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Messages - Axebeard

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1
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 06, 2016, 03:13:40 am »
Nadir, I replaced the midis with MP3s and nothing changed. I'm not too dedicated to getting it working on a tablet, by the way, just wanted to test it out if it were easy to install.

2
Wow, I'd really appreciate that! A starting ruleset would be extremely helpful.
I'm flexible on the numbers, I assume that's the easy part to alter later.

1 - No alien ships visible.
2 - All missions for the first year or two are custom Terror missions
(mission ends in success if 75% of aliens are killed by turn 25)
3 - These custom terror missions should spawn twice a month or so

I think this next part is related to maptiles, but I'm not positive:
4 - some missions have a vehicle item that can't be carried, but is recovered if you complete the mission (kill everything I assume)
(maptiles so the item can't be picked up?)

5 - After a year or two, then alien ships start showing up, then the game goes into vanilla Xcom mode basically (I haven't thought that far ahead yet)

The only other thing I was thinking about was recruiting Engineers and Scientists from mission sites. I know you could knock em out like in Piratez, but I can't think of any way that makes sense in-game to gain items from living NPC civilians (not KO'ed civvies). Is there a way to generate a random item based on the end of mission score or how many Civilians are alive at the end?

3
Arthanor, I really like that idea!

I just wish I had any idea how to actually implement it!

4
I tried editing all of the
0:
        STR_MIB: 50

to

0:
        STR_MIB: 99

thinking that would give me a 99% chance of MiBs, but I still keep getting Sectoids...

So the months are what I thought they were at least, it seems strange that there aren't any changes made in vanilla Xcom after the 7th month though.

5
Work In Progress / Re: Quick idea: Half Life mod
« on: August 05, 2016, 02:46:21 am »
I'm looking at it now, thanks for the suggestion!

It looks like all that was changed mission-wise was the AlienMissions ruleset. I'm wondering why MissionScripts didn't have to be changed at all?
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      0:
        STR_MIB: 50
      1:
        STR_MIB: 40
      3:
        STR_MIB: 30
      5:
        STR_MIB: 10
      7:
        STR_MIB: 10

If I'm reading this right, on Research Missions, after 5 months in game there's only a 10% chance of encountering the MiB, right? If this is the case, then I'm guessing since the original Xcom1 ruleset has the race weights equal out to 100, then the game must look at the modded ruleset first, roll to see if this MiB race is encountered, and THEN if it's not, rolls on the original ruleset's table, right?

Or maybe I'm reading this wrong, I'm trying to figure out the significance of the 1/3/4/7 numbers before the RaceWeights.

6
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 05, 2016, 01:01:40 am »
I know this probably isn't being updated any more, but when I install it (seemingly successfully), and try to run the game on my Verizon tablet, all I get is the Preloading screen then it nothing.

7
Work In Progress / Re: Quick idea: Half Life mod
« on: August 04, 2016, 11:53:34 pm »
Coding anything at this point is beyond me, and I've been digging through your X-files mod and still can't figure much of this out. Are there any mods that add like one single new mission type to them?

8
Work In Progress / Re: Quick idea: Half Life mod
« on: August 04, 2016, 09:00:45 am »
I realized that Terror missions do pop up once a month already, I'd like to have them be even more frequent, but after talking to some people in the IRC I was wondering if this would work instead:

Create a custom mission type that acts like a Terror mission, but instead of having to hunt down every alien on the map, you have to neutralize 75% of them, and after turn 20 or 30 or so, a militia regroups and secures the area, so you can leave without killing everything. I think that would remove some of the tediousness inherent in the normal Terror missions.

Also, after looking at the X-com Files mod, I noticed he used a dummy UFO to avoid having UFO sightings on the early missions. Still not certain how he did it, but I'm new to poking around in OpenXcom, so...

9
Work In Progress / Re: Quick idea: Half Life mod
« on: August 04, 2016, 03:23:53 am »
So I've refined my idea a little after looking at what's possible within the Xcom rulesets.

My first order of business, is to increase the frequency of Terror Missions, and to almost eliminate the rest of the mission types for the first phase of the invasion (probably a year or so). I see that this will involve messing with MissionScripits and AlienMissions.

How could I increase the frequency of Terror Missions to about one every month or so, and eliminate the rest? Also, how could I remove the ships buzzing around leading up to a Terror Mission? I'm going on the portal storm idea here, so alien wildlife is warped into cities.

10
Work In Progress / Re: Quick idea: Half Life mod
« on: August 03, 2016, 11:22:37 am »
I appreciate the link!

My interest is mainly in having new enemies to fight. It's probably worth noting that my favorite way to play Xcom is with Piratez, because of all of the tactical options.

If I get bored and have the time, I might poke around and merge a few different mods together towards something similar to Half Life. Really just an excuse to do lots of terror missions with a large variety of creatures. I do find it fun to try to figure out how to translate special attacks between games (I mod DOOM a bit), for example the Hound Eye's sonic blast attack.

11
Surprised this hasn't been mentioned before (at least Search didn't turn up much), but I think the Half Life universe would make for a great Xcom mod.

Mainly, I would just like to see the aliens from HL replace the stuff from Xcom.
Maybe do something with an alternate version of the HL timeline, with the NATO forces or Xcom or whomever trying to figure out what's going on. Start off with the standard real world weapon, and then with intense research, have the ability to research the gauss and plasma guns.

I remember reading a thing somewhere on how to add aliens into OpenXcom, but I can't seem to find it any more. If anyone wants to run with this idea, I'd be willing to do sprites :)

Or if someone can point me towards some tutorials on creating content for OpenXcom, that would be appreciated too.

12
XPiratez / Re: [MAIN] XPiratez - 0.97D - 29 Jan - High Times
« on: January 30, 2016, 06:51:31 am »
Been away from Xcom for a while, and just updated (as in extracted the latest) version of XPiratez over my old copy. This might be my problem.

I noticed that some of my girls in the Pirate outfit can't equip any weapons, and they have one hand completely blocked out (which I'm assuming is by design). Or did I screw something up real bad?

EDIT: Nevermind, I installed it the proper way and everything is peachy!

13
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 21, 2015, 05:10:07 am »
Yeah, it has the potential to become a cult thing, heavily referencing movies like They're Alive!

You mean They Live. I like the idea of this mod, I love starting out (and usually remaining) fairly low-tech throughout the game. That's why I've been obsessed with Piratez lately. Hope this mod comes to fruition!

14
XPiratez / Re: [Mod]Piratez - Statstrings
« on: November 23, 2015, 09:54:56 am »
I was using this mod until I realized you can see their stats in the inventory screen. I still keep it on, just to remind me who has what during battle though.

15
XPiratez / Re: Alternate Graphics for Piratez Extended (V0.92 Now Up)
« on: November 14, 2015, 01:46:48 am »
I got all that down for the positioning and size and palette. But yeah, I'm just talking about the inventory sprite in this instance. The Battlescape sprite looks fine.

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