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Messages - Chiko

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1
Work In Progress / Re: Scientists and Egineers
« on: December 01, 2016, 02:41:34 pm »
Well, X-Com never had classes, every soldier can do anything (I like it, because I don't like classes - they're fine for some types of games, but not X-Com). So I imagine that the best course of action would be adding new stats - primarily Science and Engineering - to everyone in the game, except soldiers would have it at a minimal level while Scientists etc. would have very poor combat abilities. But they all can learn with practice!
Having Science and Engineering as stats is a good idea. The more R&D projects they get involved with, the more they increase those stats. Allocating people for R&D could work like you do with Psi Training, maybe. As I mentioned before, the scale of living/working space for them should be decreased because honestly you don't need that many people to research stuff when you can have actual brilliant staff instead, the rest of the people are pretty much people moving crates, samples, etc. So:

-Living Quarters should house less staff.
-Both Labs and Workshops should have less working space.
-Labs should have working space like Workshops do so researching some stuff uses more room, meaning you can fit less people inside.

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Work In Progress / Re: Scientists and Egineers
« on: November 30, 2016, 02:05:52 pm »
Aww... well, I guess I'll have to shelve the idea. What I had in mind was for them to be actual units with unique abilities in the field. For instance, I implemented EMP damage which is good against machines and aliens with implants and I wanted engineers to have built-in melee attack that deals that damage. Another idea was for them to be able to wear HWPs like armor.

I had the inventory sprites and everything. xD


Also, I never really liked the idea of having that many scientists and engineers for R&D projects in vanilla game. So I was also thinking about scaling the numbers down in buildings and increasing their costs/payment.

3
Work In Progress / Re: Scientists and Egineers
« on: November 29, 2016, 02:54:16 pm »
It wouldn't really be changing the research mechanic. I was hoping for it to be a value in items or in a similar ID strings coz that way would be as easy as to add the value to another ID but if it's hardcoded then there's nothing I can do about it.

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Work In Progress / Scientists and Egineers
« on: November 29, 2016, 01:23:04 pm »
Is there a way to make them actual soldiers so they appear in base defense? Or even so we can load them in troop transports and send them on missions.

I can't seem to find their IDs in the rulesets, just the starting amount, costs and initial numbers.

5
Work In Progress / Re: How to run research-dependent mission once?
« on: November 17, 2016, 01:27:42 am »
...Wait, wut? Research-dependent missions? How, wut? D_D

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Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 17, 2016, 01:17:55 am »
Yes, I had the same idea! You manufacture an "AI core", which has some simple armour set as default (used when no other armour is assigned to it), for example the small threaded drone or something even simpler. They you can produce various robot hulls that functions as armours, be it HWPs, humanoid droids or Sectopod-like machines.
I'll do it when, uh, I have the time.
There's one thing that is worrying me, though. That being if a 2x2 armor is detected by the game when loading units into a ship. I hope it does coz otherwise we will find ourselves with stuck units. xD

Edit:
I couldn't get the palette thing to work with the original vest idea so I had to make some adjustments:



The "Light Armor" is working in my game. The only thing to do now is to make the battlescape paperdolls, which is making me lazy already. I've seen some similar ideas in the mod library so I'm tempted to ask an author if I can use their work instead. xD

Next will be the fire resistant armor and I will probably release an update.

Edit2:
I'm having some issues with the armor... it works ok right until someone wearing it dies. It crashes the game and I can't find what's causing the problem. D;

7
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 15, 2016, 10:21:55 pm »
I don't think you can restrict items by soldier type, but restricting armors is certainly possible.  Setting item weights and certain armors to negative weight (so extra carrying capacity) can somewhat get around the item thing.  You can also give armors built-in weapons, so the scientist agent could use say, a medic armor or one with a built-in mind probe.

You can also make an armor that is a 2x2 unit, and only your technician can wear it, it might be a little finicky though with the turret.
Hmm... built-in weapons sounds like a nice alternative.

Soldiers could have a built-in melee attack so they can cause damage even when unarmed.
The built-in mind probe thing sounds perfect for the Hybrids I have in mind.
Maybe one armor type for Technicians could have a melee attack that does the EMP damage I introduced some updates ago so they are effective against enemy HWPs or enemies enhanced with electronic implants like floaters.

Is a built-in medikit possible?

Also, armor that can be a 2x2 unit gives me hope enough to try. :P

Edit:
*Gasp!* that gives me an excelent idea for Androids. Maybe they could be more like modular robots. So different armors could range from humanoid forms to a 2x2 Sectopod-like form. Maybe they should also be able to man HWPs like Technicians do.

--- posts merged. please don't make my life so hard :P - Solarius Scorch ---

Hmm... what about this reskin for the Alloy Heavy Armor?


Soldier and Droid in Alloy Heavy Armor


If "Wearable" HWPs is possible without issues, this will probably be how Technicians look.


Technician without armor and Technician manning a HWP


If I implement agent classes into the mod, I will color code them like I did in the technician example there. Red/Gold for Soldiers, Red/Green for Technicians and Red/Blue for Scientists. Hybrids will probably have a color code too, maybe Red/Pink.

8
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 15, 2016, 06:51:47 pm »
I gave it an almost transparent pattern so at least it looks like it's made from a different material. :P

Anyways... It's my first time adding a new unit type so I have some questions for those who know how it works. I know one way to get them is to "manufacture" them like with the advanced HWPs. That would be ok for androids but I don't think that should be the case for hybrids, IMO. Is there another way to spawn them? Also, is there a way for them to be either male or female at random, like when you recruit soldiers?

If not, then I guess growing them in vats would by engineers would be the only option.
Or maybe Hybrids could be a new enemy type made by aliens. So getting one for you could be to capture one alive and use it as a component to "build" one for you.

--- posts merged - Solarius Scorch ---

Hmm... is it possible to allow items to be used by certain agents? I want to make different types of field agents:

Soldiers:
-Better starting physical and combat stats.
-Can use heavy armor and weapons.

Scientist:
-Lowest combat stats.
-Can use medikit and other scientist related items.

Technician:
-Lowest physical stats.
-Can man HWPs and use technician related items.

Also, is it possible to allow an agent to "wear" a HWP as armor? One of the ideas I had a long time ago was for HWPs to be manned instead of being remote controlled.

Also, having made a mod with a combat knife, I suggest enough power to kill a floater in one/two experienced stabs. I know it sounds cheap, but while a sectoid is mass-produced as-is, a floater seems like it could be disabled by cutting one or more relevant connective areas with contact to their anti-grav engine. But I'm anal about that sort of thing. It's hard to say one way or the other on that note.
Hmm... well, a way to implement something like that would be like reducing a floater's armor against melee attacks so it affects them more than others. It would be cool if autopsy research would also add a permanent damage bonus against the researched creature.

9
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 13, 2016, 09:29:55 pm »
What about Hybrids like in Xcom Apocalypse?



Maybe even Androids too.

I will probably steal it Yes, it's very nice. :)
Lulz, I still think it needs something else. It's just a jumpsuit with bigger boots and gloves plus headgear.

10
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 12, 2016, 08:24:41 pm »
Hmm... what about this for the Fire/Smoke proof armor fo units using the Spitfire?



Yes, penalty is 20% (normal, not flat).

E.g.
100% accuracy will decrease to 80%
50% accuracy will decrease to 40%

https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnit.cpp#L1515
Nice. Thanks for the info. I had a feeling it would affect acc.

11
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 12, 2016, 04:39:35 pm »
It's been ages since I've played OpenXcom but now that life seems to be getting a bit lighter on me, I feel like getting back to this mod again.

I still have lots of things in mind plus the notes I keep around of stuff I'd like to implement. One of those things was a basic armor and a combat knife. Both are already in other mods but I'd like to try my hand with those concepts, specially ruleset wise. Speaking of which, here's the armor:



Now the challenge is going to be adapting that to the color palette and making the battlescape sprites for them. D:
Basic Armor should either reduce movement of make it so it reduces energy faster when moving around as a penalty.

Another early armor idea is a fire resistant one. Ever since I added the Spitfire flamethrower-like weapon, I thought about adding a related armor for it. It will probably add a high enough protection against heat and smoke damage but will have more movement penalties than a Basic Armor.


The combat knife, IMO, should deal maybe a moderate amount of damage, low chances to miss but it should cost low Tus so for instance, an Xcom agent should kill a floater with a min of 5 slashes/thrusts, maybe. I will also add a more powerful version of it when Alien Alloys gets researched.


Also, I've always wondered what twoHanded string does... does it reduce acc in a weapons when carrying another object on the other hand? If so, how much is the acc reduction?

12
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: November 04, 2015, 02:10:15 am »
Check if your research topics do have dependencies added, once all dependencies are fullfilled, it will generate the "We can research now..." Message Window.
Makes sense. Will check that out.

13
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: October 21, 2015, 04:48:18 pm »
I've been trying the mod I have noticed something research related. Some new research get "announced" after researching stuff but some of my stuff won't do that. I wonder if it needs to be enabled somehow or is a bug...

14
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: October 07, 2015, 02:22:11 pm »
Hmm... MA Guns only having one type of ammo is kinda limited for the most powerful weapons. Maybe I could remove the different energy cells for human plasma weapons and give that feature to the MA ones instead.

Sounds like a good plan :)

Por cierto puedes hacer sprites con resolucion mas alta :P
Lo se, aunque prefiero los sprites originales por alguna razon. xD

15
Work In Progress / Re: [WIP] Chiko's Alternate Xcom
« on: October 02, 2015, 04:40:51 am »
I've been doing some minor changes to the mod but I will probably add the mass acceleration guns mentioned in the first page. They will be powerful armor piercing weapons and probably the last researchable guns in the mod.

Hola Chiko!!! Please delight us with some fine works of yours!! <3
Will try!

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