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Messages - The_Funktasm

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The absolute basics of modding OpenXCOM still allude me. None of those files appear in the nightly available from the site, and I have been unable to figure out how to get the 'master' build into an installable/playable form. There's loads of documentation that talks about completely different file architecture to the version I downloaded from the site, and nothing explaining what I'm actually looking at. Can someone help me here? Either how do I modify the nightly version files or how do I turn the 'master' downloaded from github into something useable?

I believe some of that stuff is actually pre-compile code. Just a hunch. It's something I've personally never messed around with but have mistakenly downloaded on several occasions.

Help / Re: Spriting Team-up? Who else dislikes the Reaper?
« on: January 13, 2019, 01:52:16 pm »
If it helps, brainstorming is enough. All I want to know is what people think would reasonably fill the niche that the reaper does.

I think I'm spoiled on things that have monsters with more crocodilian jaws that can actually fit large prey.

Offtopic / Re: [YT VIDEO SEARCHES] No XCOM "Blow Me Away" GMVs? D:
« on: January 10, 2019, 04:44:42 pm »
How about the best of Chrysalid shut-outs through HE demolitions of buildings to the song "TNT."

Offtopic / Re: I`m in game
« on: January 10, 2019, 04:42:20 pm »
I apologize if I'm stupid, but not having watched any videos yet that first thumbnail is Dune II.

Suggestions / Re: Mitigate your losses
« on: January 05, 2019, 12:52:22 am »
It should be at least a way to lessen the cost of a failed terror mission. They're implied to spread as an issue outward from the initial battlefield if you fail. Taking the initial victims to safety should give you the bonus for saving them if nothing else.

Help / Spriting Team-up? Who else dislikes the Reaper?
« on: January 05, 2019, 12:20:21 am »
So, I dunno about anyone else, but the Reaper has always irked me as the only "bad" alien design in UFO Defense. It has no front legs/graspers, and a surprisingly small mouth for being a giant monster that mangles and practically eats squaddies and civvies alike.

I kinda want to put my limited graphic knowledge into making the reaper at least a bit less weird. Even better if I could team up with someone.

Like let's be honest... I don't think it'd be nearly so awkward, if it was just a weird piggish monster on two legs, rather than the same in an alien bondage getup. Or even if it had the harness, if it was more monstrous and malformed.

My first thought is to either remove or multiply its eyes, and to give it spastic tendrils. Maybe make the head look like it opens a bit /too/ wide.

So anyway, let's brainstorm what'd be better traits for the reaper to have in this thread. (within reason, I guess.) What do you guys think? I really want to hear your ideas. I honestly would work on anything practical and good as a design. Anything that sticks out I'd also be willing to or enjoy helping out on.

Released Mods / Re: Auto supply
« on: January 05, 2019, 12:00:34 am »
Please, pretty please... don't insult my intelligence like that.

I am not forgetting vanilla, I am not forgetting mods, I am not forgetting different playstyles, I am not forgetting different difficulties and I am not forgetting self-imposed restrictions.

Exactly the opposite... I considered them too and it only made it more obvious (for me) that the feature is fundamentally flawed... it is useful in such a measly percentage of cases above that it is practically useless.

Giving an example that it is useful in one or two highly specific cases, out of a virtually unlimited number of cases is also not going to convince anyone.

When it comes to changing the xcom UI, that stood the test of time (!), I will only make changes that I believe in... and which I believe can help at least 80% of players. I'm also not doing this alone... I consult the new UI features with modders, with people on discord and on the forum. And when I get negative feedback, I stop immediately. Even when I get 50% positive feedback and 50% negative feedback, it's a stop, because it's just not enough for a UI feature (for non-UI features, it's a different story). I don't have exact statistics, but my guess would be that only about 10% of UI features discussed were actually implemented, maybe even less. Moreover, also for UI features that actually made it in, I closely follow user reactions afterwards and follow big streamers like Yogs to see how intuitive and seamless it actually is. In my opinion, this particular feature helps less than 1% of players and annoys the rest. I may be wrong (like everyone else), but probably not wrong "enough". Lastly, this is not the first time feature like this was discussed, I remember similar discussion initiated by Starving Poet maybe 1 year ago, and before that by Ivan Dogovich probably about 3 years ago and before that by someone called Unknown Hero in 2014... all ending with conclusion "it creates more problems than it solves".

PS: also, nobody actually even tried to give concrete UI suggestions here... the feature is so vague right now, that you and me maybe have completely different idea in our heads how would it look like and what would it do (exactly)... so maybe someone should first present a solid proposal first

I thought it'd be a popup that comes in after or instead of the "not enough * to equip squad" popup, like how in OXCE you get a sales menu if you have too much salvage from an alien craft to fit in the base. Maybe just a "buy" button next to the one you use to look at the spoils of your mission.

If it's problematic to code, however... or just not worth it, I totally understand not putting it in. Perhaps in the form of buy menu access it's a bit less of a niche feature.

Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: January 01, 2019, 04:10:50 pm »
That's really cool!

I've been looking for a rocket launcher that loads 3 rockets at a time, and also a grenade launcher.

These are very cool sprites!

Thanks! As previously stated they're open for usage. I can also adapt the weapon if you want, and make a triple rocket pack for your weapon. It depends on your intended look for your weapon. I was making a middle ground between Duke Nukem's devastator and the HALO rocket launcher. (Serious Sam also, not gonna lie.)

OpenXcom Extended / Re: [Requests & Guidance] OXC - Factions
« on: January 01, 2019, 03:59:01 pm »
That fourth faction would be great for otherwise discussed "rouge XCOM" scenarios.

Help / Re: How to edit User Interfaces, and adjust their contents
« on: December 31, 2018, 08:40:25 am »
It's unfortunate that text scaling isn't a feature. Even if all the rest weren't really changed then high-res/scaled fonts would be a nice bonus. The text boxes feel a bit cramped and making a "page 2" of a ufopaedia article feels weird, as a modder.

Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: December 30, 2018, 01:32:23 am »
Mr. Funktasm. Since i've read all 48 posts in 1 topic/thread.

Is it okay for me to wait for more new replies on there, i think i'm kinda moody with reading stuff on OXC forums, and me watching YouTube (XCOM, Starcraft, Halo, etc). :)
I'll be eating rice in the morning i suppose just for it cooling down.

I'm kinda dense right now today. -o-

I don't really know what you're asking.

On an unrelated note, I forgot to post these earlier. Late-game XCOM made weapons for Powersuit units.

First set is a .50BMG assault rifle/mg hybrid, including a variant so overboard it led to the filename "action figure guns.png" Yes, that is a 40mm rotary GL attached to the bottom. Yes, I am aware that is a magnitude of excess that almost undoes any realism in my mod.

The next set is a micro rocket launcher I made to fill a different sort of niche for explosives. I have grenade launchers, which can put a grenade in an arc onto or over a building or wall, but the only straight-trajectory explosives I have are all much too strong/slow to use for multiple targets. So I figured it might be useful to have micro-rockets with smaller payloads. As XCOM doesn't have multi-payload/breaching rockets I figured the next best thing is to just pump a lot of them at the target as if you're Duke Nukem. The one on the top is either 2 or 4 barrel. The one below has a rotary barrel setup with three.

Suggestions / Re: Make Dual Wielding Useful
« on: December 29, 2018, 10:41:10 pm »
Necro of a necro here but I think dual wielding already works fine. It's a bit of a poorly working burden on a soldier unless they're using a CQC loadout such as a knife and pistol. There are plenty of weapons that can be iron-sighted while holding another weapon, assuming you aren't trying to use both at once. There is using the forearm in a sloppy form of a Weaver aiming stance...

I always thought dual wielding like in the movies was a flight of fancy and that any "real life" cases of it were probably cases of people picking up another weapon from someone dead/injured and using it until it was empty before discarding it. Like shooting only one at a time and mostly taking advantage of having more ammo without a break spent reloading.
(in xcom terms this is spending less TUs to pick up a gun instead of using more to reload or stow/replace a soldier's weapon with a backup.)

I suppose with laser sights, maybe some low-recoil weapons could work well in a pair, but I kinda doubt this would apply to everything. I would guess that stocked SMGs/carbines that can be tucked under the arm would probably end up the most accurate fired in tandem.

Suggestions / Re: TU usage as absolute, not relative
« on: December 29, 2018, 10:19:16 pm »
I don't take issue with the way time units work, though I suppose minor bonuses to some activities for higher rank soldiers would be fair.

Perhaps they can't squeeze off a burst of gunfire extra per turn but they may save enough TU on each shot to still retreat if they miss, or perform equipment operations like reloads that have much more room for improvement than aiming and shooting speed.

Maybe a 1% reduction in TU cost per level of soldier rank, where it peaks at one of the early-to-middle ranks with a 2% reduction. There can be only one commander at a time, and they would have the most reduction at 7%.

For someone to perform an action with a TU cost of 40 they would instead expend 37 units with this bonus maxed out. The longer an action the more benefit, and the shorter one is the less likely there's any difference.

Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: December 29, 2018, 11:58:13 am »
You mean this?

Yeah. That's a really good example. XCom probably doesn't have the right sorta green for it so I guess tan is the most obvious replacement color.

Help / Re: More diverse and focused Alien Missions/Teams
« on: December 29, 2018, 11:54:36 am »
Yes, this is possible using OXCE where psi-amp-type items can have any combination of "Use" (create an attack on the target on success), "Panic", and "Mind Control" actions. You can see an example of this in the X-Com Files mod with the Staff of Heart Grip.

Like this:
#Psi Attack Segment
    psiAttackName: STR_MC_ATTACK
    dropoff: 0
    hitAnimation: 46
    accuracyUse: 10
      psiSkill: 0.25
    damageType: 5
    powerRangeReduction: 3
      psiStrength: 0.5
      RandomType: 6
      ArmorEffectiveness: 0
      ToArmor: 0
      ToWound: 0
      ToMorale: 2.0
Dont forget that each  alien unit with psi skill>0 got special weapon, called "ALIEN_PSI_WEAPON", which allows them to panic or control your soldiers.Sadly no. Only way is to make special ammo packs with enormous reload time (like 999 tu), so recharge will be possible only on mission start.

Thank you for the information. It sounds like I could do pretty much exactly what I wanted to. (psionic attacks in the vein of pyrokinesis/electrokinesis/brain-overload and ensuing unconsciousness)

And I suppose special ammo packs would in their own way be more realistic. I already have a flamethrower in my mod which is heavy enough that it is generally emptied and then discarded during missions as the bulk of the weight is fuel. Ammo packs would just be the same sorta deal but with reload time as the impracticality.

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