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Messages - Cirius

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31
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 18, 2015, 08:25:14 pm »
Haha, very nice. "See? Armless."

Though not very special from a gaming point of view, since they won't look any different from civilians...

EDIT: Cybermen, on the other hand... or perhaps Judoon?

Yes, I'm not going to lie, I'm picking up the Autons as a 'quick win' in that it shouldn't take me too long to turn around slightly modified civilians with auton weapon sound effects. The next 'big' project will definitely be the Cybermen, but early attempts I've made on them have looked a little shoddy.

In the long run, I'd love to see Sontarans as well, but that all depends on how much time I've got to put in. If anyone else feels a Whovian itch at any point, they're welcome to take a crack at them or any other races.

32
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 18, 2015, 07:25:00 pm »
Ok, aside from the death animations, work on the Daleks is basically complete. Hopefully I'll be ready for a public release by the end of next week, work depending.

Here's a rather unsubtle clue as to the second adversary I'll be working on...






33
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 04, 2015, 01:29:15 pm »

The Special Weapons Dalek emerges from an alleyway.

So, thanks to Dioxine, dalek weapon sounds are in. The Special Weapons terror unit is also-semi operational, but it's currently packing a standard dalek weapon until I can figure out how to get it firing high-explosive rounds. I'm considering giving it a fresh coat of paint as well, as currently it blends in with the standard dalek units a little too well. While canonically a bit odd, I might give it back its imperial colouring from Remembrance.



Terror missions are currently a crapshoot. The daleks are currently managing to get off about six shots each, at a high accuracy. XCOM units are currently lucky to get more than a couple of steps off the boarding ramp before being cut down mercilessly from about four different directions. I love it, but yeah...should probably tone that down a little.

So, things left to do -

Corpse pictures.
Death animations.
UFOpedia entries.

34
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 03, 2015, 10:09:58 pm »
Dioxine, you're an absolute star. I've been running V1.0 because I was under the bizarre impression that was the most recent release. I've just downloaded the latest nightly and it runs perfectly, no dirty work-arounds required.

Just ran my first full mission against a single dalek using early game weapons. The devious little blighter took shelter in a barn and managed to take down two of my men before I managed to bring him down. I'm going to have to do a fair amount of tweaking to stats before I'm happy with them, but I'm really happy with the progress I've made today.

Thanks everyone for the help and advice, you've all been great and I can't wait to be able to share this with you all.


35
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 03, 2015, 07:47:28 pm »
2. Make sure your Daleks are indeed unarmed, or they're just pretending. Fixed weapons are not displayed in any way - you can only tell if it shoots or not.

It turns out that I've been suffering from the exact opposite of what you're saying here. I've discovered the daleks are mounting their fixed weapon as instructed, but are deciding to display a held weapon whilst they do it. I've been presuming this weapon was an inventory item, but it seems to be connected to whatever's listed in 'handsprite' below. I've tried ditching the line altogether, but it seems to be defaulting to a grenade. Anyone know an easy way to get it to display nothing?

Code: [Select]
  - type: GAZER_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104

On a separate note, now the weapon's kind of working, I'll need to find appropriate sounds for it. Is there a list of sound references for 'fireSound' somewhere, as I don't relish the thought of going through them one by one...

36
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 03, 2015, 06:44:15 pm »
4. I have your Dalek sprites laying on my disk for many months now, I was going to make them appear as an Easter Egg in my Piratez mod :)

You're welcome to! I'd hold off until I post the completed sprites though, as they're looking a lot better than they used to.

Thanks for the tips, I'll see if I can make any more headway this evening.

37
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 03, 2015, 03:07:40 pm »
Question - am I limited to only applying fixed weapons to TERRORIST types, because that's going to restrict me to only being able to field daleks on Terror missions, surely, unless I do some serious jiggery pokery?

I've attempted to add a fixed weapon type into the gazer code that I'm working with,

Code: [Select]
 
- type: STR_GAZER_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    clipSize: -1
    power: 85
    damageType: 4
    accuracyAuto: 28
    accuracySnap: 28
    accuracyAimed: 28
    tuAuto: 10
    tuSnap: 10
    tuAimed: 10
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    autoShots: 1

And also modified the race to include 'livingweapon: true'

Code: [Select]
units:
  - type: STR_GAZER_SOLDIER
    race: STR_GAZER
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 50
      stamina: 80
      health: 70
      bravery: 80
      reactions: 45
      firing: 58
      throwing: 65
      strength: 49
      psiStrength: 50
      psiSkill: 0
      melee: 76
    armor: GAZER_ARMOR0
    standHeight: 19
    kneelHeight: 15
    value: 16
    moveSound: 108
    deathSound: 10
    intelligence: 4
    aggression: 2
    livingWeapon: true
    energyRecovery: 40

All I seem to be getting is a bunch of unarmed daleks wandering around looking bewildered... any ideas?

38
Work In Progress / Re: the Dalek Invasion of XCom
« on: October 03, 2015, 12:15:39 pm »
I've done yet another pass on the dalek shape, as I'm still not 100% happy with it. It looked a bit big, and diagonal movement didn't quite line up right. Getting there though.

I also spent an hour this morning doing a few recolours and a special weapons variant. (WIP, and apologies for the blur, it was a quick resize job for clarity.)



To be honest, I'm not having much luck with the ruleset which is irritating me slightly. Using a modified Gazer ruleset I've managed to get the daleks in game, but I can either have them packing conventional alien weapons, which looks a bit odd, or I can have them completely unarmed. Ideally they'd use an internal weapon system, but I'm struggling to get it working. Ho hum.

Nevertheless, I'm a firm believer in sharing work, so once I'm fully happy with the dalek sprites I'm going to open them up to everyone to do whatever they want with, under the request that you let me know if you release anything, purely so I can learn from it.

39
Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: October 02, 2015, 08:28:03 pm »
Thanks! I'll have a poke round the Recycled collection this evening to see what I can piece together.

Is it possible to implement creature specific weapons? Eg a Cyberman always packing a cyber rifle? I did ask when I started on this and was told no, but that was over two years ago, so I'm  hoping it might have changed.

The daleks are currently pretty heavily armoured, but slow as hell. You can outflank them pretty easily, but yes, cracking them open is pretty tricky. I'm thinking they'll be pretty few in number, with a slave race of some sort to do the most of the usual fighting. We're talking more 1980's daleks than anything too recent - before the Time War made them over-powered and nigh on invincible. A well aimed rocket will toast one pretty easily.

Thanks for the help.

40
Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: October 01, 2015, 11:13:42 pm »
Two years later...



Holy christ, I actually got them working properly. Just call me Dave Ross.

I was chatting yesterday with someone about Doctor Who and XCom and suddenly realised I had an unfinished project just sat waiting on my desktop. Three hours later, and I've got the things actually working.

I say working. They're in game and trundle around, but I'm currently trying to get them functioning with built-in weapons. I'm  tempted to just fudge it and give them invisible guns, but presumably there's a way to actually have weapons built in to the creatures, such as the cyberdisk etc that don't appear to carry anything?

41
Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: July 07, 2013, 01:01:19 pm »


I'm a little happier now. I toned down the green's coverage of the weapon and added a little additional detail. Still not perfect, but I'm happy enough with it currently to put it aside and move on to the next weapon.

42
Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: July 07, 2013, 11:42:40 am »
while this looks nice, i don't feel the green quite suits the xcom aesthetic...

also the carry handle/iron sight looks to be a tiny bit too far forward, maybe too long, i'm not sure

you can probably see what i mean.

I agree about the green. It was the nearest i could find on the Xcom palette, but I'm still not 100% happy about it. On the other hand, I'm not planning on keeping many, if any of the vanilla weaponry, so matching colours with the rest of them is a bit irrelevant.

I think you're right about the carry handle, I'll move it back a couple of pixels and see if that makes a difference.

Like I said, work in progress, learning as I go...

43
Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: July 07, 2013, 12:52:27 am »


Provisional work on the UNIT SA-80 infantry rifle has begun. As the standard medium range weapon of UNIT, the SA-80 will be equipped by the vast majority of your forces.

It is designed to be an accurate weapon, but somewhat slow to fire. As a result, it is capable of firing single or aimed rounds only.

Unless I change my mind, that is.

(And yes, I know it currently looks absymal.)

This week I've been thinking a little more in depth about the UNIT forces. I'm planning to make soldiers a little more disposable for this conversion, so soldier costs will be decreased accordingly.

With more troops in the field, I can also afford to make them a little more vulnerable. Gone will be the anime-armours of the late game, replaced by simpler kevlar and military-grade flak armour. They'll protect your troops a little more from glancing shots, but ultimately if you're caught in the open, you can kiss your grunt goodbye.

44
Suggestions / Re: Move Start Date to Ruleset
« on: May 26, 2013, 02:59:01 pm »
Heh. I was only pondering pushing it back to the 70's/80's, but whatever makes you happy...

45
Suggestions / Move Start Date to Ruleset
« on: May 26, 2013, 12:25:15 pm »
I appreciate tradition dictates the start date of X-Com is Jan 1999, but for modding purposes I'd love for it to be changed via ruleset. Any possible total conversions will always be stuck in the same time period until this can be changed.

Perhaps it's not possible, I just thought I'd throw this out there.

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