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Topics - Solarius Scorch

Pages: [1] 2 3 ... 6
1
Suggestions / MOVED: Screenshots
« on: April 27, 2020, 02:13:14 am »

2
OpenXcom Extended / Where are the $%*& clips? [SOLVED]
« on: April 22, 2020, 10:12:21 pm »
Code: [Select]
armors:
  - type: STR_XCOM_ROBOTURRET_MINIGUN_ARMOR
    spriteSheet: XCOM_ROBOTURRET.PCK
    corpseBattle:
      - STR_XCOM_ROBOTURRET_CORPSE
    corpseGeo: STR_CYBERWEB_ROBOTURRET_CORPSE
    visibilityAtDark: 16
    heatVision: 60
    frontArmor: 40
    sideArmor: 30
    rearArmor: 25
    underArmor: 50
    fearImmune: true
    painImmune: true
    bleedImmune: true
    zombiImmune: true
    drawingRoutine: 19
    createsMeleeThreat: false
    psiDefence: *MachineDynamicPsiDefence
    damageModifier:
      - 1.0
      - 1.0
      - 0.2
      - 0.8
      - 1.3
      - 1.1
      - 0.0
      - 1.4
      - 0.4
      - 0.0
      - 1.5
      - 1.5
      - 0.0
      - 0.5
      - 0.0
    loftempsSet: [ 4 ]

units:
  - type: STR_XCOM_ROBOTURRET_MINIGUN
    race: STR_ROBOT
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 42
      stamina: 110
      health: 55
      bravery: 110
      reactions: 90
      firing: 50
      throwing: 0
      strength: 130
      psiStrength: 110
      psiSkill: 0
      melee: 0
    armor: STR_XCOM_ROBOTURRET_MINIGUN_ARMOR
    standHeight: 19
    kneelHeight: 19
    value: 13
    deathSound: 23
    moveSound: 14
    intelligence: 1
    aggression: 0
    spotter: 1
    moraleLossWhenKilled: 20
    builtInWeaponSets:
      - - STR_ROBOTURRET_MINIGUN_WEAPON
        - STR_ROBOTURRET_MINIGUN_WEAPON
        - STR_ROBOTURRET_MINIGUN_WEAPON_CLIP
        - STR_ROBOTURRET_MINIGUN_WEAPON_CLIP

This is a unit spawned from an item. It should have 2 weapons and 2 clips, but instead it gets 2 weapons and no clips.

4
OpenXcom Extended / Land/Underwater craft setting
« on: April 11, 2020, 09:27:32 pm »
In XCF, we want to go hybrid (create new textures on our globe to represent the seabed, using the texture property fakeUnderwater: true and setting the terrains of these textures to a depth of > 0). However, we faced a problem:
We want to limit the player's use of crafts to different types of environments. Let's say we have cars and helicopters, and naturally we don't want to use them for submarine missions (where the depth is > 0). But we will also have cargo planes to transport submarines, and it will be quite silly to use it for land deployments and obviously will be quite detrimental for the immersion.

Yes, it is possible to limit the player from using craft with startingConditions, but they were originally designed for more specific scenarios, like special missions in Piratez. In this way, we would have to specify it for absolutely all our deployments, and also change absolutely all existing startingConditions, which are already quite complex. This is not a very elegant solution, so maybe it's possible to make a different addition to the code?
How it would work: when you try to go to the mission, the game checks whether the depth on the deployment is acceptable for this craft. And if not, the game displays a window describing that you cannot use this craft for this mission.
(I have discussed it with Finnik, who offered to code this; basically he is leading this idea, but I confirm that it would be useful.)

Perhaps it would be good to use approximately the same syntax as we already use for craftWeapons. You can make two binary parameters: underwaterOnly and landOnly, or make underwaterOnly, for example, as an integer, where -1 means that the depth is not important (the default), 0 only for deployment with depth = 0 and 1 for depth > 0. The current fakeUnderwater parameter for facilities also works similarly. Of course, naming is not the crucial point, so it can be whatever else is necessary.

5
OpenXcom Extended / Arrow indicator on multiple Ufopaedia pages
« on: April 08, 2020, 02:03:51 pm »
I finally got the multiple pages to work (thanks for the help, Meridian!), but I think that since only one item appears on the list of articles, a player will likely not know there is another page, as it requires clicking the "next" button, just as when going to the next item. Therefore I'm wondering if we could add a little indicator to show that the weapon has more clips.

Here is a mockup:



Considering that it's pointless to make multiple pages for a weapon with only one clip, I think there will always be a place for this indicator under the last clip.

6
We're trying to make an alien mission which works like this:
- runs from a missionScript (to ensure that we can use triggers)
- spawns a certain UFO somewhere on the globe, like any normal UFO
- the UFO flies to an alien base (preferably a custom alien base type we already have in the mod, but standard alien base would be OK too)
- the UFO disappears on contact with the target alien base
- profit.

Also, I would like to know how to make a variant of the above, except the UFO doesn't disappear after reaching the base but lands normally and then takes off.

Help would be appreciated.

7
Recently Meridian created two new functions:
- display of percentile chance to successfully shoot the target in CQC (when shooting from point blank);
- display of percentile chance to successfully overcome the target's melee dodge (when using a melee weapon against a target with melee dodge).

This is how this looks like (avaialble under Alt + M-click):



This X-Com agent (who happens to be a hybrid, but that's irrelevant) has 20% chance to hit the enemy in point blank and not have the shot redirected to kingdom come by their mad ninja skills.



This Floater is armed with a shooting weapon and a melee weapon. It has 51% chance to successfully shoot an adjacent enemy (overcome their CQC). It also has 32% to hit the enemy with the knife, taking into account target's dodge bonus.



Here the same Floater has 42% chance to successfully hit an adjacent enemy (overcome their CQC). Melee is not displayed, because the enemy is not in front of the Floater.

These features are now only available in a test build, because including them in any form would give the player more direct tactical data and therefore affect game difficulty, therefore one should be careful with it. Nevertheless, this feature is immensely helpful for a modder, because estimating dodge and CQC values by just eyeballing them is pretty hard. Also, the very impact on gameplay from the player's perspective is perhaps not that great, and perhaps fair.
Therefore we would like to ask the community - especially modders - whether this feature should be included in the official OXCE in some form. Should this be available as it is? Or only in debug mode? Or not at all?

Please tell us what your experience and gut feeling suggests! Feedback very much appreciated.

8
OpenXcom Extended / Spawning missions at base coords
« on: March 20, 2020, 03:51:49 pm »
I have a request: an option to spawn a mission (not UFO) right at the coordinates of X-Com base. This would be the same as normal spawning at a fixed point, except instead of given coordinates it would choose one of your bases (at random, if there's more than one).

Justification (in the context of Piratez as a good example):
- It would allow to remove "comm waves", which are a not-so-elegant hack.
- It would allow special missions taking place directly at your base, for example "attack of creatures from the sewers".
- It would allow creation of some missions which would logically take place around the base.

Optional considerations:
Terrain used would be governed by alienDeployments, same as with normal missions, but also including your base.
Also, it would be nice to have an option to tie the terrain to the global texture instead of specifying it directly, because (for missions not actually happening inside your base, but outside) the game doesn't know where the player will put their bases.

10
OpenXcom Extended / [DONE][Suggestion] Terrain comand as an array
« on: January 11, 2020, 05:46:33 pm »
My request is to enable using the "terrain" command in mapScripts as an array, so a random terrain is chosen from a list.

So for example (not a real example, just for illustration), you can now do this:

Code: [Select]
  - type: JUNGLE
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      terrain: URBAN
    - type: fillArea

So it generates a desert map with a single random block from URBAN.

What I would like is doing this:

Code: [Select]
  - type: JUNGLE
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      terrain: [URBAN, FOREST, DESERT, MOUNT]
    - type: fillArea

So it generates a desert map with a single random block from one of these four terrains, selected at random.

The reason behind this is rather complex, it has to do with the new urban terrain we're building with Finnik which depends on a lot of "subterrains" called with the terrain command.

Thank you in advance for considering it :)

11
Tools / Lasers & Legos: How to Make X-Com Terrain
« on: December 08, 2019, 09:11:36 pm »
By popular request, I have written a little guide for making X-Com maps. It can be found here: http://thexcomfiles.xyz/Mapping_manual_0.1.pdf

It is very much in progress, it's pretty laconic and I haven't covered making new tilesets yet, but it should be quite instructive to beginners.

Remember kids: making maps is just a few simple rules and otherwise all fun!

12
The X-Com Files / [POLL] Commendations: hidden or not?
« on: September 22, 2019, 08:24:30 pm »
A new element in the upcoming 1.0 release are commendations, granted to individual soldiers for performing actions, like killing enemies, participating in missions, or simply staying in the force long enough.

Those of you who play Piratez know the concept, but with the newest OXCE it is possible to make the commendations give certain bonuses to the soldiers' stats. It will be an important element in training your soldiers.

Here are some examples:









Still, I am torn between two choices: should these commendations (articles on them) be hidden until one of your soldiers manage to get them? Or should they be available from game start?

Please vote and share your thoughts.

13
OpenXcom Extended / [DONE] [Suggestion] Geoscape pop-up events
« on: July 03, 2019, 04:40:34 pm »
I would like to request a new type of geoscape feature, based on a new type of script.

What it does: displays a custom pop-up message and awards points.

When it happens: same as alien missions, triggered by chance, month, research and other associated parameters.

I don't want to get into actual technicalities, but I imagine it could be done as a missionScript, except no UFO or site is generated (you get the popup instead) and there is no region or race.

Why do I want it?
I want a new tool for the game to affect the player. Right now we have two options: alien missions and arc scripts. Both are partially applicable, but none can do it well; most notably, missions require actual objects on the geoscape, while arc events cannot be repeatable, etc.

What will I do with this?
All sorts of fun stuff.

Example 1) Hurry up. If you haven't accomplished something by a certain time, something bad will happen.
Haven't destroyed a cult, even though you should have done this ages ago? They just assassinated a politician, costing you points.

Example 2) Rewards. Having something researched or being within some timeframe enables you to get something at random, outside the mission system.
So you discovered some alien conspiracy? An anonymous donor sent you a crate of weapons to further your cause. May be influenced by month (the earlier, the better chance).

Example 3) Random events, Microprose-style.
Something explodes, costing you points. You impressed a UN official, giving you points. Your daughter suddenly got married to a Hybrid representative, so they give you some research as a wedding gift. Etc., etc.

Finnik already expressed interest in coding it, but we'd like to hear your opinion first. Would you agree to add something like this? If yes, what are your requirements/advice?

EDIT: The event can also give research, items, etc. If not a problem, chosen randomly from a given list.

14
The X-Com Files / Ratso names!
« on: April 14, 2019, 09:05:19 pm »
Remember that thread about dog name suggestions? Well, now it's time for rats!
Yes, you heard right: I want to add pet rats to be used by X-Com. Don't ask, embrace!
Please share your ideas for rat names! X-Com needs your creative juices.

15
Offtopic / Modding life
« on: April 06, 2019, 05:32:41 pm »
I felt like creating a thread for modding-related shitposting. So basically, memes - but feel free to post whatever else fits.


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