Hi, wanted to contribute a number of suggestions, some of these may already exist in some capacity, many I'm sure have been suggested, but I wanted to voice them.
1.Transformations == Weapon/Unit
1.1: On Death Transform (In Game: Zombie dies transforming into a Chrysalid)
1.2: On Hit Transform (In Game: Chrysalid strikes soldier transforming them into a zombie)
1.3: On Hit Consume User (Example: The unit leaps onto the face of a soldier, transforming them into a zombie, but they remove themselves as a unit)
1.4: Transformation Delay 0-X (Example: A unit (like a civilian) may spend X number of turns before converting to a zombie (transforms between player and enemy turn))
1.4.1: Can Cure With X (Example: Anti-Virus halts the Transformation clock)
1.5 On transform retain gear
2.Gore == Unit
2.0: Gore colour (Black oil, Red blood, Green/Purple/Yellow/Blue alien blood etc.)
2.1: Blood Trail, when a wound is dealt a bit of blood is left on the floor
2.2: Overkill activates different corpse images, battlemap and inventory
2.3: Giblets 0-X tiles, on overkill an explosion drops random giblets within radius, this could just be an animation of blood droplets
2.4: Shrapnel Radius, Amount, Damage, Like a top down shotgun blast, fragments of bone/metal scatter
2.4: Bloody Water 0-X tiles, when underwater the corpse obscures with Gore coloured smoke
3.Melee Attack Types == Weapon // Probably a more useful suggestion
3.1: "Strike" 1 tile facing (In Game)
3.1.1: Number of strikes in attack
3.2: "Swing" amount, the number of surrounding tiles struck to left and right of the tile attacked (max 4 = a round swing, 1 = a sword swipe, 0 = forward strike (max different for a 4 tile unit))
3.3: "Reach" amount, the attack can strike further than 1 tile
4.Self Harm == AI // Suicide Units
4.1 Is afraid to hurt self using items (true/false)
4.2 Cares about blast radius using items (true/false)
4.3 Triggers [StunSelf/KillSelf/ExplodeSelf(+exp-types)]
4.3.1 When dead (true/false)
4.3.2 When Unconscious (true/false)
4.3.3 When Mind Controlled (true/false) // Really would be good to buff aliens with lower psi defence that work alongside psi-units
5. Area to Head == AI (I'm too basic to use this )
5.1. Areas of Interest
5.1.1 Most Player
5.1.2 Least Player (trouble enough getting them to engage)
5.1.3 Home
5.1.4 Least Aliens
5.2 Aliens seek Most Hostiles for X turns
5.3 Civilians seek Most Player and Least Hostiles indefinitely
5.4. Am Leader, will remain within X tiles of Home
5.4.1 Am guard, will remain within X tiles of leader
6. Vampiric Drain == Weapon // Wanted for Calcinite may be possible love to know what to declare if so
6.1 Takes X away from target, Grants Y to user (Takes HP for HP, or nightmare-thing might take away bravery (spc psi cake mission in xcom files))
7. Acid "Fire" (Fire Spite changed to pool of bubbling acid)
7.1 The acid attack drops a pool of acid at the feet of target (I'm guessing this can already be done)
8. Push == Weapon // useful for creating an arsenal of telekinetic powers, melee weapons, explosive effects. allows manipulation of environment to suit player
8.1 Relative to projectile the target is pushed back x tiles (maybe corpse weight could be used to throw them??) if there is nothing blocking it from being so (allows for grenades to push things (ideally shotguns too but no idea how the scatter would work with the effect))
8.1.1 Effects on 4 tile monsters, default 0
8.1.2 -1/-2/etc causes Pull
8.1.3 Items are thrown with relative strength from point of explosion
9. Random weather == Misson
8.1 Rain cascades down in overlay.
8.2 Rain increases the effect distance has on weapons, and slightly reduces sight
8.3 Fog slightly increases the effect distance has on weapons, and greatly reduces sight Bit of a spitball, wouldn't add much, but might mix up the fighting conditions
10. Enemy Waves == Mission
1.1 Initial Unit pool
1.2 On turn X send UnitPoolY
1.2.1 From edge of map
1.2.2 Spawn from specific tile types (Enemy Reinforcement Tile)
Will add to if I have any more ideas (I know that's not what you need lol, but I like to store my thoughts),
Thanks to the few of you working OpenXcomExtended you guys are wizards!
Hi, wanted to contribute a number of suggestions, some of these may already exist in some capacity, many I'm sure have been suggested, but I wanted to voice them.
While I'm no coder, I would like to share some insight as a modder.
1.Transformations == Weapon/Unit
1.3: On Hit Consume User (Example: The unit leaps onto the face of a soldier, transforming them into a zombie, but they remove themselves as a unit)
1.4: Transformation Delay 0-X (Example: A unit (like a civilian) may spend X number of turns before converting to a zombie (transforms between player and enemy turn))
Sounds pretty useful. I think we can get more interesting AI behaviour with minimal effort, and this is a good example. (Brainsuckers and all that.) Also ties directly to the suicide bomber below.
1.4.1: Can Cure With X (Example: Anti-Virus halts the Transformation clock)
1.5 On transform retain gear
This sounds pretty difficult and tryhardy to my sensibility.
2.Gore == Unit
2.0: Gore colour (Black oil, Red blood, Green/Purple/Yellow/Blue alien blood etc.)
This is something I've requested several years ago. So let me elaborate on this concept:
My idea for implementation was to define a special animation of flying chunks of flesh, and tie it to overkill (when the unit disappears completely without leaving the corpse). By default it would be red, I guess. It would also require and additional recolour, defined by armour (black for robots, green for aliens, orange for other aliens, etc.).
An additional layer: define not one, but multiple[/] gore animations. The one above would be default, but you can also set alternative ones per weapon; for example, a Lightning Thrower would turn the unit into a pile of ash instead.
2.1: Blood Trail, when a wound is dealt a bit of blood is left on the floor
That's cool, if not very consequential. Would require defining blood colour per armour though.
3.Melee Attack Types == Weapon // Probably a more useful suggestion
3.1: "Strike" 1 tile facing (In Game)
3.1.1: Number of strikes in attack
3.2: "Swing" amount, the number of surrounding tiles struck to left and right of the tile attacked (max 4 = a round swing, 1 = a sword swipe, 0 = forward strike (max different for a 4 tile unit))
3.3: "Reach" amount, the attack can strike further than 1 tile
It's a fascinating subject, but the sheer amount of work required makes me unwilling to make specific suggestions.
4.Self Harm == AI // Suicide Units
4.1 Is afraid to hurt self using items (true/false)
4.2 Cares about blast radius using items (true/false)
4.3 Triggers [StunSelf/KillSelf/ExplodeSelf(+exp-types)]
4.3.1 When dead (true/false)
4.3.2 When Unconscious (true/false)
4.3.3 When Mind Controlled (true/false) // Really would be good to buff aliens with lower psi defence that work alongside psi-units
Self-destructive AI units is something that keeps coming up. Yes, we need it. Badly. :)
5. Area to Head == AI (I'm too basic to use this )
5.1. Areas of Interest
5.1.1 Most Player
5.1.2 Least Player (trouble enough getting them to engage)
5.1.3 Home
5.1.4 Least Aliens
5.2 Aliens seek Most Hostiles for X turns
5.3 Civilians seek Most Player and Least Hostiles indefinitely
5.4. Am Leader, will remain within X tiles of Home
5.4.1 Am guard, will remain within X tiles of leader
I think this is a bit too far out to consider at the moment, unless you find a committed AI coder.
6. Vampiric Drain == Weapon // Wanted for Calcinite may be possible love to know what to declare if so
6.1 Takes X away from target, Grants Y to user (Takes HP for HP, or nightmare-thing might take away bravery (spc psi cake mission in xcom files))
Already available through scripts, and used in some mods.
7. Acid "Fire" (Fire Spite changed to pool of bubbling acid)
7.1 The acid attack drops a pool of acid at the feet of target (I'm guessing this can already be done)
No, this is definitely something far from what can be done...
Can you elaborate on this one? How exactly would it work?
8. Push == Weapon // useful for creating an arsenal of telekinetic powers, melee weapons, explosive effects. allows manipulation of environment to suit player
This is sort of being worked on already. Or at least seriously planned.
9. Random weather == Misson
8.1 Rain cascades down in overlay.
8.2 Rain increases the effect distance has on weapons, and slightly reduces sight
8.3 Fog slightly increases the effect distance has on weapons, and greatly reduces sight Bit of a spitball, wouldn't add much, but might mix up the fighting conditions
An interesting idea, I like it, but it requires much more development.
10. Enemy Waves == Mission
1.1 Initial Unit pool
1.2 On turn X send UnitPoolY
1.2.1 From edge of map
1.2.2 Spawn from specific tile types (Enemy Reinforcement Tile)
Requested by me long ago, with some more specifications. Hopefully will happen.