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Messages - Cirius

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16
And today's trivia question for ten points, can anyone identify this rather obscure Doctor Who villain who is soon to be joining the rogue's gallery?


17
Resources / Re: Some Custom Xcom base Sprites in PNG
« on: August 27, 2017, 12:42:20 pm »
Nice. Very in keeping with vanilla - I shall definitely be stealing some of these for UNIT.

Absolutely no idea why I'd need a cafeteria or a swimming pool, but I want one nonetheless.


18
Of course!

It's not a perfect effect, but it's about as close as I'm ever going to be able to get in the OpenXcom engine.

The signature strings sound is in though, and they're still creepy as hell in night terror missions. The graphics are obviously a work in progress, but I'm pretty happy with the direction they're going in.



I'm pretty happy with the overall look of them, but will no doubt go back to them for a few tweaks at a later date. They're basically a combination of an Ethereal, female x-com soldier and female civilian sprites, but I don't think they look too bad overall.

Gameplay-wise, you're essentially looking at something of Chryssalid speed but without the zombification mechanics. So, you know, it's probably just best not to blink.




19
Version 0.1 is now available for download - See original post for link.

In other news, we've just had a rather unexpected delivery to HQ. Did anyone order any statues?

20
Also in Silver Nemesis a guy was able to defeat the cyber men with gold tipped arrow.

Yes, gold-tipped bullets are pretty much an inevitable addition. I don't think vanilla can cope with additional damage types, so I'll need to move to OXCE at some point down the line.

Love the Ufopaedia entry.

21
That scene's always been one of my favourites -
I've used it a lot for art references. 

It also holds the honour of being the first Doctor Who episode I ever saw.


22
Definitely planning on more than one dalek faction eventually, but I'd rather include some other units before increasing the number of daleks further. The current thinking is -

Cushing Movie Era
Genesis
Imperial
Renegade
Time War
Paradigm




23
Definitely agree they should be late game enemies. It does mean I have to bulk out the early and mid game a little though, but eventually I'll have enough units that shouldn't be too much of an issue.

24
Today, I realise that I may have created a slight problem for myself.

In deciding to set the mod in the 1980's and using authentic period weaponry, the result is that a large portion of UNIT's arsenal is basically completely ineffective against certain races.

Facing daleks with semi-automatic rifles and even light machine guns may look good, but when the bullets do little more than bounce off them, am I just annoying players unnecessarily?

I really don't want to tone down the armour of creatures that are supposed to be terrifying, so what's the solution?

One idea is to increase UNIT's access to explosive weapons. To compensate, I've added the RPG-7 and M72 disposable rocket launcher. In addition, high explosives are still available for people who enjoy levelling buildings.  In test playthroughs, the best strategy against a lone dalek is to blanket the area with explosives and hope it doesn't come out the other side of it unharmed. In Terror missions, however, there's no way you'll be able to carry enough explosives to deal with all of them.

My second thought is to decrease the number of daleks on terror missions with a buffer unit - the Roboman.



Slave to the daleks, his only role in life is to reduce the number of daleks on terror missions by taking up one of the spots and provide a purpose to UNIT's lighter weaponry. It's a poor job, but I suppose someone has to do it...

Furthermore, once more races start trickling in, I suppose I can start thinking of introducing aliens who are tougher against explosives, but weak against armour piercing rounds, to prevent UNIT from just showing up packing nothing but rockets and explosives. Swings and roundabouts...

Additionally, I've been having thoughts on the tech tree. I don't want to gallop upwards through laser and plasma weaponry, (not discounting certain 'exotic' weapons,') so the best solution I can think of is 'exotic' ammunition. Standard weapons firing ammunition derived from extra terrestrial alloys and materials.

As for progress, I'm still intending on releasing V.01 by the end of the week. I've got a little more done on the UNIT side than I was anticipating by this point, so most of the standard UNIT weapons are now operational with custom sounds.


25
Update by Meridian: updated to v0.2.1 to run on the latest nightly, download here: https://openxcom.org/forum/index.php/topic,5666.msg114975.html#msg114975

BACKGROUND:
The year is 1980. Mankind has landed on the Moon, put satellites into orbit and has begun reaching further into space. As governments and private organisations send probes further and further towards the stars and scientists transmit signals into the sky, little does humanity realise just how much attention they are drawing to themselves.

At first, it was all just rumours and gossip - Tall tales of metal men and lizard people walking the streets. Eminent scientists and politicians going missing, vanishing without trace. But soon the tales became news - photographs of terrifying creatures and mechanical terrors hit the headlines as the Earth's infrastructure came under assault. It was undeniable - the Earth was under attack.

Following an emergency session of the United Nations, a rapid-response organisation was established to combat the extra-terrestrial threat - The United Nations Intelligence Taskforce, or U.N.I.T.

Operating under the auspices of the United Nations and the guidance of an alien humanoid known only as the Doctor, UNIT's remit was to investigate and combat paranormal and extra-terrestrial threats to the Earth.

With the mysterious and elusive Doctor at their side, U.N.I.T stood firm against dozens of threats to the human race, but then suddenly the Doctor disappeared.

As the Doctor's enemies take advantage of his absence to step up their efforts against the Earth, U.N.I.T must stand alone against the increasing threat from outer space. Can they keep the Earth safe? Perhaps, more importantly, can they find the Doctor?

26/08/2017

Version 0.2 is now available for download: https://drive.google.com/open?id=0B4iARS4J-Bx8M1NUemNpQUZHUWc

A couple of points to make: -

1.) It's a work in progress (obviously)
2.) Alien races have not yet been integrated into the campaign, so V.01 is only so you can have a chance to fight them in quick battle mode.
3.) Races are missing unique inventory corpse items.
4.) Daleks / Cybermen / Toclafane are basically done. All other races are WIP so fight at your own risk.

DEVELOPMENT PROGRESS:
The below is a rough guide of my intentions, and an estimated percentage of how complete each element is. This is by no means a guaranteed content list, as I will undoubtedly add to it as I go, more of a rough reminder to me as to what I'm supposed to be working on.

RACES:
Daleks [90%]
Cybermen [90%]
Sontarans [50%]
Autons [50%]
Silurians [30%]
Sea Devils [30%]
Toclafane [90%]
Weeping Angels [80%]
Vashta Nerada [80%]
Ogri [80%]

TECHNOLOGIES:
UNIT Field Uniform [90%]
UNIT Officer Uniform [90%]
GR7A Harrier [90%]
C-130 Transport [90%]
Learjet [90%]
L1A1 Infantry Rifle [90%]
RPG-7 [90%]

New Maps:
0%

New Ships:
Cyberman Shuttle [0%]
Dalek Shuttle [90%]


Daleks!


Sontarans!


Cybermen!


Dogs!

Suggestions are welcomed. Once I release I'll be desperate for feedback on unit balance and bug fixing. Also, if anyone else feels like chipping in with any contributions, feel free.

26
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: August 06, 2017, 02:24:20 pm »
I really need to be more active on the forums.

You'll be pleased to hear the project's not scrapped - I've just not been active on the forums.

I'll be updating more fully later on in the week, and am aiming for a release in the next couple of weeks, but for now, here's a taster of what I've been working on...








27
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 26, 2015, 11:16:46 pm »
The 'specab 1 ' tells the unit to explode when killed.

It's always the little things that are easy to miss. Problem solved, thanks!

28
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 26, 2015, 09:41:48 pm »
It's time for 'help the noob' again.

The special weapons dalek is supposed to explode when killed, much like the Cyberdisk. Rather disappointingly however, it doesn't. Instead just spawing a corpse and remaining sadly unxploded.

I've added 'power' and 'blastRadius' to the corpse item, but I get the impression I'm missing something somewhere. Any suggestions?

Code: [Select]
  - type: STR_SWD_CORPSE
    size: 0.4
    costSell: 30000
    weight: 30
    bigSprite: 108
    floorSprite: 108
    invWidth: 1
    invHeight: 3
    recoveryPoints: 5
    battleType: 11
    armor: 26
    power: 120
    blastRadius: 6

29
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 23, 2015, 12:54:38 am »
Brilliant, works like a charm, thanks.


Not a sight you want to see after immediately starting the mission.

30
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 20, 2015, 08:50:40 pm »
Random question - is the start date adjustable? I'm looking more for an 80's vibe with the mod, so the 1999 start is a bit of a pain.

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