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Topics - Chiko

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1
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.

2
Suggestions / Damage Type Options
« on: July 07, 2014, 05:34:34 am »
Ability to edit some aspects of the damage caused by the weapons, for instance:

-Bleeding: Can the weapon, regardless of damage type, cause fatal wounds?
-Stunning: Does 10% of the damage caused by the weapon turn into Stun damage?
-Smoke: Does the weapon spawns a smoke that does the weapon's damage type each turn?
-Explosion: Does the weapon spawns an explosion that does the weapon's damage type?
-Incendiary: Can the weapon, regardless of damage type, spawn fires in any tile?
-Burning: Can the weapon spawn fires in burnable tiles/objects/units only?

Also, what about more damage types like EMP, that does stun damage to robots or the Sonic damage like in TFTD. Smoke damage could be renamed to Toxic damage since Smoke could be the damage behavior I mentioned instead.

3
Suggestions / Upgrading
« on: July 01, 2014, 10:46:36 pm »
This would mostly be used in mods but what about the ability to research and implement upgrades?

For instance, researching weapon upgrades should automatically affect a weapon's stats like TU cost, Damage, etc. This could also be done for Vehicles and Facilities. This would help with adding new content into the game without littering the storage/manufacture lists too much.

Also, what about the possibility to build a new facility over an old one? Of course, the old facility wouldn't be able to work anymore but maybe repurposing an old facility instead of building one from scratch should decrease the construction time.

4
Suggestions / Sprite modding suggestion
« on: June 19, 2014, 06:02:50 am »
So far to make a sprite for a mod, we have to work with a specific palette and format, sometimes requiring us to download a software to deal with a batch of sprites in the case of animation ones... Why not make it so modders can use, for instance, PNG files with no specific palette so we can use all colors and stuff.

It would definitely make sprite creation a lot easier and faster, IMO. :3

5
Suggestions / Damage/AoE as separated values in Ruleset?
« on: August 11, 2013, 11:45:51 pm »
Wouldn't be great if we could control Area of Effect of explosions without having it to affect Damage as well?
This could  be specially useful with HE and I ammunition. For instance, making them do more damage but with a smaller AoE.

Also, radious goes from 1x1 square to 3x3 squares. Is it possible to have something in between like for instance:

   o
 ooo
   o

6
Offtopic / Lone Survivor
« on: December 25, 2012, 06:59:33 pm »

I got this game two days ago and I must say it's actually pretty good. It's a 2D sidescrolling "psychological horror survival adventure game" available in Steam. It's pretty much like a 2D retro themed Silent Hill with lots of references of other games. Gameplay is very simple, you can only move left or right but there are hiding spots and different routes to move around but a map definitely makes things easier the first times you play. Combat is as simple too. You can aim up, to the middle or down and allows you to hit monsters in different spots for different effects.



So... you are a masked guy holed up in his apartment room. You don't remember why the city is ravaged and plagued by deceased monsters. You don't even remember your past and your own name. The need to venture outside arises when you realize your supplies are gone. Your sanity is also affected and it's becoming hard to tell what's real.



You must explore to find a way out of your apartment, out of the city or if there are other survivors out there and perhaps, to find out about who you are. You can shoot anything you see or choose stealth, the approach to this ravaged world is up to you.



The hard part is to take care of yourself while searching for these answers. Eating and sleeping properly will keep you fit. You also have to take care of your sanity, which will impact on the things you see and the ending of your journey. There's a limited crafting system and tools that will let you improve your life to something relatively more normal, which will definitely help you cope with the situation. Or you can rely on drugs to make things easy... but anything comes with risks. And that doesn't apply to drugs only.



The game is short, but very interesting and fun. It's retro look and effects are also pretty well done. The most remarkable thing about it is the soundtracks and ambient sounds, so using headphones is a must. There's a free Demo but you can get it for 10 bucks or less if it's still at a discount in Steam. The OST is also available if you like that too.

7
Work In Progress / [WIP] Chiko's Alternate Xcom
« on: January 21, 2012, 11:32:00 pm »
As some might remember, this thread was an old sprite repository. Modding the game was not as hard as I imagined so I started to make my own mod, Alternate Xcom.

The idea is mostly to expand the content and the duration of the game campaign by extending the tech tree, adding more items, rebalancing some stuff, changing the lore a bit, but all of this within the Xcom universe. Major changes include:

General Changes:
-New inventory graphics for some of the vanilla weapons.
-The Rifle has been separated into two weapons, Assault Rifle and Sniper Rifle.
-Auto Cannon now fires in auto mode only and their ammo has smaller blast radius but it needs considerable less TUs to use, fires 5 rounds per attack and has more rounds per clip.
-The Cannon has been replaced by a new weapon, the Siege Cannon. It can fire over obstacles and buildings with the help of a spotter. Their ammo has smaller blast radius since now it's a lot more deadly. It's basically a grenade launcher.
-The Piercing Ammo for Siege Cannon has been replaced by Smoke Ammo for for tactical uses.
-Changed the resistances to fire to make that damage type more deadly to unarmored characters.
-Renamed some damage types. Armor Piercing is now Piercing, Incendiary is now Heat, High Explosive is now Blast, Acid is now Chemical.
-Replaced laser damage with shock damage. Shock damage have been rebalanced to better suit its new role. Laser weapons now deal heat damage.
-Added a new grenade, Incendiary Grenade. It can cover a decent area with flames.
-Added a short range fire dealing weapon, Spitfire Cannon. It's similar to a flamethrower in concept but it launches 5 bolts of fire that can cover a small area with flames depending of the spread of the shots.
-Researching all non mechanical corpses, Alien Alloys and Alien Polymer will now let you research a Dart Rifle, which can deal either chemical or stun damage.
-Researching All mechanical corpses and a muton corpse and Alien Alloys will let you research better armor piercing ammo for pistols, assault and sniper rifles.
-Hovercraft HWPs now need a Cyberdisc corpse as main component to be built.
-Edited many of the vanilla description to better suit and describe the changes made by this mod.

Shock Weapons:
-Shock weapons will be the first human weapons available for research. Laser weapons will be available after all shock weapon tech is researched.
-Shock weapons have limited range and ammunition and they cannot be recharged in the field but they deal extra damage to mechanical enemies or targets with implants.
-The shock rod also needs this research to be available.

Laser Weapons:
-The Laser Weapons research has an actual ufopedia entry now.
-Laser Weapons now use Power Cells so their ammo is no longer infinite.
-Having all basic Laser Tech Tree, Alien Alloys and Elerium 115 will allow you to research Elerium Lasers.
-As soon as you research Elerium Lasers, you will be allowed to manufacture powerful ammo cells for personal laser weapons. (HWPs, Craft and Facilities with Laser Tech are unaffected for now)
-Laser power cells do a bit less damage than vanilla laser weapons and the new Elerium ones do damage between the first Laser power cells and Plasma weapons.
-Laser Rifle has been split into Laser Assault Rifle and Laser Sniper Rifle.
-Laser Sniper Rifle uses Heavy Laser Power Cells or Heavy L115 Power Cells.
-Heavy Laser now has auto shot, is less accurate but uses less TUs.

Plasma Weapons:
-All plasma weapons have reduced rounds in their ammo clips.
-Plasma Pistol and Rifle cannot fire in auto mode.
-Heavy Plasma cannot be fired in aimed mode now but it can be fired over obstacles, making it more useful.
-You will be allowed to research alien plasma weapons and learn how to use them but you cannot manufacture them, and their ammo.
-Once you have researched all laser tech, Elerium 115, Alien Alloys and all alien plasma weapons and their ammo clips, a new research topic will appear, Plasma Technology Adaptation.
-When you finish researching it, you will also get a free research, Human Plasma Pistol, and be allowed to research the rest of the human version of alien weapons, along with Plasma Defense and Plasma Cannon for Craft and HWP.
-There's also a Tank/Plasma HWP, which is available as soon as you research the Plasma Cannon.
-There's now further research for human plasma weapons which allow you to develop new ammo cells to deal heat or shock damage.

Fusion Weapons:
-Researching any Fusion Tech (Fusion Grenade, Fusion Blaster or Blaster Bomb) will give you the Alien Fusion Weapons Ufopedia Entry.
-Soon after researching a fusion weapon, your agents will be allowed to use them but manufacturing them won't be possible.
-Upon researching all Fusion Weapons, a new research will appear, Fusion Technology Adaptation.
-Researching that will allow you to manufacture fusion grenades and will unlock the rest of the fusion adaptation research, including Craft, HWP and Facility Weapons.

Non-Lethal Weapons:
-Researching any dead alien will unlock the Non-Lethal Weapons research.
-Researching that will allow you to research Electro-Shock Rod (renamed Stun Rod) and the Alien Containment Facility.
-Upon researching either an Alien Stunner Gun (renamed Small Launcher) or a Stun Bomb, you will be given the Alien Abduction Weapons ufopedia entry.
-Researching a Stun Bomb will also give you knowledge of Alien Polymer, which you will be able to manufacture and use in the construction of more Stun Bombs and other Non-Lethal Weapons.
-Having knowledge of Alien Polymer will allow you to research Stun Grenades, which are hand thrown version of Stun Bombs.
-Having knowledge of the Alien Stunner Gun, Alien Alloy and Alien Polymer will allow you to manufacture human version of Stunner Guns.
-Having knowledge of Electro-Shock Rod, Alien Alloy and Alien Polymer will allow you to research and develop the Stunner Rod, which will need ammo but it will do more stun damage.
-Stunner Guns will shot their Stun Bombs in an arched manner, just like the Siege Cannon, to make them more useful than Stun Grenades.


Here are some of the item sprites. Some of them are in the mod, others are vanilla sprites put in there for comparison, and the rest are unused sprites:


Standard-Issue Weapons
Combat Knife / Pistol / Assault Rifle / Sniper Rifle



Heavy Weapons
Siege Cannon / Auto Cannon
AP Ammo / Explosive Ammo / Incendiary Ammo



Self-Propelled Weapons
Rocket Launcher
Small Rocket / Large Rocket / Incendiary Rocket



Throwable Devices
Explosive Grenade / Smoke Grenade / Incendiary Grenade / Explosive Mine / Electro-Flare



Electromagnetic Weapons
EMP Pistol / EMP Rifle / EMP Cannon
EMP Grenade / EMP Mine



Laser Weapons
Laser Pistol / Laser Rifle / Laser Cannon



Alien Plasma Weapons
Alien Plasma Pistol / Alien Plasma Rifle / Alien Plasma Cannon
Plasma Power Cells



Human Plasma Weapons
Plasma Pistol / Plasma Rifle / Plasma Cannon
Plasma Power Cells



Mass Acceleration Weapons
MA Pistol / MA Rifle / MA Cannon / MA Autogun
Kinetic Rounds / EMP Rounds / Plasma Rounds / Fusion Rounds



Alien Explosives
Alien Grenade / Alien Proximity Grenade



Alien Abduction Weapons
Alien Stunner Gun
Stun Bomb



Advanced Non-Lethal Weapons
Stunner Gun
Stun Bomb / Stun-Gas Grenade / Stun Ammo



Handheld Devices
Motion Scanner / Personal Shield / Personal Cloaking


WIP Mod: https://www.dropbox.com/s/u6veu3znnxwcgdk/ChikoXcom008.rar?dl=0
Known Issues:
-Most of the new items have no custom hand/floor sprites.
-Some of the items are not sorted correctly in the lists since I'm still adding new stuff.

8
Suggestions / HWPs Suggestions
« on: January 21, 2012, 12:14:31 am »
Well, I kinda like the idea of having HWPs and their Turrets separated items... maybe as a Mod for Vanilla OpenXcom. That way we eliminate the need to buy new HWPs just for the different weapons. There are also new Chassis ideas I'd like to suggest just to have more late game options.


Tracked Chassis
Strong damage resistance



Enhanced Tracked Chassis
Strongest damage resistance



Walker Chassis
Stronger damage resistance / Increased TUs



Hover Chassis
Stronger damage resistance / Can Hover / Produces a small explosion when destroyed



This would mean some of the stats would depend on the weapon used. Also, the Turrets Rocket Launcher and Fusion Ball Launcher should have 0 points in Reaction. I'm thinking about adding more Chassis and Turret ideas.

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