_ELDER, and then have the translations in English etc. of "Floater Elder"?

I did have "STR_FLOATER_ELDER," but i changed it as that is what was showing up in instant battle, pretty sure it still didn't work at that point :P
Title: Re: Colour Replaced Aliens
Post by: SupSuper on September 23, 2013, 05:03:04 pm
For one thing you're missing a "research:" after the "alienRaces:" in there. :P

Update: Getting closer: i have renamed the .PCK as i was testing what was wrong, you have been warned, file still not working
I'm not sure we support extra PCKs (extraSprites is designed for modern image files), I'll have a look.

Also, i have been looking at the Terror Units, how do i specify what weapons they have, i want a Chrysalids that can make zombies via Melee and spit Acid with a Arc Attack, i dont see how to do that in Rulesets, it looks like it can only have one or the other.
You can specify alien equipment in the "alienDeployments", though terror unit weapons might be hardcoded.
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 23, 2013, 10:11:22 pm
I'm not sure we support extra PCKs (extraSprites is designed for modern image files), I'll have a look.

I just assumed since you supported the old format everywhere else, it would be in by default, i am about to leave for work,  not sure if i will time tonight to have another look at this.

You can specify alien equipment in the "alienDeployments", though terror unit weapons might be hardcoded.
I hope this changes at some point.

Also "specab" any plans to expand the options in here?
Title: Re: Colour Replaced Aliens
Post by: SupSuper on September 29, 2013, 06:29:46 am
I just assumed since you supported the old format everywhere else, it would be in by default, i am about to leave for work,  not sure if i will time tonight to have another look at this.
Well changing extraSprites to support old formats would be more work than it's worth, so I just changed it so if you put your PCKs in the UNITS folder they will be detected (and likewise for other old image locations).

I hope this changes at some point.
Well terror units always have the same weapon throughout (where the weapon is "unit name" + "_WEAPON"). I could change it to _WEAPON1 and _WEAPON2 but I'm not sure if the terror AI handles two weapons. I'll leave it to Warboy. :P

Also "specab" any plans to expand the options in here?
Like? We only added stuff needed by X-COM.

Edit: I tried your Floater_Elder mod, seems to work fine in New Battle, though I had to fix some bugs (you left some stuff still referencing STR_FLOATER instead of STR_FLOATER_ELDER)
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 29, 2013, 07:22:58 am
you tried it already, Excellent, time for a quick test.

Like? We only added stuff needed by X-COM.

well a few extra skills that come to mind, Regenerate Health, camouflage ( some of Yanks code handles this), Spawn from Dead ( imagine a space alien that lays a live young in the corpse of a soldier/civilians -now you have a reason to pick your comrades up- also helpful for my side project, Undead), Berserk attacks , New psionic powers - pushback, blast, levitate, spawn unit from item (PMPROGs Code)......Should i go on  :P

Better go off and try this ruleset again 8)
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 29, 2013, 07:45:47 am
Thanks SupSuper, the file and New build work, i now have these bad boys in Instant Battle and just lost 4 people trying to get off my ship with these bad boys, finally , the floater is scary ;)

One issue i found was the weapon sprites are BAD, does your build have this issue also?

Title: Re: Colour Replaced Aliens
Post by: Warboy1982 on September 29, 2013, 02:58:44 pm
only aliens with the "livingWeapon" flag set will spawn with a weapon named after the unit, you can still supply a deployment for terror units without this flag and it will still work. as for being "hard coded" the weapons themselves are defined in the ruleset and limited only by your imagination.

also, if you give a unit that zombifies (say a chryssalid) a ranged weapon, it will still zombify people it shoots.
zombification is a component of the unit, not the weapon.

btw: the projectiles are fixed
Title: Re: Colour Replaced Aliens
Post by: mercy on September 29, 2013, 03:02:44 pm
Wow, those floaters are scary! When will this MOD be available?
Title: Re: Colour Replaced Aliens
Post by: moriarty on September 29, 2013, 03:06:11 pm
Wow, those floaters are scary! When will this MOD be available?

https://openxcom.org/forum/index.php/topic,737.msg14537.html#msg14537 (https://openxcom.org/forum/index.php/topic,737.msg14537.html#msg14537) (SupSupers post on the bottom of the previous page)  :D
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 29, 2013, 10:13:22 pm
Wow, those floaters are scary! When will this MOD be available?
its still early days so for now just use the ruleset SupSuper fixed for me,  the current strenghs of these guys was just some numbers i picked at random but they did a good job a killing me.

Now i have a general idea of how this works, i would like to roll a few of these out over the next 2 months so i can make a update to the mod site, anyone wanting to help with the ufopedia entries for these guys let me know as creative writing is not my strength,
Title: Re: Colour Replaced Aliens
Post by: Hadan on September 29, 2013, 10:18:39 pm
Give me same basic outlines about their history, strength, biologie & I will give it a shot.
English isnt my native language, but I think its not too bad  ;)
Title: Re: Colour Replaced Aliens
Post by: mercy on September 30, 2013, 01:27:04 pm
its still early days so for now just use the ruleset SupSuper fixed for me,  the current strenghs of these guys was just some numbers i picked at random but they did a good job a killing me.

Now i have a general idea of how this works, i would like to roll a few of these out over the next 2 months so i can make a update to the mod site, anyone wanting to help with the ufopedia entries for these guys let me know as creative writing is not my strength,

As you can see here
https://openxcom.org/forum/index.php/topic,1335.msg12160.html#msg12160 (https://openxcom.org/forum/index.php/topic,1335.msg12160.html#msg12160)

but let Hadan do it this time.
Title: Re: Colour Replaced Aliens
Post by: luke83 on September 30, 2013, 02:29:45 pm
Sorry Mercy i forgot about that forum post, i have a few aliens here to build so feel free to do some also ;)


Red Muton - Honour Guard -Crazy aggressive, hardened mutons with full PSI resistance
Black Muton- Jump packs mutons ( Flying ability will have to do)
Floater ELders -  just harder/ faster flaoters , you will think of something
Elder Sectoids - New PSI powers ( Comeon DEV's you know you want to ) https://openxcommods.weebly.com/downloads12.html
Dark Snakeman -  Just harder and HEAPS faster , have you seen snakes they can bloody move
Cyborg-  former Human Factions/ cult members
Pink Chrysalids - Spit acid with embedded eggs :) got to push limits of the ruleset
Red Gang - terrorists
Blue Gang - alternate terrorists

Feel free to go Crazy with names and stuff, i want more Variety


Title: Re: Colour Replaced Aliens
Post by: tyran_nick on October 02, 2013, 01:42:52 am
Quote
Pink Chrysalids - Spit acid with embedded eggs :) got to push limits of the ruleset

That will also push the limits of players!
Title: Re: Colour Replaced Aliens
Post by: Gifty on October 02, 2013, 03:37:51 am
anyone wanting to help with the ufopedia entries for these guys let me know as creative writing is not my strength,
I'd be overjoyed to help with this, if you want me.
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 02, 2013, 10:05:02 am
That will also push the limits of players!
This wasnt my orignal intention, i originally wanted it as a second attack option without the possability of spawning a zombie, but Warboy told me its hardcoded like that so, thats just how its going to be :) I will need to experiment with the Range of this attack so its not super powerful :P


Gifty, if you want to help, be my guest, i guess if you pick a unit that tickles your fancy, post which one you want and do, then when yur ready, share with the rest of us, i can focus on working out the rulesets and adding extra graphics.
Title: Re: Colour Replaced Aliens
Post by: Hadan on October 02, 2013, 05:42:59 pm
Just been scribbling the first outlines for the descriptions of the new aliens.
Can i asume that a player who meets one of the "elder" races has met/researched their basic counterparts?
Meaning I can reference to existing knowlegde.


/edit: First dratf of 2 new aliens:
>> Floater Elders
> Live:
The Floater Elders are the aliens elite terror agents, their ranks filled from battle-hardened Floater veterans which makes them a deadly foe in any encounter.
Their anti-gravity unit seem much more sophisticated, allowing a much more controlled flight.

>Autopsy:
This creatures alterations goes even further than that of a normal floater.
In addition to a better live support system the skin appears to be strengthened with fibers of alien alloys embeded in the biological tissue.
This fibers make them virtualy immune to armour piercing or incendiary attacks.


>> Red Muton - Honour Guard -Crazy aggressive, hardened mutons with full PSI resistance
>Live:
This muton "honour guards" are even more aggressiv than the foot soldiers.
Their improved implants give them greater freedom, while at the same time makes them loyal to the point of self-sacrifice.
Once asigned a target by telepatic command, nothing short of death can stop a honour guard from trying to kill the target.
>Autopsy:
The 'skin' of this type of muton is harder than the one seen on foot soldiers.
The honour guard uses different implants. This implants boosts their metabolism, making them faster and harder to kill.
While not giving them psionic powers of their own, they make them very hard to influence by our psionic soldiers.

greetz
Hadan
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 02, 2013, 10:02:27 pm
Nice work,  lets replace "Honour Guard" with something more cool and alien sounding, i am open to suggestions :P
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 03, 2013, 02:16:11 pm
Hey Experience Ruleset People, tried adding some Chrysalids to the mix and once again it don't load, some advice would be great as i must be missing something in here to get it to work.

I am now using Notepad++ , this makes thing easier to manage the wall of text that is the Ruleset but clearly its not enough to help my little brain track the issues :P
Title: Re: Colour Replaced Aliens
Post by: SupSuper on October 03, 2013, 09:01:07 pm
It loads up fine for me. However, you can't have races with 2 aliens, they all must have 8 aliens (even if they're all the same), because they match up with the deployment data which requires 8 aliens (one for each "rank").
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 03, 2013, 09:42:36 pm
very strange, the moment i leave the inventory screen it crashes :-[

Thanks for the tip about the alien Races needing 8 entries.
Title: Re: Colour Replaced Aliens
Post by: MKSheppard on October 04, 2013, 04:42:14 am
Here's some color replaced power armor for XCOM in raw beta stage:

This set was originally released in 2003 by MonkeyLord (who briefly showed up here).

This is what I have for fluff:

XCOM scientists have found a way to plate POWER ARMOR with a coating that is highly resistant to plasma weaponry. This comes at a cost as it is more brittle against conventional weapons.

Idea is this researchable if you have researched POWER ARMOR and the complete PLASMA tier (Pistol/Rifle/Heavy).

I still haven't implemented the research/manufacture triggers correctly; I only just got it to show up correclty in game with transparencies and all; and I have a persistent problem in which it keeps getting referred to as STR_SUNFIRE_ARMOR_UC instead of SUNFIRE ARMOR.

(Sunfire was the directory name the original mod was contained within in a zipped archive of MonkeyLord's work).
Title: Re: Colour Replaced Aliens
Post by: moriarty on October 04, 2013, 11:53:06 am
I still haven't implemented the research/manufacture triggers correctly; I only just got it to show up correclty in game with transparencies and all; and I have a persistent problem in which it keeps getting referred to as STR_SUNFIRE_ARMOR_UC instead of SUNFIRE ARMOR.

maybe you could post your ruleset (even if it's unfinished), we could take a look at it and maybe find what's wrong...
Title: Re: Colour Replaced Aliens
Post by: MKSheppard on October 04, 2013, 10:58:08 pm
maybe you could post your ruleset (even if it's unfinished), we could take a look at it and maybe find what's wrong...

Sorry about that! Last time I mod OXCOM late at night.  :o

Title: Re: Colour Replaced Aliens
Post by: mercy on October 05, 2013, 11:52:23 am
Sorry about that! Last time I mod OXCOM late at night.  :o



Imagine this armor hit by strong AP rounds and the player seeing an animation of the brown armor falling apart into pieces then lying shattered on the ground. Its wearer exposed in normal XCOM overall.
Title: Re: Colour Replaced Aliens
Post by: Gifty on October 10, 2013, 09:04:00 am
Hi, uh, here's my attempt at the encyclopedia texts! I did my best to describe the aliens' improvements without knowing the concrete details.

FLOATER CONSUL (ol' green cape)
Live: These abominable beings constitute the elite of the Floater social heirarchy. While the exact nature of the Consuls' authority is unknown, sightings indicate that they direct the hideous human experiments aboard Floater ships and lord over the abductees. In combat, Consuls have the devil's speed and a frightening constitution above that of their lesser brethren.

Dead:
Cross-sectional analysis with common Floaters reveal that Consuls deviate little from their minions in phsiology, aside from cursory mechanical improvements to the life support and levitation systems, likely token symbols of their status. It can be assumed that the Consuls' extraordinary lethality is simply trained, an occurrence so rare in the alien military as to seem perversely admirable.

SECTOID ORION (plural: Orions) (elite sectoid)
live: A mysterious Sectoid subspecies, distinguished from their common brethren by skin color. Though physically meager, the Orions possess superior brains which manifest in the forms of supernormal cognitive and psionic ability.

dead: On closer inspection, this subspecies appears to have been cross-bred with another race entirely, inheriting a highly cultivated psionic strength and unusual tissue pigmentation. While organ and bone structures are largely unchanged, Orion brain tissue is far denser than that of a common Sectoid. Any further genetic deviations are unknown, as are the origins of the anomalous genes.

SHOCK MUTON (black muton)
Live: Whereas common Mutons move very deliberately, displaying a slow and impervious sense of power, these Shock Troops move as if there were sulpheric acid coursing through their hearts. The jump pack bestows great mobility, allowing them to plough through obstacles even more frighteningly than a common muton.

Dead: The Shock Muton's biology is identical to that of a common Muton; its one catch is a surgically implanted hormone controller, no bigger than a child's fist. This small metal box can trigger the production of a norepinephrine-like hormone in such exorbitant quantities as to drive an average human insane. The jump pack appears to have been crudely wired direct to the nervous system.

MUTON WARLORD: (red muton)
Live: Marked by regal red catsuits, these despotic overlords rule the Mutons in battle. Each the equivalent of ten Genghis Khans, they rampage mercilessly wherever they are set loose. Though physically dominant, they are clearly too savage to provide any sort of complex leadership; thus, it may be assumed that directions come mainly from a higher power, and that Warlords are, in a sense, lords in name only.

Dead: Autopsy of the Warlord reveals a terrifying network of invasive implants and drug-enhanced musculature; this is, quite literally, a Muton on steroids. The cranial cavity and vital organs are shielded by thin, flexible alloy plates which have been fused to the bone structure. A hormone controller is installed beneath the ribs, capable of flooding the specimen's body with an agonizing fury. The most striking feature, however, is a cranial "skull cap," resting just below the alloy plating. This curious brain shield seems to have the property of deflecting all psychic attacks upon the Warlord's mind, without disrupting commands from its masters. The exact mechanics of this operate far above our current understanding of psionics.

CHRYSSALID GERMINATOR (pink chryssalid)
Live: Like the common Chryssalid, the Germinator is able to inject its victims with unborn offspring. This subspecies, however, ejects its young from the mouth in an acidic discharge. The projectile spawn is concealed in a jagged shell which penetrates the victim's body on contact, breaking the skin and then inseminating the host with a burning acid payload.

Dead: The eggs in this Chryssalid subspecies are kept in a repulsive hive of gelatinous sacs, each throbbing with acidic ichor. A long "fallopian tube" connects the egg sacs to the throat, effectively allowing the Germinator to discharge its spawn at a distance with a voluntary muscle contraction.

SNAKEMAN GLYCON (dark snakeman; other optional names: Krait, Gorgon)
Live: This frightening Snakeman variant is capable of unnerving speed. The Glycon exhibits an unsophisticated aggression beyond that of common Snakemen, although it appears to be no more or less intelligent. Furthermore, the darker skin pigmentation implies an even more extreme heat tolerance.

Dead: Inspection of this variant specimen reveals a snake-like tail much more powerful and capable of quick acceleration than that of its common brethren. Curiously, this immense muscle occupies so much of the Glycon's body that it contains no eggs, and appears to be incapable of reproduction altogether. We may extrapolate that this specimen was engineered exclusively for combat, and is incapable of social or sexual interaction. Samples of the darkened tissue confirm that this specimen boasts a heat resistance beyond that of any humanoid organism we have yet encountered.

Title: Re: Colour Replaced Aliens
Post by: luke83 on October 10, 2013, 11:09:12 am
Wow, they are awesome ;)
Title: Re: Colour Replaced Aliens
Post by: mercy on October 10, 2013, 01:40:29 pm
@Gifty   This was a refreshing read!
Title: Re: Colour Replaced Aliens
Post by: mercy on October 10, 2013, 01:50:21 pm
@luke83  Awaiting these new aliens eagerly! :D
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 10, 2013, 02:05:15 pm
@luke83  Awaiting these new aliens eagerly! :D
Dont get to excited its just one of many projects i am doing instead of studying mathematics for my "Night School" coarse, i really need to focus on that....Soon :P
Title: Re: Colour Replaced Aliens
Post by: Hadan on October 10, 2013, 02:24:30 pm
Hi, uh, here's my attempt at the encyclopedia texts! I did my best to describe the aliens' improvements without knowing the concrete details.
Aw c**p, completely forgot about these. But having read some of Giftys work and now this texts, I have to admit he is way better than me anyway  :D

Great work!
Title: Re: Colour Replaced Aliens
Post by: Gifty on October 11, 2013, 01:57:44 am
Thank you! I had quite some fun writing them. Hope they're of use. :)

EDIT: So I was just looking over the old concept sprites (https://www.gollopgames.com/2013/04/original-x-com-concept-art.html), which inspired Luke's purple floater. I really liked this early Floater design; he has a really imposing, ornate look which would suit the Elder/Consul/whatever.

(https://i.imgur.com/fKMr7Sh.png)

Luke, I'd be happy to do you a full sheet that looks like this, if you want (based off your recolor sheet, of course).
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 13, 2013, 06:32:36 am
IF you want to create the original look be my guess, i would love to have a full set that matches the original artwork , i did plan to get there one day myself but it wont be within the next 12 months :P  (FOXC is getting most of my attention these days)
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 14, 2013, 01:40:57 pm
just thought i would post this guy before i forget, these are a recolour from the TFTD>XCOM unit Conversion from the strategy core site, from there , i just did a standard re-colour :P

I was going to use this as a base to start making more FOXC units but thought i should share this one also ::)

Title: Re: Colour Replaced Aliens
Post by: Gifty on October 15, 2013, 04:44:44 am
Uh oh; does this mean we get to witness the dawn of the Blue Lobstermen?

I'm scared, guys.
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 15, 2013, 03:11:51 pm
Uh oh; does this mean we get to witness the dawn of the Blue Lobstermen?

I'm scared, guys.
LOL if you want a blue lobster, its would only be 20mins work :P

What i would like to see ( within next 2 years) is a BIG xcom1&2 mixed game with more maps, more tech, more aliens and more chaos , if that means i need a blue lobersterman, i can live with that.

 I would also like Randomly selected items from that large selection , so every game is different, on startup have all the necessary future selections made by OXC that aliens ,X,Y&Z will be used in game, (others will be ignored) ,Map sets to be used, ALien space ships to be used, Random Endings ,More Factions and a more interactive Geoscape......Maybe i am just dreaming.

Image below shows WHY i normally do these :P

Title: Re: Colour Replaced Aliens
Post by: Gifty on October 16, 2013, 01:56:45 am
Honestly, you can do whatever you want, I just meant to convey that the idea of an upgraded lobsterman is quite scary to me. :P
Title: Re: Colour Replaced Aliens
Post by: MKSheppard on October 16, 2013, 02:31:40 am
Now that armor can affect statistics; I just realized something that flows logically:

Once you research MIND SHIELD, wouldn't it make sense to develop some sort of armor which could boost a user's psionic resistance? An actual honest to god working TINFOIL HAT?
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 16, 2013, 03:29:06 pm
Honestly, you can do whatever you want, I just meant to convey that the idea of an upgraded lobsterman is quite scary to me. :P

OK, i understand now, i have never come up against a Lobster as it is, TFTD Thrashes me every time i try to play it :P

Now that armor can affect statistics; I just realized something that flows logically:

Once you research MIND SHIELD, wouldn't it make sense to develop some sort of armor which could boost a user's psionic resistance? An actual honest to god working TINFOIL HAT?

We have( moriarty and i) have asked for extra options to be added so we could  modify stats via items, my intention was Sword+1, a  "Mind shield emitter" would easily be achieve with this mod.... I hope it gets added one day.
Title: Re: Colour Replaced Aliens
Post by: moriarty on October 16, 2013, 07:45:30 pm
OK, i understand now, i have never come up against a Lobster as it is, TFTD Thrashes me every time i try to play it :P

We have( moriarty and i) have asked for extra options to be added so we could  modify stats via items, my intention was Sword+1, a  "Mind shield emitter" would easily be achieve with this mod.... I hope it gets added one day.

luke, our wait is (partially) over! Warboy added this possibility just recently for armor. I don't know about items, though, I guess that's trickier... :)
Title: Re: Colour Replaced Aliens
Post by: SupSuper on October 16, 2013, 08:12:13 pm
Yeah how would items work? When they're equipped? Held? Wielded? Used? Dropped? Exploded? Etc. :P
Title: Re: Colour Replaced Aliens
Post by: moriarty on October 16, 2013, 08:38:41 pm
Yeah how would items work? When they're equipped? Held? Wielded? Used? Dropped? Exploded? Etc. :P

oh, simple... each item would have two sets of stat modifying properties, I guess:
"statModifiersWhenInInventory"
"statModifiersWhenInHand"

but yeah, I can see trouble brewing on the horizon: what happens if a unit has an item in hand, then falls unconscious, dropping the item, later wakes up and picks it up again... :P

but for a more RPG-like type of mod, these would really be nice. and to stay in the sci-fi realm: a 3x3 item representing an exoskeleton like this one (https://www.lockheedmartin.com/us/products/hulc.html) could be added, which increases strength (and possibly TU)...

the motion scanner could be improved to increase the reactions of the wearer (they see hidden movement on the scanner, after all), which would increase its use for sentinel use...

or, even more basic: carrying large guns that border on being impractical (autocannon, heavy cannon, rocket launcher, heavy plasma, blaster launcher) could actually give a bonus to bravery :D while carrying only a pistol could decrease it  ;D
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 16, 2013, 10:25:53 pm
Yeah how would items work? When they're equipped? Held? Wielded? Used? Dropped? Exploded? Etc. :P

I am only hear to dream up new problems advancements for your system , i don't know how to implement them :P

Yes , what moriarty's suggest is what i was thinking.  To me if its placed on the belt, shoulders, arms, legs or hand , special skill/stat increase is active, if its in your backpack,dropped,exploded, teleports to other side of map, then its not being used, stat increase is removed..... That is what i was thinking for FOXC.
Title: Re: Colour Replaced Aliens
Post by: Gifty on October 19, 2013, 12:19:19 am
Hey! I did those concept-style floater sprites, based on your recolor sheet. I think it looks pretty decent, the only catch is I'm running a 64 bit system, so I can't actually use PCKview to put the images in a useful order, I can only give you the raw sheet. Sorry about that.

Light-caped version (https://i.imgur.com/rLmQ481.png)
Dark-caped version (https://i.imgur.com/JqvnTM7.png)

I hope the elbow spikes look right, the arms look so amorphous and vague on their own that I wasn't always sure where the elbow was. :P
Title: Re: Colour Replaced Aliens
Post by: luke83 on October 19, 2013, 03:35:12 pm
i was just heading to bed when i noticed your post, here is your files in ORIGNAL game format, i have not tried these yet ( very tired).

I hope they look as cool in game as they do in GIMP :P

As for your 64bit issues, have you tried running a Virtual Machine, i do all my xcom modding and testing in Virtual machines :P


UPDATE:
I just tried one of these in game, there not displaying correctly, i will have another look later tonight.
Title: Re: Colour Replaced Aliens
Post by: mercy on October 19, 2013, 06:28:07 pm
i was just heading to bed when i noticed your post, here is your files in ORIGNAL game format, i have not tried these yet ( very tired).

I hope they look as cool in game as they do in GIMP :P

As for your 64bit issues, have you tried running a Virtual Machine, i do all my xcom modding and testing in Virtual machines :P

This needs a new alien race ruleset.
Title: Re: Colour Replaced Aliens
Post by: luke83 on April 09, 2014, 12:29:50 am
I tried doing a ruleset before for these, i think it safe to say, i found it way to complicated to get my one working.. I had dreams of a Swarm of several types of chrysalids plus zombies that can hold weapons but couldn't get the basics working :-[
Title: Re: Colour Replaced Aliens
Post by: civilian on April 24, 2014, 11:56:53 am
Uh oh; does this mean we get to witness the dawn of the Blue Lobstermen?

I'm scared, guys.
If you want them tell me, i made some because of this post. no kidding.  :)
Title: Re: Colour Replaced Aliens
Post by: civilian on April 24, 2014, 12:04:47 pm
I tried doing a ruleset before for these, i think it safe to say, i found it way to complicated to get my one working.. I had dreams of a Swarm of several types of chrysalids plus zombies that can hold weapons but couldn't get the basics working :-[

I simply made some copies of the Enforcermod/Scout Drone ruleset and adjusted the STR_ stuff, now i can/hire Mercenaries (green soldiers), Aquatoids, Tasoth, Lobsterman, Green (terran) cyberdisks, Cyborgs, Tenatculats, Xarquids and Gillman. I used the TFTD_to_UFO unit file conversion from the strategycore file section and the recoloured battlesprites mod, most of the units from those packs work, some don't. I also made some new recolored units myself , blonde civilian females, grey sectoids, red ethereals etc etc. Can't upload them atm as I am sitting in an Internet Café and the explorer here can not see my hidden folders on the USB stick
Title: Re: Colour Replaced Aliens
Post by: Solarius Scorch on April 24, 2014, 10:27:50 pm
If you can upload it later, I'd like to see those green Cyberdiscs please... :)

If you want them tell me, i made some because of this post. no kidding.  :)

Pics or it didn't happen! XD
Title: Re: Colour Replaced Aliens
Post by: civilian on April 25, 2014, 11:34:49 am
If you can upload it later, I'd like to see those green Cyberdiscs please... :)

Pics or it didn't happen! XD

see my resources release thread. https://openxcom.org/forum/index.php?topic=2048.0
Title: Re: Colour Replaced Aliens
Post by: Solarius Scorch on April 25, 2014, 03:11:17 pm
see my resources release thread. https://openxcom.org/forum/index.php?topic=2048.0

Thank you!
Title: Re: Colour Replaced Aliens
Post by: Jo5hua on June 16, 2014, 01:51:31 pm
Didn't someone create a white rabbit sprite somewhere? That would be interesting.
Title: Re: Colour Replaced Aliens
Post by: Hobbes on June 22, 2014, 04:34:40 am
Didn't someone create a white rabbit sprite somewhere? That would be interesting.

The original game's development team did but alas, much to our loss, they didn't made it to the finished game.

(https://www.rockpapershotgun.com/images/13/may/xcom.jpg)

Just imagine what would be to fight the plasma bunny rabbits from outer space... ;)

You can see the rest of the concept art that Julian Gollop has released here (https://www.gollopgames.com/2013/04/original-x-com-concept-art.html)
Title: Re: Colour Replaced Aliens
Post by: Aldorn on June 22, 2014, 04:44:01 am
Some other are really interesting :o
And apparently they had planned to make some MIB  8)
Title: Re: Colour Replaced Aliens
Post by: Hobbes on June 22, 2014, 04:51:31 am
Some other are really interesting :o
And apparently they had planned to make some MIB  8)

Yup. It was planned to have XCOM agents acting as MiB but the idea (https://www.gameinformer.com/b/features/archive/2012/01/04/xcom-a-series-that-almost-wasn-t.aspx?PostPageIndex=3) had to be dropped off from the original game.
Title: Re: Colour Replaced Aliens
Post by: Aldorn on June 22, 2014, 04:59:51 am
Yup. It was planned to have XCOM agents acting as MiB but the idea (https://www.gameinformer.com/b/features/archive/2012/01/04/xcom-a-series-that-almost-wasn-t.aspx?PostPageIndex=3) had to be dropped off from the original game.
Thanks for the link :)
Title: Re: Colour Replaced Aliens
Post by: The Martian on July 18, 2021, 03:51:56 pm
Hey! I did those concept-style floater sprites, based on your recolor sheet. I think it looks pretty decent, the only catch is I'm running a 64 bit system, so I can't actually use PCKview to put the images in a useful order, I can only give you the raw sheet. Sorry about that.

Light-caped version (https://i.imgur.com/rLmQ481.png)
Dark-caped version (https://i.imgur.com/JqvnTM7.png)

I hope the elbow spikes look right, the arms look so amorphous and vague on their own that I wasn't always sure where the elbow was. :P

Just in case the off site images go down I'm attaching Gifty's sprite sheets to this post:
(https://openxcom.org/forum/index.php?action=dlattach;topic=737.0;attach=54460)

(https://openxcom.org/forum/index.php?action=dlattach;topic=737.0;attach=54462)