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Topics - Muukalainen

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Work In Progress / Mercenaries - Total Conversion
« on: July 15, 2014, 05:08:39 pm »

Hello,

I started working on a new mod Mercenaries. It will be a bigger one and will involve new code that I have already started to work on. Instead of saving world your goal is to make money by completing missions / jobs. There will probably be some kind of Highscore screen after you decide to retire or you have completed enough of missions.


Mercscape

Geoscape and baseview will be combined and replaced with a new Mercscape. There you will equip your team, hire new mercs and buy / sell new equipment. Instead of showing the globe it will show you missions that are available. These will be generated and there might be some unique ones too.


Missions

Mission types I want to at least have are:
Raid - destroy enemies and get paid by the number of kills.
Occupy - secure the area, destroy all enemies and get paid only if you eliminate all enemies
Assassinate - eliminate the target or targets ( laser squad level 1 )
Rescue - rescue the target units, this is a trickier one, but should not be too hard to code ( LS mines mission and many movies have this)
Destroy - destroy the targets ( xcom base missions, LS level 2 where you must destroy all the databanks on moonbase assault...)
Capture - capture the target, alive ( think about Alien movies, or just people that know too much, or simply take some hostages for the rival faction )
Patrol - Take part in some war and move though sectors eliminating enemies. Combines raid missions.

Basically the harder the mission the better it will pay. And ofcourse you can keep and sell all the loot.


Maps

The setting will be futuristic sci-fi where you can do missions on Earth, other planets, moon bases, space ships. Xcom generated ufo maps are ok, if you change the ufos into some kind of small bases, hideouts, outposts, research facilities... Maybe also some unique maps.


Weapons, armour and other equipment

I would like to use many mods on this. The prices will be adjusted and balanced. I also thought about having a new value on every item, rarity. It would determine how much of the items are available on the market, if any. The prices could also slightly fluctuate if you sell or buy something too much.


Enemies

Again good opportunity to use mods. I would like to see more human factions as enemies than only aliens. Droids would also be nice. And when you think about it, it would be nice to be able to buy and hire droids and mutants for your own team.


Help

I can do the code, but I welcome help on other areas. Ofcourse help on the code is also welcome :)

There is already many mods that I would like to use on this.

Maps. I have never tried map making, so this is one area that I know very little about.

English. I am not english and there is some parts where help would be welcome. For example I am not yet sure how to call them missions, missions? jobs?

Enemy factions. I have many ideas already and would like to use mods like MiB and the new armours to make factions like Omni-Corp and generally to have more human opponents than only aliens. Alien, mutant and droid factions though will also be in the game.

If you are interested to take part in this, let me know.

2
Released Mods / Real Vision Mod
« on: July 14, 2014, 07:19:56 pm »

https://www.openxcom.com/mod/real-vision

   Real Vision Mod for Openxcom
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This mod tries to take away gamey limits that annoyed me in the original game.

I always wanted to try how the game would play with better vision and now with Openxcom it
was relatively easy to make the changes.

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Installation:

Make a new copy of your Openxcom. (the whole folder and rename it to something like Openxcom Real Vision.

Replace the files and use the new .exe. To avoid bugs, you should probably remove the old .exe from your new "Real Vision" game folder.

I promise no compatibility with old saved games.

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List of changes:

-Instead of 20 tiles, soldiers and aliens can now see 100 tiles away.

-Aliens can now also see you if your soldiers stand in the light, from far as 100 tiles away.

-Soldiers are no longer walking Christmas trees. No more glow. This makes it easier to hide in the dark. But the night missions are now very dark. Remember to bring those flares and I ammo, if you want to see anything.

-All units have now moddable "nightvision" stat. Defaults in the Ruleset are like in the original,
9 for xcom and 20 for aliens.

-Smoke calculations have been adjusted to work better with the new 100 tile sight range. At times the smoke can now be even more dense or light


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This mod was made by Muukalainen.

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This was my first attempt to build Windows program with c++, so I am not entirely sure if it was done right and if it works on other people's computers. If someone could try it, it would be nice.

I have no experience either with the code sharing site, but at some point I will probably try to learn that too and share the code.

3
Programming / Compiling with Netbeans?
« on: July 11, 2014, 07:40:25 pm »
Does anyone here use Netbeans to compile Openxcom?

I tried to wrestle 3 hours last night with it, but could not get it to work. I think it could not find the SDL files.

4
Work In Progress / Viper Assault Cannon
« on: July 09, 2014, 09:46:17 pm »
Finally got the mod portal working. Here comes my first mod:

https://www.openxcom.com/mod/viper-assault-cannon

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      Viper Assault Cannon mod for OpenXcom
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Description:

Weapon mod for OpenXCom.

Inspiration for this came from Robocop. It featured a weapon called Cobra Assault Cannon that is one of my all time favourite sci-fi weapons. If you have not seen it, watch it out at Youtube or the whole movie.

The weapon is very heavy and has high damage. Equal to heavy rocket, but smaller blast radius. It can be used on Xcom, but it is probably more suitable for total conversion mods.

You can buy your Viper from the shop without any research needed.

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to install:

simply extract to your data folder (e.g., X:\OpenXcom\Data)

and enable on MOD list.
 
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This mod was made by Muukalainen.

It was done by editing the Sniper Rifle mod, which was done by:

Credits:

Sprites: Toshiaki2115 and Warboy1982
Code:  Toshiaki2115 and Warboy1982

5
Playthroughs / OpenXcom 1.0 - I lost!
« on: July 01, 2014, 08:55:41 pm »
So, just finished my first OpenXcom campaign.

I think it was end of the April report: Game over. We have stopped the funding. I quess couple of months with negative score was enough for them.

Difficulty was medium with Ironman + I had some mods on.

I think I should have built more radar bases or patrolled more with my aircraft. I have never done much of that patrolling, but now found one MiB base in Canada after I noticed there was lots of UFO activity, after a month without much of action. Nice mod btw, it had really creepy feeling as you did not really know what was going on. Though I think the walls were too strong.

All my UFO battles went ok, but on my last terror missions I got negative score even when I managed to win them all. Too many casualties and dead civilians.

Next time I need to use those millions on more bases. Now I had about 6 million dollars when the game ended.

Great experience. Thank you again for making OpenXcom.

6
Open Feedback / Throwing accuracy? Never miss?
« on: June 30, 2014, 04:03:49 am »
Hi,

Just started my first campaign with openxcom.

I noticed that my guys never miss when they throw grenades, flares or guns.

I tried the search too, but could not find anything about it.

7
Work In Progress / Best mods to enhance the original game?
« on: June 29, 2014, 04:17:37 pm »
Hello,

Just found this great project and now I feel like a kid in a candy store.

There is so many mods that look good so I am looking for recommendations what to get.

What I am interested in is to get mods that are well balanced with the original game. New maps, Men In Black, new aliens, muton commander, Sniper Rifles? They all look good, but I don't want anything that is too over power or out of balance.

Also my first post, so I would like to thank you all the people that have worked on this project.

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