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Messages - Razuka

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1
Help / Re: TFTD: Tentaculat editing
« on: April 04, 2022, 10:22:37 am »
Also for a different solution you can check HCAT. You get some time to cure your soldiers, assuming they are not killed outright.

Hm... This could be interesting.

Spoiler:
Features:
- Chryssalids and Tentaculats infect soldiers
- Infected soldiers turn to zombies whether by the infection itself or by any other damage
- Infected soldiers are indicated with a green color as visible feedback
- Medi-Kit can cure infections (previous painkiller position)
- Cure charges are dependent on research. The more research is done on Chryssalids and Tentaculats the more charges a Medi-Kit gets
- Infected surviving soldiers will be wracked by the parasite. This means that they will lose stats when finishing a mission still infected.
- Depending on research the stats loss will be reduced to 0.

 I will try your mod soon. I hope it is compatible with OpenXcom.
Thanks for your reply.

2
Help / Re: TFTD: Tentaculat editing
« on: April 03, 2022, 12:42:26 pm »
  - no, if armor is not penetrated, then no damage to health done. If damage to health >0, then we wil have zombie.
That's the problem.
Then the TENTACULATs become weak opponents, because they will not be able to penetrate the soldier's armor themselves.
It is enough to have a strong armor and calmly walk your pets on a leash  :D

3
Help / Re: TFTD: Tentaculat editing
« on: April 03, 2022, 11:59:54 am »
Allready discussed here many times.
There is a script, preventing zombification if armor is not penetrated.
Spoiler:
extended:
  scripts:
    damageUnit:
      - offset: -41.3
        code: |
          var ptr RuleArmor armorRuleset;
          var int armorSize;
         
          # do nothing if attacked not by a Chryssalid
          if eq to_transform 0;
            return;
          end;
         
          # prevent zombification and exit if no health lost
          if eq to_health 0;
            set to_transform 0;
            return;
          end;
         
          # exit if it's a big unit
          unit.getRuleArmor armorRuleset;
          armorRuleset.getSize armorSize;
          if eq armorSize 2;
            return;
          end;
         
          # otherwise kill the unit immediately
          unit.setHealth 0;
          return;

Thank you for comment, but I have a couple of questions.
 - Does this script work for the X-COM: Terror From the Deep?
 - Do I understand correctly that TENTACULAT`s attacks will damage the aquanaut's health if his armor is not penetrated?

4
Help / Re: TFTD: Tentaculat editing
« on: April 02, 2022, 11:32:37 pm »
It's funny to write something in this topic again after 4 years  :)
I decided to remember my youth and play TFTD again... and... yes, the problem with the flying brain still bothered me.
I couldn't come to terms with the fact that the transformation of an aquanaut into a zombie happens very quickly and was inescapable at close contact. This did not prevent me from playing comfortably even at the highest level of difficulty, but I still saw in this game mechanics a certain personal contradiction with my own logic.
And maybe I found 3 options for different solutions in this regard.

I.
At the moment, the main solution for me to the problem of this game mechanics will be the following:
Tentaculat deals only melee damage like as CALCINITE_TERRORIST and does not turn your soldiers into zombies
It will still be a strong opponent with powerful jaws who will be able to kill an inexperienced soldier even in the most advanced armor.
I slightly lowered the accuracy Melee parameter to it, so that you still have a small chance of evading a melee attack, just like in real life.
I also lowered the Reaction parameter for this monster, because sometimes it is very strange to watch how Tentaculat fly to your aquanaut across the entire map, and soldier stands with a full reserve of action points and does not make a shot.
It is important to note that this solution does not violate the description of the game universe. We can assume that the process of using the dead bodies of aquanauts as donors for future TENTACULATs is already taking place outside the framework of active hostilities.

I decided to dig into the game files.
I made changes in only 2 files in the folder "OpenXcom\standard\xcom2":
1) file "items.rul"
Spoiler:
- type: TENTACULAT_WEAPON
    bigSprite: 71
    meleeSound: 42
    strengthApplied: true
    damageType: 7
    accuracyMelee: 90 - I have reduced this parameter to 90
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false   
    zombieUnit: STR_ZOMBIE - you should delete this line

2) file "units.rul"
Spoiler:
- type: STR_TENTACULAT_TERRORIST
    race: STR_TENTACULAT
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 99
      stamina: 140
      health: 96
      bravery: 110
      reactions: 30 - I have reduced this parameter to 30
      firing: 50
      throwing: 50
      strength: 100
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: TENTACULAT_ARMOR0
    standHeight: 22
    floatHeight: 2
    kneelHeight: 18
    value: 25
    deathSound: 52
    intelligence: 8
    aggression: 2
    livingWeapon: true
    moveSound: 64

II. An alternative option, if you don't want to lose the zombification.
You can try to change the following parameters in the above files at your discretion to find the optimal balance between the TENTACULAT attack and the chance of being infected:
 - accuracyMelee - "hit chance"
 - tuMelee - number of action points per attack

III. Another possible solution that requires an additional test.
Its meaning is that zombification does not turn off, but a zombie cannot be a carrier of a new TENTACULAT.
file "units.rul"
Spoiler:
- type: STR_ZOMBIE
    race: STR_ZOMBIE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 40
      stamina: 110
      health: 84
      bravery: 110
      reactions: 40
      firing: 0
      throwing: 0
      strength: 120
      psiStrength: 90
      psiSkill: 0
      melee: 80
    armor: ZOMBIE_ARMOR
    standHeight: 18
    kneelHeight: 18
    value: 18
    # Zombies are silent on death, no deathSound
    intelligence: 8
    aggression: 2
    spawnUnit: STR_TENTACULAT_TERRORIST - you can try to delete this line (requires testing)
    livingWeapon: true

5
Help / Re: TFTD: Tentaculat editing
« on: February 07, 2018, 04:15:49 pm »
I found a way to postpone zombification.
Its not a bad idea for Superhuman difficulty level ))

file: items.rul
type: TENTACULAT_WEAPON
accuracyMelee: 100 by default

I decrease this value to 14 points and testing now for balance.
Tentaculat`s attack now is not always ends with the aquanaut transformation.

Each soldier should have a chance of survival when meeting face to face with this monster.

6
Help / TFTD: Tentaculat editing
« on: February 07, 2018, 09:10:58 am »
Hello comrades! Sorry for my English.
I need some help.

How i can edit zombification feature of Tentaculat?
In my opinion, it's not realistic when your Aquanaut has transformation into a zombie unit so fast.
Fast spawn new Tentaculat from dead zombie also does not look realistic.

I tried to change some strings in files "items.rul" and "units.rul" such as:
- spawnUnit,
- damageType,
- battleType

in an ideal, I would like to see the process zobifications about 3-5 turns with the ability to protect against it on the basis of a high level of health or energy.
Are there a possibility to modify Med-Kit for heal infection?
Also I would not want that zombie spawn a new Tentaculat (only maybe after 5-8 turns - incubation period)

I understand that probably it's not so easy to do.
So I would be satisfied if Tentaculat`s weapon will look like Deep One feature, and without Zombification!  :P

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