1
Work In Progress / Re: Dumb questions from a would-be modder
« on: June 27, 2017, 05:54:23 pm »
Woohoo!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
missionScripts:
- type: coastalRaid
conditionals: [-1]
label: 8
missionWeights:
0:
STR_ALIEN_COASTAL_RAID: 100
regionWeights:
0:
ALIEN_COASTAL_RAIDS: 100
avoidRepeats: 5
varName: coastalRaids
useTable: true
firstMonth: 1
executionOdds: 100
startDelay: 0
regions:
- type: ALIEN_COASTAL_RAIDS
missionZones:
-
- [285.067, -36.592, 285.067, -36.592, -5, STR_A]
- [303.819, -46.465, 303.819, -46.465, -5, STR_B]
alienMissions:
- type: STR_ALIEN_COASTAL_RAID
points: 0
objective: 3
spawnZone: 3 #Mission zone for terror missions
raceWeights:
0:
STR_AQUATOID: 20
STR_GILLMAN: 20
STR_MIXED_CREW: 20
STR_LOBSTERMAN: 20
STR_TASOTH: 20
waves:
- ufo: dummy #don't spawn a ufo, we only want the site
count: 4
trajectory: P10
timer: 43200
objective: true
alienDeployments:
- type: ALIEN_COASTAL_RAIDS
data:
- alienRank: 5
lowQty: 4
highQty: 6
dQty: 1
percentageOutsideUfo: 70
itemSets:
-
- STR_SONIC_PISTOL
- STR_PISTOL_POWER_CLIP
- STR_PISTOL_POWER_CLIP
-
- STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
- STR_BLASTA_POWER_CLIP
- STR_SONIC_PULSER
-
- STR_SONIC_CANNON
- STR_CANNON_POWER_CLIP
- STR_CANNON_POWER_CLIP
- STR_CANNON_POWER_CLIP
- STR_SONIC_PULSER
- alienRank: 4
lowQty: 1
highQty: 2
dQty: 0
percentageOutsideUfo: 20
itemSets:
-
- STR_SONIC_PISTOL
- STR_PISTOL_POWER_CLIP
- STR_PISTOL_POWER_CLIP
- STR_SONIC_PULSER
-
- STR_THERMAL_SHOK_LAUNCHER
- STR_THERMAL_SHOK_BOMB
- STR_THERMAL_SHOK_BOMB
- STR_THERMAL_SHOK_BOMB
- STR_THERMAL_SHOK_BOMB
-
- STR_SONIC_CANNON
- STR_CANNON_POWER_CLIP
- STR_CANNON_POWER_CLIP
- STR_SONIC_PULSER
- STR_MC_READER
width: 50
length: 50
height: 4
civilians: 16
terrains:
- PORT
script: PORT_TERROR
briefing:
palette: 4
music: GMISPOSH
alert: STR_ALIENS_LAUNCH_PORT_TERROR
alertBackground: BACK03.SCR
markerName: STR_TERROR_SITE
duration: [4, 10]
despawnPenalty: 1000
globe:
textures:
- id: -5
deployments:
STR_ALIEN_COASTAL_RAID: 100
This sounds like an absolutely awesome mod! I wish you the best of luck with it.
Do you have any plans to add new alien races or ranks?
Mines have a detection radius which covers all 8 adjacent tiles. If someone steps inside, the thing goes boom. I guess you could make them less than ideal by limiting blast radius to 1, so if someone steps next to the mine diagonally, the blast will not touch him.
Yeah, I get the idea, but how are you going to implement it?Just limit the explosion radius to 1 {or 2?} and playtest.
@Point-blank shots:Again, playtesting. I do have a big variety of weapons, so I want to give each of them a situation where they can excel in.
Yeah, for a well-trained soldiers indeed "odds are pretty good". But then, so is hitting an enemy 1 tile away with vanilla mechanics.
Frankly, I am very wary of changing such basic mechanics. Are you sure this'll work right? Sorry about doubting your idea, but it completely throws part of the TFTD feel out the window - underwater combat is "supposed" to be slow. What do we get in return?
@Alpha Centauri:If you like mindworm spam, go for the planet cult. +2 to planet rating, though it depends on how much native lifeforms you set at world creation.
University is very good, maybe the best indeed. But my preferred faction are Gaians, because of their mindworm spam. Or maybe I just like playing hypocritical ecoterrorists. (Or maybe it's the titties.)
@Sonic weapons:I only ever played vanilla. I'll have to dig around a bit for good mods and play it again. It's also one of the few strategy games with a plot that wasn't predictable - I'm hoping to do the same with SAW.
Good solution, not too extreme. And yeah, I have played the best tactical game ever next to X-Com. (I recommend the ACM mod by Okim, it improves the game a lot, though it also makes it harder with those invincible Cultists you have to beat early.)
@Manufacturing:Intermediate subs - Baracuda and Triton don't need anything special, but the Moray and other pre-Manta craft would rely on a Zrbite {aka Uridium}-derived fuel cells.
I'm not sure if manufacturing fuel is logical, after all your subs are not unique - there are others, no? And even if they are, I can't believe they use such a unique chemical mix that was invented specifically for the Barracuda.
I understand the problem you're addressing though, and I think much of the buyable technology could be manufactured - like weapons and torpedoes.
I'm not committed to it, but the idea is that the proxy mines are semi-shaped, trying to focus the damage on the immediate vicinity. It's also a gameplay concern, because with weapon range nerfs, there's even more pressure to rely on explosives early in the game.
Mines just detonate. I don't know what system you had in mind, but I don't believe we can do anything close to what you described.
Can you set a weapon to surface only? I'm a total n00b when it comes to OpenTFTD.Doesn't seem like it. Yet.
Oh Great Dreamer, no. That's a crazy solution to a nonexistent problem.Well, for a trained soldier, odds are pretty good. I did crank down the accuracy, but also TU cost.
Just... try shooting an enemy which is 1 metre from you and actively trying to kill you, and we'll see if you hit. And that's even before reminding that even though X-Com is a turn-based ame, it represents real-time action, so there's always a lot of moving around, especially at clase quarters.
As Quinch mentioned Alpha Centauri, it's a name of a scientist from the same game.Heh, I wasn't the one who mentioned it, but I'm familiar with the reference. University is my favorite faction to play - less focus on expansion, more focus in vertical development and defense.
Finally, may I ask if you plan to move sonic weapons further down the research tree? They're almost as easy to obtain as plasmas in X-Com 1...
The Historical section of X-COM origins doesn't match with any canon material that I know of (not counting XCOM2012) beyond the basics, and why move the timeline of UFO up to 2017?
Upload failed
Since tftd is set in the future, futuristic weapin design would fit better, hence i suggest to plunder sprites from dioxine's piratex extended (only "fancy" stuff). Another example may be this post of the dioxine's airlight garage and gifty' garage
Currently implemented:
X-COM historical and background UFOpedia entries {incomplete}
OXC's expanded gauss arsenal resources
To Do:
Balance, balance, balance!
Adjust alien armors to account for Gauss' switch to AP category.
Rename Aqua Plastics, Zrbite, Learning Arrays.
Implement tyran_nick's Moray Sub mod.
Expand alien ranks in preparation for research tree rework.
Early access flying suits.
Advanced to-do stuff
Implement MiBs and electric weapons {that's going to take some doing}
Switch alien subs to archetype system - multiple subs with identical outlines but different weapons, interiors and crew loadouts.
Storyline and alien background rewrite.