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Topics - Sharp

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1
Offtopic / Battle Brothers
« on: February 28, 2014, 04:28:18 pm »
https://battlebrothersgame.com/



So it's a work in progress game supposed to be a medieval style X-Com where instead of Aliens you face the undead. Looks quite interesting but it's still in early stages.

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Suggestions / [CORE] Research affecting ruleset
« on: November 13, 2013, 01:06:52 pm »
So I was wondering if it's possible to have research affect existing items in a ruleset, obviously not acting directly by physically modifying ruleset when research is complete but some type of way to have an object with one set of values but if certain research has been done then then the object can have different values.

Like in XCOM 2012 you can do a Foundry upgrade to improve pistol accuracy so I would imagine something in a ruleset like.

Code: [Select]
  - type: STR_PISTOL
    size: 0.1
    costBuy: 800
    costSell: 600
    weight: 5
    bigSprite: 3
    floorSprite: 3
    handSprite: 96
    bulletSprite: 1
    fireSound: 4
    compatibleAmmo:
      - STR_PISTOL_CLIP
    accuracySnap: 60
    accuracyAimed: 78
    tuSnap: 18
    tuAimed: 30
    battleType: 1
    invWidth: 1
    invHeight: 2
    attraction: 1
    hasResearched:
     - IMP_PISTOL_ACCURACY_I
    accuracySnap: 70
    accuracyAimed: 88

    hasResearched:
     - IMP_PISTOL_ACCURACY_I
    accuracySnap: 70
    accuracyAimed: 88

being the addition so the research would increase pistol accuracy by 10.

If this works it could be used to improve existing items with research, it can also do other stuff done in XCOM 2012 like autopsies and interrogations providing bonuses, maybe lower research costs for other research, maybe lowering alien health to simulate increased knowledge of aliens weak points etc...

3
Work In Progress / Slightly Harder Mod idea
« on: November 08, 2013, 05:47:02 pm »
So I want a bit more of a challenge in OpenXCOM, I feel it's a bit weird that once you have personal armour you actually have more armour then any alien except silacoid and sectopod, once you have power armour and flying armour then only sectopod just has more armour but only a little.

So what I want to do in my mod is have some harder aliens, I could just increase the stats of existing aliens but I thought it might be interesting if there was a power armoured alien, a muton makes more sense, instead of having the fairly puny silicoid and dangerous but easy to kill celatid that there is a new muton terrorist of power armoured muton! Having the same stats as a regular muton soldier but the armour of a power suit! With the huge health there is now a terrifying enemy!

And to make them even more terrifying Psi-Amps will no longer be able to do mind-control but only psi-panic and that takes 50% TU's (unless redv's idea of psi-attacks temporarily costing psi-strength can be worked in). Blaster bombs will be disabled for aliens and humans because they are just pretty broken. I am thinking of having small launchers being able to fire an elerium bomb with maybe the same damage as a high-explosive to still give aliens some explosive power and keep engineers scary while also making medics a force to be reckoned with (not too sure how aliens work with multiple ammo types though, might have to scrap stun at least for aliens)

And finally Sectopods will do 3x3 AoE attacks instead and chyrsallids get more TU! I feel overall these changes will provide a tougher challenge but be a steady increase in difficulty instead of currently which is survive until you get personal armour and plasma rifles and then your pretty much set, psi-control is just the icing on the cake but really once you have personal armour and plasma rifles you don't need much else, with these changes sectoids and floaters are largely unaffected and still fairly easy to take on, snakemen terror becomes more terrifying and mutons even more so, etherals only slightly more terrifying.

Thinking of stealing luke's alien alloy muton https://openxcom.org/forum/index.php/topic,737.0.html but would be nice for it to actually look a bit bulkier maybe.

Anyway what do you guys think?

4
Suggestions / Custom soldier names
« on: October 16, 2013, 04:59:40 pm »
I know you can create/edit/delete the .nam files but I was wondering if there was a cleaner way of being able to choose names from a pool instead of just random generation.

A hack way to do it is put in the custom names you want as first-names then get rid of all the last names except for one which you can put SOH or STX control char, this makes it appear invisible although has interesting results, using SOH means any text after will appear white in battle-scape while in soldier list in base-scape it can be other colours (has been dark blue with highlight and orange for me so far). Using STX means any text after actually appears below the soldier name.

Is there a way to modify it so YAML is just happy with nothing in last-name so you don't even get a space?

The hacks work fine and have interesting results. I wonder what else can be done as this does look like a case of not filtering input (not a big deal for a game on your own computer though), this does seem coincidental with me just recently watching videos on SQL Injection as well :P

5
Suggestions / Scenarios
« on: October 15, 2013, 03:56:25 am »
I think it was j'ordos or NKF who made it but I remember having fun in a great scenario of a base defence mission where there are lots of chyrsallids. Lots......

So many that it ends as one man vs a horde.





Took a while to do successfully but fairly fun. Any possibility of getting custom missions as scenarios in place with set units, equipment and enemies?

I mean it's possible to do with save-game editing (how scenario was made in first place I think) but any scope on having it as an actual feature?

6
Offtopic / Fail base layout
« on: October 15, 2013, 03:45:43 am »


Apart from moving the workshop and radar to the inner empty spaces or otherwise just rotating I don't think there is any other layout which is impossible.

7
Suggestions / Soldier Stat Grid
« on: September 12, 2013, 07:26:41 pm »
I think this idea might have been suggested before but would be nice to have some soldier stat grid where it's easy to compare all the soldiers stats at the same time. Something similar like Ultimate Soccer Manager 98 had.



so XCOM version would be. TU, EN, HE, BR, MR, RE, FA, TA, ST and PS.

Just a nicer way to look at the soldier stats to see who is best for what role instead of scanning soldier by soldier.

Also another suggested suggestion which I want to suggest again is a memorial wall to reminisce about fallen soldiers. (Unless it hasn't been suggested in which case I suggest that I suggest it)

8
Suggestions / Make reapers walk through walls
« on: March 02, 2013, 05:29:58 pm »
Ok the title is a bit of a lie but does convey what would be nice to see. As it's obvious to see reapers have a huge problem with pathfinding especially in terror missions with many 1 tile wide pathways being un-accessible for reapers.

What I am wondering if it is possible is to treat certain tiles as walkable by reapers, the tiles I have in my mind are tall hedges, as reapers should be strong enough to brush the hedge aside instead of needing to destroy it first, and fences (picket, and farmer fence) and small hedges as the reaper should be able to just walk over it easily.

I think this would make reapers a credible threat in the game, although it would make farmland terror ship crashes more terrifying as reapers could just walk through a hedge to attack your troops.

Also it could be possible for sectopods but those bastards don't really need any bonuses, and cyberdiscs obviously can just float away.

Reapers are the most pathetic unit in the game because of it's pathfinding trouble, I don't think I have ever been hit by one except on purpose just to see what happens, even silacoids do more damage to me (though not by much).

So anyway if it's possible to make a certain unit ignore certain terrain then it would definitely suit the reaper.

9
Offtopic / Fan Fiction
« on: February 04, 2013, 04:16:13 am »
Just randomly browsing the internet and stumbling on this got me thinking of good XCOM Fan-Fiction.

I would heartily recommend the brilliant piece by 'Hobbes' XCOM The Unknown Menace a great read, and he is doing another one for the 2012 remake.

Also speaking of XCOM fan-fic there was this nice one (but incomplete also iirc) on XCOM Apocalypse which was stored on some MS Word docs but I can't seem to find it anymore :(

and of course not exactly fan-fic but not exactly not either GuavaMoment's great Let's Play

I'm sure many people here already know all this (and did this?) but just felt like bringing it up for any people who have not seen these great works yet.

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