Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Muukalainen

Pages: 1 2 [3] 4 5 ... 7
Resources / Re: [SPRITES] Gifty's Garage
« on: July 17, 2014, 07:40:56 pm »
I like those AKs and they would suit well some rebel forces. Did you make the isometric sprites for them too?

Suggestions / Re: SUGGESTION - Fatigue?
« on: July 16, 2014, 06:05:49 pm »
Interesting idea.

I always thought that are the soldiers always on duty? Never having weekends free or any other holidays :) Who would work at Christmas? :D At least make them have double salary on holidays :) Sleeping rhymes and work schedules could be fun on simulation point of view, but maybe too overkill. But simply making new stat fatigue could work and still be fun to play the game. It would be fun to make a "base manager" game where you only controlled these kind of things and the battles were more automatic and you could only sit in your command room and give simple orders, abort, defencive, aggressive etc... how well they did was calculated on how good condition they were in.

Have you thought about how to implement this and what kind of effects it had?

I thought that it could drop the soldiers morale by the amount they had fatigue. So with fatigue 20 the soldier can only have maximum of 80 morale. Eventually if your soldiers had no rest they would start to go berserk and panic, because of the low morale. Other stat drops they could combat automatically with drugs so they don't fall asleep on the field.

How would they gain fatigue? Maybe  20 points from day mission? And 40 from night mission? Terror mission and alien base mission could have some bonus like +10. Every hour spent outside base, on the Skyranger + 10?

At the base they could recover every hour 5 to 10 points or something like that?

Work In Progress / Re: Mercenaries - Total Conversion
« on: July 16, 2014, 03:41:46 am »
Unique mercs? :D Well that would be amazing, but it would take loooooooong time to make.

About the plot or plots.

I thought that there is lots of different conflicts going on in the galaxy, and you can choose what contracts you will take. And there is randomness involved so you can always select from, let's say 3 different contracts. Do one, and the game generates you another 3 and maybe some unique ones that make the plot move forward.

Some examples:

From Laser Squad: Omni-Corp vs. Rebels, this is almost the same as in Star Wars, Imperium vs Rebels.

Completing contracts could raise your trust level on the factions and on the contrary generate heat on the rival factions that you attacked. Gaining trust would open up special missions, like in the end of the Rebels special contract tree could be multi-stage grand assault mission on some Doom Star, where you must blow it's reactor and cooling units.

If you generate too much heat on some faction there could maybe be a retaliation assault and you would have to defend your hideout or lose the game.

Omni-Corps missions / contracts could involve something like in the Alien movies, you have to go to some space ship or distant prison colony and capture one of those aliens alive.

Other conflicts could be something like:
Sectoids vs Some government
Mutant Horde vs Some science colony that made them and must now fight against them for their survival ( this could actually be Omni-Corp colony )
+ the biggest factions like Omni-Corp could have conflicts with everyone.

But we will see. The first versions will be simple. And the first goal is now to make it playable.


I have spent many hours coding it now and the new Mercscape looks horrible :D The basescape and geoscape use their own palettes so mixing them up will make the others graphics look very bad. It would probably be best to design completely new graphics for it.

Released Mods / Re: Real Vision Mod
« on: July 16, 2014, 02:52:27 am »
Cool mod :)
But I noticed that the inside of Alien Bases is dark now.
Is there a way to change that back?

Let's see. Yes, the bases are very dark and quite ugly.

The mod removes the glow of your soldiers, so you just have use flares and flaming ammo to light those bases.

Work In Progress / Re: Mercenaries - Total Conversion
« on: July 15, 2014, 10:48:44 pm »

Independent contractors. Yes, I think Contracts would be better than Missions. Thanks.

Work In Progress / Re: Mercenaries - Total Conversion
« on: July 15, 2014, 10:35:44 pm »
Wow excellent, thanks. As for a goal, i think a minimum of plot may be needed. The objective of the game may be to establish a monopoly in the mercenary business by taking out the rival  business, a bit like syndicate?

I will think about it.

The current plot is now to make enough money to pay the starting debt and so you can retire and live the rest of your life without money problems :)

Taking out rival businesses would be nice. But when you think about mercenaries I don't think you can really have a monopoly. When you think Syria it would be kind silly if the same mercs were on the both sides :) But, well, thou it will be possible in this mod, to be a real bastard :D , but you can only change sides after missions and not doing both sides the same time.

I would really like to make a gang warfare mod too and it would fit better that kind of mod. Capture alive the enemy agents, interrogate and try to locate their secret HQ and take it out.

Work In Progress / Mercenaries - Total Conversion
« on: July 15, 2014, 05:08:39 pm »


I started working on a new mod Mercenaries. It will be a bigger one and will involve new code that I have already started to work on. Instead of saving world your goal is to make money by completing missions / jobs. There will probably be some kind of Highscore screen after you decide to retire or you have completed enough of missions.


Geoscape and baseview will be combined and replaced with a new Mercscape. There you will equip your team, hire new mercs and buy / sell new equipment. Instead of showing the globe it will show you missions that are available. These will be generated and there might be some unique ones too.


Mission types I want to at least have are:
Raid - destroy enemies and get paid by the number of kills.
Occupy - secure the area, destroy all enemies and get paid only if you eliminate all enemies
Assassinate - eliminate the target or targets ( laser squad level 1 )
Rescue - rescue the target units, this is a trickier one, but should not be too hard to code ( LS mines mission and many movies have this)
Destroy - destroy the targets ( xcom base missions, LS level 2 where you must destroy all the databanks on moonbase assault...)
Capture - capture the target, alive ( think about Alien movies, or just people that know too much, or simply take some hostages for the rival faction )
Patrol - Take part in some war and move though sectors eliminating enemies. Combines raid missions.

Basically the harder the mission the better it will pay. And ofcourse you can keep and sell all the loot.


The setting will be futuristic sci-fi where you can do missions on Earth, other planets, moon bases, space ships. Xcom generated ufo maps are ok, if you change the ufos into some kind of small bases, hideouts, outposts, research facilities... Maybe also some unique maps.

Weapons, armour and other equipment

I would like to use many mods on this. The prices will be adjusted and balanced. I also thought about having a new value on every item, rarity. It would determine how much of the items are available on the market, if any. The prices could also slightly fluctuate if you sell or buy something too much.


Again good opportunity to use mods. I would like to see more human factions as enemies than only aliens. Droids would also be nice. And when you think about it, it would be nice to be able to buy and hire droids and mutants for your own team.


I can do the code, but I welcome help on other areas. Ofcourse help on the code is also welcome :)

There is already many mods that I would like to use on this.

Maps. I have never tried map making, so this is one area that I know very little about.

English. I am not english and there is some parts where help would be welcome. For example I am not yet sure how to call them missions, missions? jobs?

Enemy factions. I have many ideas already and would like to use mods like MiB and the new armours to make factions like Omni-Corp and generally to have more human opponents than only aliens. Alien, mutant and droid factions though will also be in the game.

If you are interested to take part in this, let me know.

Released Mods / Re: Real Vision Mod
« on: July 14, 2014, 08:50:14 pm »
Thanks! But it makes sense on higher resolutions, i suppose (1024x768 and up) Well, since i'm shortsightened I'm  likely to never use it  >:( :( :'(

I am too. The solution is to wear glasses or have the monitor closer to you :)

Released Mods / Re: Real Vision Mod
« on: July 14, 2014, 08:48:42 pm »
Ruleset-editable vision/night-vision ranges and unit glow (ideally armor-dependant, or even item dependant - flashlights - if possible) would be a great addition for OpenXcom in general, allowing modders to implement such ideas without having to compile a new .exe... Maybe you should contact the devs so your code would be included in the official build?

Yes, this would be the ideal solution for modders to have all the values adjustable on the ruleset.

But it is easier said than done. I first increased the visibility and then the smoke had no effect anymore. Make the aliens have equal vision rules and now they can see your soldiers because they glow like Christmas trees. Remove the glow and, well now the map is really dark. It would be nice to have some green or blue tinted glow that was not a real light on the los calculations. And that would be replaced if there was real light.

If the devs want to implement these mods to the game I will be happy to help. I think the problem is that it would easily have a spaghetti effect on the code, and only because we want to take the game more away from being Xcom :D

But yeah, I might update this someday and try to implement those ideas you had at least to this fork.

Released Mods / Re: Real Vision Mod
« on: July 14, 2014, 07:54:23 pm »
Looks interesting.  I don't know much C++, but I'd like to take a look.

GitHub is pretty easy to use.  If you create an account they will walk you through creating a repository, and the GitHub for Windows application is pretty easy to use.

Mmm... also, you shouldn't edit the Xcom1Ruleset.rul file directly.  Make a new .rul file and activate it in the mod section of OpenXCom's options.  It will overrule anything in Xcom1Ruleset at run time if it needs to.

I think in this situation is was the most safe way to do it. The code might not work if the nightvision stats were not there. In this version they are as integral part of the game as any other stat.

Ofcourse everyone can now make their own ruleset files that adjust those values.

And in the installation notes I explained people to make new copy of their game.

About c++, yeah, it was real gibberish for me after doing only java programming for the last 8 years. But not too hard, and I used to make some simple games back in the Dos years with c++. The VC also felt very clumsy and inefficient compared to Netbeans.

Released Mods / Real Vision Mod
« on: July 14, 2014, 07:19:56 pm »

   Real Vision Mod for Openxcom

This mod tries to take away gamey limits that annoyed me in the original game.

I always wanted to try how the game would play with better vision and now with Openxcom it
was relatively easy to make the changes.


Make a new copy of your Openxcom. (the whole folder and rename it to something like Openxcom Real Vision.

Replace the files and use the new .exe. To avoid bugs, you should probably remove the old .exe from your new "Real Vision" game folder.

I promise no compatibility with old saved games.

List of changes:

-Instead of 20 tiles, soldiers and aliens can now see 100 tiles away.

-Aliens can now also see you if your soldiers stand in the light, from far as 100 tiles away.

-Soldiers are no longer walking Christmas trees. No more glow. This makes it easier to hide in the dark. But the night missions are now very dark. Remember to bring those flares and I ammo, if you want to see anything.

-All units have now moddable "nightvision" stat. Defaults in the Ruleset are like in the original,
9 for xcom and 20 for aliens.

-Smoke calculations have been adjusted to work better with the new 100 tile sight range. At times the smoke can now be even more dense or light


This mod was made by Muukalainen.


This was my first attempt to build Windows program with c++, so I am not entirely sure if it was done right and if it works on other people's computers. If someone could try it, it would be nice.

I have no experience either with the code sharing site, but at some point I will probably try to learn that too and share the code.

Suggestions / Re: Making an alien race operate only at night ?
« on: July 13, 2014, 03:03:53 pm »
Vampires, ghouls, zombies, thralls, demons...

It could actually be quite interesting. If they only operated at night, you would probably need more bases with Skyrangers so you had any chance to catch them. Good setting for veterans who want more challenge and different threat.

It would probably need some coding done, but it does not sound too hard. Bigger part would be making the graphics and stats.

And yeah, it would make sense if some alien races did this too in X-Com :D

boolean vampire = true;

if ( daytime )

Work In Progress / Re: XCOM - The future...
« on: July 13, 2014, 01:20:14 pm »
Rofl :D  This must be made :D

Released Mods / Re: [ARMOUR] Hazmat Armour 1.0
« on: July 13, 2014, 03:28:12 am »
Yes, I think there should be a flamethrower mod (or couple) that is easily accessible. At least with these new nice suits :)

Released Mods / Re: [ARMOUR] Hazmat Armour 1.0
« on: July 13, 2014, 03:17:03 am »
Looks good. Going to buy some. But I don't have flamethrowers? Where do they sell them?

Pages: 1 2 [3] 4 5 ... 7