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Messages - XOps

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46
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 26, 2015, 06:00:43 am »
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 :o
WHAT! This is first turn!

47
Offtopic / Re: Insane, Impossible Mod Speculation
« on: October 26, 2015, 05:51:57 am »
For me it'd be random personality traits and ensuing simulated social interactions of soldiers during their base time, indirectly influencing combat readiness and other stuff. Think Dwarf Fortress.

Oh God. Now the aliens don't need to invade. They can just let the XCom base be destroyed by one soldier who got in a bad mood and started a tantrum spiral.

In regards to impossible mods, there are two things I would love to have.
1: A special infiltration mission. When the alien battleship touches down on a city, I want it spawn an infiltration site. XCom could then land on that site like it were a terror mission. If XCom ignores the site, or fails the mission, then the pact is sighed.
2: A tactical air combat system as detailed as the ground combat. I want the XCom air war to be as desperate and detailed as the ground war.

48
I'm all for adding a waypoint limit. It would be awesome if the number of waypoints could be defined in the ruleset. That way a blaster launcher limited to 9 waypoints can only be mostly game breaking instead of completely game breaking. :)

49
Work In Progress / Re: What we need -> Sprite & Map Database
« on: October 26, 2015, 05:37:44 am »
A sprite database sounds like a neat idea.
A community resource pack sounds like a neat idea.
However, both of those are huge undertakings nearly as big as the megamods themselves. I'm fine with anyone using my spritework so long as I get mentioned in their credits list. But, I would be hesitant to involve my efforts beyond that though. I couldn't really help the community organize its sprites when I'm struggling to organize my own. :P

50
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 26, 2015, 05:16:04 am »
Finally, I was looking back through the thread and saw a bunch of different Muton sprites, and then saw that you said the third tier ballistic weapons should allow players to take on both Mutons and Snakemen (and you were also kind enough to give us a glimpse of a new Muton sprite). My question to you is this: Since Mutons are stated to be fairly resistant to traditional chemical propellant based projectile weapons, but you've also stated that tier three ballistics should be capable of bringing them down...does that mean there's going to be more enemy variety in the next release? I mean, I remember my shock when I encountered Muton Commandos (nasty pieces of work) but...are we going to have to deal with veteran alien troops that have better equipment and armor? Please say yes because that would be amazing and really add to the sense of escalation within the game.

That's the end goal. The big development hurtle I'm facing right now is to get the pacing roughly in the ballpark so it gives the feeling of escalation. In addition to armored Mutons (and another early game alien I've added), there will eventually be some heavy floaters as well, though probably not for the upcoming beta (I only have a prototype at the moment). I am also planning on plundering robin's various alien race mods soon which should help add variety.
Hopefully, I can use feedback to fine tune the pacing. I want the Aliens to be one step ahead of the player until about mid to late game.


OMFG!
Dude how many sprites did you make in the meantime? This is crazy in a good way.
You wouldn't mind my plundering some of them if i like them, right?

One of the reasons this new release is so slow is because I keep updating older sprites in addition to the new stuff. There are not really as many weapons this time as much of the new files are map, mcd, and route files. As always, you are free to plunder anything so long as I get a proper mention in the credits.

Boonie hats for the win! :3

You're in the army now, guys, the Ghostbusters jumpsuits you're used to won't cut it.

I was almost tempted to make a dress uniform.  :)

51
Could have done it in September but I had some injured troops I wanted patched up for the final mission. The alien weapon self-destruct _definitely_ slowed me down a bit at the beginning.

I've been testing my mod with weapon self-destruct and I also find it really slows player progress by a lot. It's made me realize just how much of my funding comes from selling captured alien weapons.

Also nice pics.  :)

52
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 20, 2015, 05:09:31 am »
It's been a very long time since I last logged onto these forums, and even longer since I checked up on all the progress that's been made, especially in regards to modding. Xops, I've been looking at everything you've done for this mod since version 0.80 (the last version I downloaded) and I...just holy crap man, your work is breathtaking. It's truly amazing. Honestly, I'm feeling a little lost on just what actually is in the mod because of all the work you've done (and that's not necessarily a bad thing, X-COM/XCOM, which ever version you prefer, should have a sense of mystery in regards to content). The work you've still got to do seems immense, but this in of itself was an immense undertaking in its own ways, so I'm sure you'll manage.  ;) So many new and amazing items and enemies and so many new sprites with amazing designs and a VERY well done balance (at least, the mod was very well balanced in the version I played). I'm tempted to get the current version (if I can figure out what nightly it's most compatible with), but part of me wants to wait until you release the next version. Best of luck finishing this mod, Xops. :)
Thanks for the praise. I wouldn't worry about peeking into 9.0. The difference between 9.0 and the upcoming version will be immense (9.0 1,606 files 6.48 MB vs the upcoming release with 3,276 files at 14.8 MB). So much of the sprite work has been vastly improved. Honestly, I am kind of embarrassed by some of my previous sprite work.

Tangent: Also saw you mention you were writing a book. Well, I wish you the best of luck with that, and honestly, if you put into it the same amount of effort you put into this mod, I'm sure it'll be amazing.
Thank you. I've gotten positive feedback from my beta readers so far. It looks like both my book and the next release for Xeno Ops will hit at about the same time.

53
Resources / Re: custom geoscape background
« on: October 20, 2015, 04:48:13 am »
Managed to fix the menu issue. Still doesn't fix the automatic tiling issue.

54
I just need to figure out how to change starting cash or this is sunk :O
It's in the vars.rul under initialFunding
Code: [Select]
# X-COM 1 (UFO: Enemy Unknown) ruleset
# For documentation on these values, see https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)
startingTime:
  second: 0
  minute: 0
  hour: 12
  weekday: 6
  day: 1
  month: 1
  year: 1999
costEngineer: 25000
costScientist: 30000
timePersonnel: 72
initialFunding: 6000 #<--------------------
alienFuel: [STR_ELERIUM_115, 50]
turnAIUseGrenade: 3
turnAIUseBlaster: 3
fontName: Font.dat
difficultyCoefficient: [0, 1, 2, 3, 4]

55
Love that battleship. The battlescape map for it looks pretty sweet too.  :)

56
Resources / Re: custom geoscape background
« on: October 16, 2015, 07:37:04 pm »
Just tried making a new hi-resolution background. No dice. The game automatically tiles the background to a set resolution regardless of what size it is. In addition, the menu is part of the background graphic and scales with the rest of the background.

57
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 13, 2015, 10:59:20 pm »
I've thought of a related variant : Alien ammo clips (created by deployments) can be set as non-recoverable. This way the AI doesn't risk running out of ammo, while the player doesn't get infinite ammo supply from mission. There can be an explanation that energy leaks out, and despite XCOM inventing their own power sources (drawing on precious e115 reserves), the way the alien manage to keep their own weapons loaded remains a mystery.

I've actually half way done this. I removed scavenging alien clips from the manufacturing screen (I've also cut down the types of the clips that aliens get as well). I am not sure about making them non recoverable since I have a final tech that unlocks alien gear now. I wish there was a way to set certain items to be non-recoverable until certain research projects were completed.

58
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 13, 2015, 10:32:19 pm »
Nice.  :) Now someone just needs to reskin the Chryssalids into Genestealers. Oh and make the rest of the maps look dark and gritty.

59
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: October 09, 2015, 11:13:40 pm »
I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill.

Did you alter any of the Hybrid's stats for Redux or did you copy paste? I never remember them being all that psi heavy in my mod. I gave them a high psi stat, but they never used it. Probably because they were always shooting at me instead :P

Edit: Sorry for the brief topic derail.

60
Offtopic / Re: Goodbye
« on: October 09, 2015, 11:08:45 pm »
Sorry to hear you are leaving volutar. I really enjoyed working with your MCD editor. I for one don't think you wasted your time here. Your ideas and contributions did a lot for this project and even for me personally. But no one can really help how they feel. I wish you luck on your next endeavour.

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