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Topics - NeoWorm

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1
Fan-Stuff / QUESTION: Sectopod laser or Plasma?
« on: November 22, 2017, 04:05:56 pm »
I am working on another phase of my basemod and there is one thing I want some feedback for. Sectopod ufopedia says plasma, ruleset says Laser. What should it be according to you?

2
Released Mods / Zero Content Base mod
« on: June 29, 2017, 12:57:44 am »
This is compilation of various micro mods and fixes that introduce many new OCXE+ features to base game without actually adding any new content. I wanted this to be part of my own mod but I decided to share it with others so potential new moders can save time implementing these features (or ripping them from more complex mods). I also compiled in some tweaks and fixes for various X-Com oddities. It's still work in progress and I will be expanding this with other stuff as the features are added and I make new graphics for aliens, tanks, GUIs etc.

So far I have these:
- Options preset for advanced features (alien bleeding, explosion height etc...)
- Helmetless Power suit
- Distinct Flying suit (with corpse and death animation)
- Inventory nulls (copied from Piratez)
- Quick Draw inventory slot and 4x3 backpack (blocked on all player armors to 3x3)
- Tank Inventories are accessible now (added null items to block everything, doesn't look nice atm, but after I add tank paperdolls it will be fine)
- Alien inventory paperdolls (two are remade by me rest are placeholders from ufopedia images)
- Alien Melee stats
- All outdoor maps are 10 tiles high
- Item categories
- Cydonia Mission equipment limitations (no bullet weapons, no incendiary, armors converted to Power suits or Flying armors)
- Alien inventory preview in style of X-Com radar/medikit
- All crafts have pilots
- 2 bonus soldiers at the begining to pilot Interceptors (need to be assigned manualy at the moment)
- Armors and Auxiliaries previews for craft equit screen
- Tiny ranks and avatar background image (I need to solve centering of the faces somehow)
- Fast ramps for all crafts
- Lightning fix & Avenger door restoration (by Tarvis - https://openxcom.org/forum/index.php/topic,2040.0.html)
- recoverable & researchable Alien Reproduction
- Laser tech Ufopedia entry
- Radar ranges Ufopedia fix

What I am going to add in the future:
- Custom paperdolls with consistent style for everything including Tanks
- Custom Hit animations for all melee attacks
- Predefined custom projectiles & explosions image (some basic set for further use)
- Status icons
- Unique terror unit weapon image for Sectopod and Cyberdisk
- Improved ufopedia entry for HWPs (probably inspired by TFTD)
- Corridor facility

If someone knows about something that could fit in there feel free to post here. I am leaving home for a week so I won't be able to make anything new but I will be luring around the forums.

3
Another question about stuff I coudnt find anywhere. I want all interceptor crafts to need a pilot, so I added one crewman and one pilot to interceptor, disabled it's landing capabilities and added two bonus soldiers to starting setup of the base. Problem is I can't find a way to force the soldiers into the Interceptors, they all end up in the Skyranger. Is there a way to decide where the soldiers will end up? If no, can this be a request?

Also I think craft status shoudn't be "READY" when it is missing the pilot.

4
Work In Progress / Outdoor maps height question
« on: June 26, 2017, 01:08:34 am »
Just a quick question I hope. I would like to make all outdoor maps higher than in vanilla. Preferably 10 tiles high like in Pirates to give flying units little more space. Can it be done from rulesets or just by modifying maps? If the latter how to do that most effectively?

5
Work In Progress / startingConditions questions
« on: June 19, 2017, 01:17:08 am »
I kinda want to make a zero content mod that only adds advanced features of OCXE+ to base game as starting point for other mods. Rigth now I found that you can limit the equipment for different types of missions in startingConditions sections so I wanted to finally put a hard limit on equipment you can bring to Cydonia (only power or flying armor, no AP weapons etc...). But finding any documentations concerning how to work with it is kinda hard around here. Can you point me to the post concering this section?

6
OXCE Support / [Feedback] Pilots
« on: May 18, 2017, 04:34:38 am »
I realized yesterday, that since we have pilots for crafts now, crafts have technically all stats that soldiers can have. Including PSI strenght and skill, including bravery and morale...
I had few ideas based on that and had to write them down somewhere:

PSI craft weapon
Succesful attack can make UFO land, slow down UFO or disable enemy weapons. Or cancel UFO mission. Or acquire UFO mission info if not in range of H

Pilots panicking
Morale get's down by missing shots (probably some weapons like cannons should have exception), being shot at, being hit, enemy ship size (flat one time check to lower morale with defined ammount). It can cause pilot to disengage and return to base (may be recoverable), pilot ejects (craft lost if last pilot on board, pilot transfers back to base), berserker rage (pilot attacks with everything, maybe even possible ramming UFO?). Miltiple pilots can support each other - panicking pilot gives negative bonuses as long as panicking.

UFO PSI attacks
Don't know how good this could be, byt if X-Com would be able to PSI in crafts, why not aliens. It can disable weapons, it can cause pilot to panic, it can reveal craft's homebase to aliens and start base assault mission.

Pilot suits
Special armors that give pilots better bonuses for dogfighting or even enables their skills to be used while piloting.

It would need a pilot info on interception GUI. Which I think is kinda missing even now. I can mockup something later.

7
Fan-Stuff / Hexels - isometric painting tool
« on: March 29, 2017, 06:40:11 pm »
preview what is does:
Not a valid vimeo URL
homepage: https://www.marmoset.co/hexels/

8
Released Mods / [WEAPON] Alloy Sword 0.9.1
« on: August 18, 2014, 10:42:42 pm »
A little present from Kiryu-Kai.

Simple melee weapon that counts in soldiers skill and strenght, have fixed TU cost and 80% accuracy. Quick research after alien alloys. If you have a guy with high melee accuracy skill and decent strenght it can be more effective than heavy weaponry.

I wont be ballancing this too much now, I want this to be a part of little more complex mod. But if somebody wants to give it some care and testing, feel free.

9
Open Feedback / [BUG]Personal armor sprites
« on: August 17, 2014, 05:26:42 pm »
There is slight graphical bug with Personal Armor sprites. Arm sprites for walking animation to south-west (down and left) are switched in original .SPK file. That results in left arm (the arm at the background) being rendered over the body.

from ufopaedia - these two sets of sprites:
xcom_1136 - xcom_1143 left arm (walking animation facing 004)
xcom_1144 - xcom_1151 right arm (walking animation facing 004)

Was this present in original X-Com too?

10
Work In Progress / [QUESTION] Geoscape modding
« on: August 04, 2014, 10:20:01 am »
Have anyone tried to change Geoscape geometry? For example making different planet? I was investigating a little and as far as I know Geometry is stored in WORLD.DAT in quite well documented format. Manually choosing around 700 numbers in hex code seems like a lot of work but far from being  impossible even without any specialized program. And regions, countries and Cities are already in rulesets. Or is there some kind of hidden problem that I can't see? Cause I am very tempted to try to make a Mars...

11
Resources / Neoworm Sprites dump
« on: August 02, 2014, 11:22:03 pm »
I am making this thread to collect feedback on stuff I am making and later to release final sprites. Nailing the X-Com style is quite tricky, but I think I am starting to get it.

Now all the animations and than cutting into parts...

Items are little better, but I have to figure out making of HANDOBJ

12
Work In Progress / [RESEARCH/PROGRESSION] Lasers from Heavy to Pistol
« on: July 25, 2014, 05:55:41 pm »
Quite simple reorganisation of research progression of laser weapons. You start with heavy laser and move towards the pistol. It may seem a little odd, but there are reasons why it can work. First reason is that the problem with technology is miniaturisation, so it should be harder to make pistol than tank mounted cannon. Second reason is that Heavy Laser is not that useful and often is ommited by player in favor for plasma weapons. This mod makes it more viable because you can get it much earlier. But since its heavy and slow weapon, it isn't viable as common squad weapon, so it should be quite ballanced.
Also Laser Tank have to be researched now. To counterweight research time needed for this topic you can access the tank sooner than before.

Generaly this slows down the research a little and makes the Heavy laser little more interesting weapon without actually changing it.

I made a Ufopedia entry for Laser weapons topic where I wrote some fluff that explains the progression, I will add some image later. Also I modified entries for Laser weapons to reflect the changes in progression.

There are 3 versions with some diferences:
CannonFirst - Starts with craft Weapon than Heavy and Tank than Rifle than Pistol. (There can be disballance because of the Laser defences that still rely on Laser Canon)
HeavyFirst - Starts with Heavy Laser than Rifle and Tank than Pistol than as Cannon.
TankFirst - Starts with Laser Tank than Heavy than Rifle than Pistol than Cannon.

I didn't thoroughly tested all three versions. Currently I am playing with Cannon First that delays deployment of Rifles the most and so far it seems quite fair. But I am open to all suggestions and feedback.

Also there is one bug - when Laser Tank topic unlocks, it doesnt appear in the "We can now research" window - It may have to do something with the lenght of the string or the "/" in it. I will investigate later.

13
Offtopic / Fanart
« on: July 10, 2014, 12:47:07 pm »
Just some X-Com fanart I made. I plan to do some more, at least Muton, Ethereal and X-Com soldier.


14
Work In Progress / Few ideas and questions
« on: June 23, 2014, 11:41:02 pm »
I spent about 20 hours during weekend playing open xcom and it effectively reignited my passion for both Xcom and modding. So I found some of my 10+ years old notes with A LOT of crazy ideas for XCom mods. And I was quite surprised that not all of them are rubish. Now I am writting down some more elaborate file with stuff that could be done and may expand XCom further than adding few thousands recolors of laser rifle.

And I have some ideas that I dont know if they are possible now. So few questions to ignite discusion:

Is it possible to implement something like an invisibility? Idea is to make a stealth alien race, to give some use for the motion detectors and later researchable stealth technology with invisibility armor for soldiers.

We have 2x2 aliens/HWPs, is it possible to make even diferent sizes? Like 1x1x2 alien or 3x3 behemoth.

Is it possible to make buffs? Medikit have function that restores morale and health, but is it possible to buff some stat over the max?

If some of these ideas can be done and someone will help me with coding I can make all necessary graphics. In the meanwhile I am experimenting with battlescape sprites and I may have some new alien done later this week. XCom have a lot less sprites than standart DooM monsters.




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