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Messages - Daev

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1
OXCE Suggestions NEW / Re: TFTD Based Hybrid options
« on: December 18, 2023, 07:46:41 pm »
Question: why are you using "maxDepth" instead of "maxAltitude" ?

"maxDepth" doesn't exist, and doesn't do anything

I do not recall using maxDepth in my current mod, if I do it would have to been taken directly from the original rulesets, as i copy/pasted them. i will look into this soon, before my next update is created.

I also may have used those terms interchangeably by mistake in the thread.

2
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: December 13, 2023, 10:28:17 pm »
Update:

Currently working on new update, was trying to wait out and see if merdian would implement a feature i requested soon, but it seems it will take longer than i though.

Many features in the new update, a few being a completely revamped (and longer) research tree, that will require many more labs/scientists to complete. Visual Reworks for weapons, new "Combat Reports" for aliens, so you can see their armor/resistances. More USOpadia entries, and more!

3
OXCE Suggestions NEW / Re: TFTD Based Hybrid options
« on: December 03, 2023, 10:01:22 pm »
I don't understand.
"People" are modders or players?
What are "loadouts" in this sentence?

I mean alienDeployments, as the surface missions us the _UNDERWATER tag, i feel that could confuse those who wish to make submods, but that is a very small point but it came to mind.

Adding "fakeUnderwater" was a LOT of effort.
Adding "fakeSurface" will be even more effort, which I simply cannot justify.
Modders, who want to do hybrid modding should use UFO as the base game.

I did not know that, and i understand that completely, i have found workarounds for features i would like to implement, so it has not been a hinderance.

Having said that, if the "height vs depth" issue is present also in UFO-based hybrid mods (which I think it is, because I don't remember implementing anything special)... I can try improving it somehow... not promising anything tho.

That is really the only issue i am running into, as "Underwater Only" Craft weapons do not work on AIRBORNE ufos in TFTD, so if there is a way to maybe denote maximum and minimum altitudes for terrain IDs maybe, taht would solve that issue.

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OXCE Suggestions NEW / TFTD Based Hybrid options
« on: December 03, 2023, 09:29:01 pm »
In my mod "TFTD Vanilla Plus", I have used the fakeUnderwater tag as a "land" tag, this has worked very well for the most part. But upon further inspection, UFOs on land continue to use Depth and are not Airborne. other things such as this on globe and having to use "underwater" deployments can confuse people trying to develop land and underwater loadouts.

I was wondering if its possible to have the reverse option of fakeUnderwater, Like fakeSurface, that would denote all UFOs height to AIRBORNE, and would prevent certain xcom craft from engaging them and prevent Underwater only weapons from working on the "Surface:.

I am not sure how feasible it is to add both DEPTH and HEIGHT from both games, but that as well might add a some differentiation as well, requiring upgrades for higher altitudes and depths at the same time.

5
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 03, 2023, 04:55:21 am »
Hello sir, looks like the Bishop UFOpadia is missing its image, getting this error upon middle click. Love the art in this mod, excited to play it!

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Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 29, 2023, 03:31:54 am »
Dear Daev,

I ready some time ago on the forum about a map set on a petroleum platform, but i think It was abandoned or something...care to recover the idea and make a mission in that kind of site?

That's already in the mod! The Martian made his own reedition in the mod "Maps of the Deep", that i have included in the pack. The Martian was a big help in me learning to mod and providing resources!

7
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 28, 2023, 04:35:48 am »
I started doing a Let's play on this combined with my own Mod:

https://youtu.be/akFrCj-j3l4


Thanks brother! I will check it out when i have time, I will be taking notes!

8
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 27, 2023, 08:17:52 pm »
Based on the original post and being based on or inspired by "Easier TFTD" mod, I thought the intent was to make the mod easier than vanilla TFTD. (Which I'm not personally that interested in.)

But it appears that is not the purpose, but rather make the game somewhat longer, balance it differently and make it more sensible. Whether it becomes somewhat easier or harder is immaterial. (As a TFTD veteran I'd say the vanilla game is not all that difficult, if you know how to play it, but rather some missions are just so tedious and dangerous that you want to avoid them, because you don't need to complete them.) I definitely think the idea of different (and easier) Alien Base missions sounds promising. The same applies to 2-stage terror ship missions.

Significant increase in variety is also something I'm looking forward to. Wrt. TFTD I have liked TWoTS a lot but its one drawback is that the progress might end up being very slow and sluggish repeat of hundreds of essentially identical and easy-ish USO missions (unless you just shoot down and ignore). If there would be more variety (compare, for example, to X-Com Files), I suppose that could avoid getting bored by the game too quickly.

When looking out for balancing and making various things more relevant, you may also want to check out, compare and contrast to how this was accomplished in TFTD Evolution by Alpha Centauri Bear. The purpose of that mod was also to make the game more difficult (even excessively so, I think): https://openxcom.org/forum/index.php/topic,8661.0.html

Thank you for the link and the advice!

You are right on the money with my goal, if something is easier as a result of being more fair or less frustrating, so be it. But preserving difficulty while not making it just annoying to play is one of my main goals.

A bit of backround, this mod born out of a want for a TFTD with the same gameplay, but less frustrating/unfair but still difficult. More decisions that must be made and ways to play, like in reavers harmony mod, and the variety that TWoTs has but without the ENTIRE game revamped. I am in no way a perfect Classic Xcom player, but when i played TFTD on veteran, I was able to beat it by rushing sonic pulsers, then sonic cannons. Ignoring most missions and rushing RSH and cheesing the last mission. While it was fun, that play style seems to be the only way to play and win the game, as doing something like a Artifact site would be silly, as the cost is not worth it. That is the balance i want to fix, having missions be less frustrating so you want to play them, and having them atleast give something you need, such as the sonic weapons you need to convert to human ones, grenades etc, while not overstaying their welcome, or by providing variety in terrain and layouts. While i think the balance of the current version is good, my end vision is to have something more all encompassing, where every decision is deliberate. i will say as well, Long War 1 is a big inspiration, so things like SMGs and such were directly inspired by that.

I will update the main post with a thesis statement in the goals of what i am trying to achieve, but as of right now, this is it.

9
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 27, 2023, 01:43:35 am »
Daev, that's a great idea for the mod and good job! I just played TFTD after many, many years and I enjoy it a lot. I have one suggestion regarding balancing - ION armor is available immediately after plastic aqua armor, maybe there should be some additional dependency - for example the lobster technician? Otherwise, it doesn't make sense to manufacture plastic armor, ion is much better.

Thanks! I have plans to do a small research "overhaul" to make the tree take longer to research, requiring multiple bases, as well as making more techs useful. I am still writing up my design document on it, but i think that is a good idea! My goal at the end is to make every research useful, so weather by having techs harder to get, or by making ion armor harder to manufacturer, making aqua plastic armor more economical, I am still working it out.

10
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 24, 2023, 08:11:46 am »
Not to spam, but Large update, Hybrid Geoscape update allows you to shoot down USOs over land!

Full changelog

Code: [Select]
1.03
Big Feature: New Geoscape and Lite Hybrid elements
Can shoot down USOs over land and assault them using surface only weapons
Terrains and maps from UFO have been ported

Implemented Reaver’s building systems, build-over, empty rooms, ETC
(Thanks again Reaver, love your work!)

Implemented a few OXCE features, such as Bughunt more and Surrendering
Implemented a few UI tweaks from “Enhanced Visuals”

Fixes and Tweaks:
Hotfixed a few issues
Buffed Large Stores
GMPistol Accuracy was bugged
Fixed Color issue on displacer armor feet
Fixed Routes on some XBASE maps, so Xcom units can spawn there

11
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 24, 2023, 05:05:04 am »
Good! Hey does this mod incorporate "tftd expanded arsenal"?
https://mod.io/g/openxcom/m/tftd-expanded-arsenal

It is! a more updated version with better fixes is include, and so are all my other mods, i would consider the old mods unsupported at this time.

I will edit the main post at some point to include those!

12
Released Mods / Re: [TFTD] TFTD: Vanilla Plus
« on: November 23, 2023, 07:32:57 am »
Sure, version i quickly. tested Is 1.003  :)

New update, you might like it:

1.02
Secret Addition for later update :)
Implemented Geoscape Icons, -Thanks Reaver!
Implemented Inventory Sprites for Aliens and Tanks
Added 2 New Facilities: Large Workshop, Large Laboratory
Fixed BLMG Clip size
Fixed Strings for Some Facilities
Fixed Order of Facilities
Buffed Minigun Clip to 100
Changed GMLG autoshots to 6
Changed GMLG snap tu from 25 to 20
Modified HitFrames for Automatic Weapons
Modified Bigobs and UFO for LMGs
Changed Jet Repeater to be more different from AutoPistol
Change All SMGS to shoot 4 Shots each
Adjusted GSMG and Clip Sprites
Buffed GLMG Clip size to 42
Buffed BLMG Clip size to 48
Buffed GSMG Clip size to 28
Buffed DMPISTOL Clip size to 20
Buffed DSMG Clip size to 24

13
Released Mods / Re: [TFTD][MAP PACK] Maps from the Deep
« on: November 22, 2023, 04:04:25 pm »
Love the maps Brother!  After playing it a few times, the variety is so nice, and the new USOs are very fun maps to play on. Some of the USO designs were a little strange at first, but after playing them more, the more I realized it fit with an alien race we know nothing of. An the new terror missions and civilians is really good window dressing

Hope you make more in the future!

14
Released Mods / Re: [TFTD] TFTD: Vanilla Plus
« on: November 21, 2023, 06:41:52 pm »
First interception with acquatoid, all acquanauts died and triton lost!! Damn cannot remembre tftd was so hard! Diff level: veteran  :'(

anyway here are some. Don't know whether acquatoid in battlescape mode is displayed as black is a bug or because it has not been researched it yet...

Edit: for those who want a tftd experience without the eccessive hassle of twots  :P

Thanks for more images! And yeah, i haven't incorporated alien inventory images as of yet, that is on the list!
I have some goals i am working on, but small things like that should be in soon.

And it shouldnt be too hard, as i based all the balancing off of "Easier TFTD" by reaver, but its still no cakewalk to be sure!

Let me know if you find any bugs/crashes, and i have been doing frequent updates, so the SMG for example shoots 5 auto shots now, dont forget to update!

15
Released Mods / [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 19, 2023, 10:15:53 pm »


https://mod.io/g/openxcom/m/tftd-vanilla-plus

REQUIRES OXCE

The main goal of the V+ project is to create a fun experience for TFTD, while keeping the original atmosphere and gameplay of the game. This is done through a variety of ways, all of them having the main goal of increasing variety, decreasing frustration, and providing interesting decisions to make. while some of my decisions can be controversial, such as removing some 2 stage missions, modifying alien bases, etc. This does not make the game easier, but makes the decision of doing a mission different. For Example, doing an alien base before getting DPL is usually a death sentence, due to the abundance of Tentaculate and the permanent darkness. By making alien bases closer to UFO, being a 1 stage complex with the race based on the mission that made it, allows for alien bases to be done earlier, while still being challenging, as you don't have a DPL to cheese with.

Some features are mainly to provide variety or lore building, such as the Hybrid Geoscape for surface USO activity, and new research topics and the like.

While I think the mod is in a good state and very close to my vision, DEVELOPMENT IS NOT DONE, and new features will be added in time, and balance is updated consistently




Features:
New Hybrid Globe and Lite Features, USOs can be shot down over land and recovered!

Tweaked balance, enemies will have hard counters, and lobstermen are no longer ball crushers.

Building system has been tweaked, empty rooms can be buit over, and rooms directly upgraded for faster construction times.

Alien Bases overhauled, starting out as small outposts that grow in size, alien race is no longer fixed on bases.

New weapons and tweaked tech tree, such as surface only lasers.

New Armors to provide stronger protection in exchange for stats.

New enemies to add variety and fill out rosters, less tentaculates as well.

New missions, provided by "Maps of the Deep", and Some missions are only 1 part.

New Base Facilites to provide a way to "Catch up" from mistakes, such as training pools and medbays.

New Crafts, Fighter and Troop Carrier, to bridge the gap between the new alien subs and you.

New Icons for Geoscape crafts and USOs, to provide diversity to the Geoscape.

Alien weapons cannot be used in any way, must be converted into their human counterparts, as well as a nerf in sale price, making a real choice between selling them or making weapons.

Tweaked Manufacturing Costs, making certain items harder or easier to get.

Many QOL mods, like status indicators, day or night indicators, enhacned solider previews, Armed Civilians and more.



BALANCE ISSUES WILL EXIST, I would love balance issues, comments, feedback, etc, as i will be expanding on this mod with time.

See Github for experimental changes:
https://github.com/NeonNito/TFTD-Vanilla-Plus



Incorporated mods/Credits:

All my previous mods:
Expanded Arsenal, Human Sonic Weapons, Alien Rank Variants, Expanded Aliens

Parts of XCOM Visual Upgrade by Xross

Easier TFTD by Reaver

Hybrid Globe by Luke83

Better Small Torpedoes by Starving_Poet

Maps of the Deep by TheMartian

Enhanced Sub Reskin by Roxis231

Various sprites and mods by TheMartian

Various old mods (Moray, Training Pool, Large QTRS, ETC) by Authors

IF I MISSED ANY, LET ME KNOW AND I WILL UPDATE CREDITS

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