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Topics - Arthanor

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31
Work In Progress / Flamethrower ideas
« on: February 20, 2015, 07:56:15 pm »
I tried the flamethrower mod, but haven't been all that impressed by it. This is a brain stormy post and kind of a "call to the community".

It is possible to add new explosion sprites for the nightly. I've already done it in the ExtraExplosions mod. If we use arcing shot with rapid bullet speed and a "long" bullet sprite, it could look like someone is spraying burst of flamey stuff that spreads/splashes upon hitting the floor. Add "fwoosh" firing and exploding sounds and we might get something better than the current flamethrower.

The only thing left to balance would be the damage. Currently, incendiary hits are 10hp, ignoring armor. That makes an accurate autoshot (8 shots) deal 80 damage to any alien in the game regardless of armor (except snakemen, ethereals, silacoids and chryssalids who have some resistance). Feels a bit OP and it does not really work since armor should protect you somewhat. I guess the answer to that is to redefine the armor of certain aliens (sectopods for sure) to be more resistant to incendiary damage.

So all of that sounds pretty doable, I'd say. Except that I have no clue where to get sounds and the only program I use for graphics is paint.. If there's anyone willing to contribute sprites and sounds, I would be happy to put things together in a ruleset and publishing it (with all due credits of course).

32
Troubleshooting / Intercepting UFOs ?!
« on: February 18, 2015, 10:55:11 pm »
I have to admit, I don't remember how it used to work in XCom, but intercepting small UFOs after the "one timer to rule them all" nightly has become nigh impossible.

Sending just one interceptor on a very small UFO, the best result I have had was a few cannon shots at it. Most of the time, the window pops up, I click aggressive, disable missiles (I want it to crash) and the UFO doesn't even come close to cannon range.

Does waiting at full range with the window minimized count as "intercepting"? I have had even less success getting two interceptors on a UFO than one. When I have attempted that, by the time I get my 2nd interceptor on a UFO, click aggressive, maximize my first interceptor and click aggressive, the UFO disengages within seconds. Interestingly, it disengages from both crafts at the same time, even though the first interceptor's interception window has been up for longer.

If you try to call the attack as soon as a window pops, to kind of send interceptors in waves, it's impossible to get more than one interception because you can't minimize the interception window so "geoscape time" doesn't tick so the 2nd interceptor can't catch up.

As I said, I don't remember vanilla XCom, but the behavior changed rather radically with that commit.

33
Offtopic / What did you like in Xenonauts?
« on: November 22, 2014, 07:08:40 pm »
In another thread, someone mentioned Xenonaut and I got curious enough (and I am bored enough with what I'm supposed to be doing) to look at it a bit more.

Watching the IGN review showed me enough to convince me I did not want to try it, but I am still curious to hear the opinion of others. Especially, I'd like to know what you liked in it, so that we can look into bringing it in OpenXCom as mods :D

Stuff the reviewers mentioned that they liked was:
1- Side doors on the transport
2- New/cool stuff with aliens, although I don't know what. Robots and regenerating lizardmen I think?

1- We already have that, although I liked how the transport was larger than the soldier capacity. Being packed like sardines looks a bit silly.
2- New aliens are always cool, if difficult to do on the sprite/special weapons side. But that's something I want to work on after the XAE.

I don't think we can do regenerating aliens. I remember someone suggesting we could get an option to set "negative fatal wounds" on aliens, so they start regenerating health, but that would have to respect maximum health too. Could make a cool opponent.

Robots? We have sectopods, but there's always room for more. Were they just resistant to AP and vulnerable to lasers? More variability in resistance could be interesting to add through races, since currently it's pretty much: shoot everything with plasma and shoot sectopods with heavy lasers. Don't shoot mutons with AP is kind of irrelevant since you're using plasma most of the time.

So, what else did you like? Twists in the research tree, weapons/armors/tanks/crafts? Even certain functions are possible to add, with enough work (ex.: color markings for armor).

34
Suggestions / Non-weapon item in the left hand for HWPs?
« on: November 19, 2014, 04:49:07 am »
I am trying to make use of the awesome new feature allowing two weapons for HWPs. I have been able to make use of two weapons without problems.

Another thing that I am trying to do, however, is give other items to HWPs. For example, a tank with an integrated motion scanner. Or in this case, a dog (to represent its ability to sniff out aliens). Unfortunately, the motion detector ends up in the dog's backpack instead of in its "hand", so it's unuseable.

I have tried defining items as fixedWeapons, or not, and defining the dog as a livingWeapon, or not, but nothing does it.

Making the motion scanner equivalents fixedWeapons just ends up with them being unmovable (so stuck in the backpack).

Making dogs livingWeapons does absolutely nothing. It doesn't prevent them from using grenades/medikits/guns and doesn't help with the placement of the items either :/

Is there any way to do this or, as I suspect, is this new feature limited to weapons? As far as modding is concerned, it would be best if the 2nd item always goes in the left hand, no matter what it is.

35
Troubleshooting / Recoverable armors and stunned soldiers
« on: November 18, 2014, 09:59:08 pm »
Recoverable and repairable armors have been a feature of OpenXCom mods for a while.

In vanilla, a dead soldier means a destroyed armor. With mods in OpenXCom, you can recover the corpse and, from it, make a new armor through a manufacturing project.

A problem arises when your soldier is only stunned though. In both vanilla and OpenXCom, a stunned soldier comes back with his armor at the end of the mission. But there is also a corpse.. which, if it is set to recoverable, will give you what you need to repair the armor, even though your soldier is also already wearing that armor. So stunning soldiers duplicates armors.

As far as I know, there is nothing to set the recovery of armor from a stunned soldier to false. Not that it would be a great fix since you would then recover a broken armor (from the corpse) from a stunned soldier, even if he has only been hit by a stun bomb..

The other way of addressing this would be to prevent the corpse recovery if the soldier was just stunned. Then you get the pristine armor from your stunned soldier and no damaged armor from the corpse. But there is also nothing to do that..

Would it be possible, at the very end of missions (just before debriefing),  to reanimate all stunned soldiers? It doesn't change anything to the outcome, except that it replaces stunned soldier corpses with active soldiers, thus the corpses would not be there to be recovered.

36
Suggestions / producedItems list in Manufacture
« on: October 29, 2014, 11:40:17 pm »
In the XAE, I often make use of the "producedItems" property of manufacturing projects. It's awesome to convert stuff, produce batches of items or produce many items from one (especially good for chopping up cyberdisc/sectopod corpses into components ).

One problem I run into is that there is no way to tell other users of my mod what a given project will produce beyond really cumbersome UFOPaedia entries. Would it be possible to add a "Produced Items" list to the manufacturing page, much like the "Required Items" are listed?

The image below is a (very) crude example of what I mean.

37
I just managed to get a nightly version running (yay!) and in basescape/geograph it's just awesome. The added options are amazing.

I don't know what changed in the battlescape, but once I get there the game is super sluggish. My computer is crappy (Intel Atom dual core 1.6 Ghz, 1GB Ram, no graphics card, it's a tiny Acer Aspire One) but it ran 1.0 flawlessly. That's actually one of the reason I found OpenXCom: I was looking for old games I could run on a crappy computer.

In 1.0, if I try to use any graphic filter, performance becomes terrible, but that's fine I just did not use any. But in the nightly (1.0gcdf4ff1 ?), it's slow with no filter (I actually have not tried filters, since it would probably just get stuck).

For now, I do battles in 1.0, everything else in the nightly. But that's hardly a working solution..

38
Resources / [Graphics]Alternative Explosion Sprites
« on: October 23, 2014, 06:47:54 pm »
Hello!

I am not sure if I remember it from EU or TftD, but I do remember stun explosions looking purplish in some XCom I played and I liked that. Similarly, having big fiery explosions when you throw a smoke grenade seems weird. Since I just managed to get the nightly going and I thought it allowed customization of explosions, I went to work.

Problem is, it crashes my game as soon as the explosion goes off :/ I have attached the sprite I use and this is my test mod ruleset:

Code: [Select]
items:
  - type: STR_STUN_BOMB
    hitAnimation: 8
  - type: STR_STUN_GRENADE
    hitAnimation: 8
extraSprites:
  - type: X1.PCK
    width: 1024
    height: 64
    subX: 128
    subY: 64
    files:
      8: Resources/Stun_Explosion/XStun.png

If I replace all the "8" by "0", it uses the stun sprite for every explosion just fine, which seems to imply that there is nothing wrong with the way I import it. I used index 8, since the normal explosion is 8 frames so should be 0 to 7 (and indeed is called using hitAnimation: 0). Any ideas?

Thanks in advance! Once this one works, I'll do one for smoke as well and combine them into a single mod.

39
After playing with 1.0 for a while (which worked flawlessly), I have finally given in and decided to go the next step: Use the "nightly" version. Of course, there is no such thing on Linux, so it means downloading the code and compiling.

I installed all the dependencies first and then followed the instructions from https://www.ufopaedia.org/index.php?title=Compiling_with_Make_%28OpenXcom%29. Everything compiled :D

The game actually loads (and loads all mods I ask it too) and accesses the data and user folders from my 1.0 install (presumably, since it knows of all the mods and when I disabled them in the compiled version, they were disabled in the 1.0 install too. (I kept every mod off for now, to not complicate things)

When I click "New Battle", I get as far as the red/orange screen with the terror mission description, click OK and crash to desktop instead going to the pre-mission inventory screen. If I want to start a new game, I get to pick the difficulty and then crash to desktop before the geoscape.

Launching OpenXCom from a terminal, I got some extra info. 14 instances of:
Code: [Select]
fluidsynth: warning: Failed to pin the sample data to RAM; swapping is possible.
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GM.sf2"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf2/FluidR3_GM.sf2"

followed by:
Code: [Select]
Segmentation fault
I looked into that folder and, although it exists, there is no file named FluidR3_GM.sf2 in there. Is that something I am supposed to have from some other installation? I have no idea where to get that, or why it is needed for the nightly but not 1.0..

Thank you in advance to anyone willing to help!

40
Offtopic / Retaliation mission behavior in OpenXCom
« on: August 13, 2014, 07:47:37 pm »
I did not know where to as the question, so I ended up putting it here..

I was wondering how the retaliation missions work in OpenXCom. Do they:

- behave as in the original, where you get a battleship every few days until you play the base defense mission? (and then losing/winning doesn't matter, the mission ends either way).
- end with the first battleship that is sent, which would be more "sensible", instead of the exploitable constant supply of battleships? And more in keeping with the "end after a mission": If XCom successfully defends the base, or successfully crash and recover the UFO, the outcome is the same for the aliens: They lost the battleship, so the outcome should probably also be the same for XCom: No more attacks.
- do something else entirely? Ex.: Keep attacking until the base goes down.

I am hoping it is option #2, since it is more sensible. Also, this way I won't have to scramble all my fighters to catch one battleship every few days in order to not lose my radar base (will probably end up evacuating and destroying the base, as I am not powerful enough to defend it over long enough a period to build living quarters there so I can send a base defense crew).

41
Suggestions / Clip dependent weapon stats
« on: August 10, 2014, 08:26:55 pm »
Hi!

In the interest of modding, I was wondering if it would be possible to add the option to define the range of a  weapon in the weapon clips instead of the weapon itself. This could, for example, allow shotguns with a small max range for pellets, but longer for single shot slugs. Or different accuracy dropoffs for different ammo.

Thank you!

42
Work In Progress / [UFOs]A better way to get UFO information
« on: August 05, 2014, 02:09:14 am »
I've been playing with the Alien Armoury Expanded mod, and will likely start using Luke's UFOs soon as well, to spice things up as I test my XCom Armoury.

One thing that I find tricky is that it is almost impossible to learn about the UFOs, unless you capture..  the pilot? and then you learn about a random UFO, not the one he was piloting...

I was thinking of adding a set of items in the game, "UFO reports", that would be placed in the UFO pilot's inventory (for convenience, as I don't know how to just generate one). It would represent the reports generated by the XCom interceptor pilot and the agents on clean up about every incident (It is gathered on the UFO because that's the only way, plus.. let's say just shooting one down from the distance is not gathering much new information).

After gathering a certain number of them (say..? 10?), you can use them to manufacture a "UFO Evaluation", which represents your engineers poring over the data and coming up with their analysis, plus contributing what they know of the engineering of UFOs.

That item could then used for a quick research, which is your scientists compiling and archiving all the information, to go in the UFOPaedia.

This is the only way I know of of accumulating multiple items until enough are gathered to start a research project. I don't want one report to be enough and the only way to "convert" items in the game is through manufacturing. I like that it can be rationalized as involving the engineers too.

Of course, every time a new craft is added, the mod would need to be updated to add the report to the new craft. It should not be too much work though, since there aren't often that many new UFOs.

Any thoughts? Is that worth looking into?

43
Work In Progress / [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: July 24, 2014, 08:23:34 pm »
Version 1.03 is there!

This mod was created with the aim of diversifying the game play and equipment used while going through the game. It is intended to be used whole, but it comes in many parts that all should (..!) work by themselves. This allows YOU to pick and chose which mod to use (even only one!) and design the experience YOU want. If you think something is missing, let me know!

Together, the mods combine to create a longer game in which your squads are outfitted with successive tiers of equipment, always improving. This adds more demand from your materials (ever ran out of Alien Alloys? You might!), workshops (producing the latest armour/weapon/craft) and lab (there is a LOT more to research), making the game longer and more strategically challenging.

I have found the extension of the game time to work well, smoothing the progression instead of having a series of underpowered to OP quick transitions (getting laser rifles, power/flight suits, heavy plasma, psi).

This mod is intended to be used along with the Alien Armoury Expanded.

I strongly recommend using the additional races (gazer, waspite/cover, anthropod, mechtoid), Terrain Pack, Mission Pack and YetMoreUFOs as well, since they add a lot of variety in engagements.

Although not integrated in the XCom Armoury Expanded, the following mods are fully compatible and I have enjoyed using them in my campaigns:
- GravArmors
- GuidedMissiles
- MoriartyPlasmaCannon
- Stun Grenade

This mod is build in a modular way, with a selection of rules files that build upon each others while still being mostly independent (ie rarely do you need one mod to make another one work and they will never break each other). All weapons and crafts are balanced together to ensure they are all relevant at some point in the game. The modules are:

Basic Modules:
- XCom Armoury Expanded: Adds shotgun and sniper rifle equivalents for ballistic and laser weapons, along with a reskin of laser weapons to make them all follow the same aesthetic (from the original laser rifle). Credits: Warboy for the shotgun and sniper rifle, Chiko and Aldorn for the laser weapon reskin.

- XCom Armoury Expanded Crafts: The XCom answer to new UFOs, along with a craft weapon re-balance to make air combat more challenging (Credit: Istrebitel). This adds:
+ Obstructor: An Interceptor with Alien Alloy hull, making it lighter (a bit faster) and more resistant to damage.
+ Retaliator: An further improved Interceptor using Alien Alloy and UFO Navigation. Credits: Shadow
+ Thunderstorm: A fast, one weapon “interdictor” to quickly respond to small threats. Credits: Tyran_nick
+ Raven: The first XCom craft designed using UFO Construction, from an industry prototype (which would have become what is in XCom2012, but the aliens showed up in 1999!). It outclasses the Interceptor family, requires Elerium to build but not to fly. Credits: MickTheMage
+ Sentinel: A tough, lumbering behemoth of the sky who can take damage like few others. The counterpart to the Firestorm speed. Credits: Warboy.
+ Skywarden: A Skyranger with Alien Alloy hull, making it tougher and able to sport two side doors for rapid deployment without compromising a safe landing in alien controlled space.
+ Skyguardian: The pinnacle of the Sky-transport family, responsive enough to intercept crafts with its one weapon, able to carry 16 soldiers and deploy them through two side doors and a back ramp.

Expansion Modules:
- XAE Research and Manufacture: My take on what research should be like in XCom. No more quick plasma access, or even lasers. Everything takes work. Recommended to use with other Expansion Modules to widen your weapon options, since there is no early laser rifles and heavy plasmas anymore. Credits: NeoWorm for laser and TurkishSwede for plasma research.
- XAE Alloy Ammo: Adds new ammunition for all ballistic weapons, increasing the AP damage capabilities. Credits: moriarty
- XAE Utility: Adds utility weapons (Combat Knife, Taser, Grenade Launcher, Single Shot Rocket Launcher, Rocket Propelled Grenade Launcher) to widen the selection available at the beginning of the game. A complement to the XAE Alloy Ammo, to help you survive the early game while going through the longer research tree. Credits: Ryskeliini
- XAE Gauss: Adds Gauss weapons as a complement to Laser weapons. High precision, low rate of fire, to contrast with the rapid-fire lasers.
- XAE Gauss DE Ammo: A new ammunition for Gauss weapons, made of Depleted Elerium.
- XAE Elerium Lasers: Laser weapons using an elerium lens to better focus their beams (see XCom-Interceptor), an improvement on the regular laser, on par with Gauss weapons with DE Ammo.
- XAE Advanced Weapons: Adds a Laser Blaster and Gauss Launcher to XCom's weapons, which take over the AutoCannon and Heavy Cannon roles, respectively, with tiers to follow the Laser and Gauss progression.
- XAE Elerium Missiles: A new missile type for XCom crafts, requires Elerium Bombs from the Alien Armoury Expanded.
- XAE Small Bombs: Two new bombs for the small launcher, available as soon as it is researched. An explosive bomb (damage a little higher than a grenade) and a smoke bomb. Allows the Small Launcher to replace the Grenade Launcher in mid/late-game. Still compatible with Elerium Bombs (but has to be loaded AFTER the Alien Armoury Expanded, otherwise the new bombs won't work).
- XAE Imp MediKit: An Improved MediKit which heals more hp per fatal wounds, leading to healthier operatives on the field and shorter recovery times. Requires Alien Tech research.
- XAE MagArmor: A personal armour variant surrounding the operative with a strong magnetic field to deflect incoming plasma. Also uses the MindLink Interface to boost firing accuracy and reactions.
- XAE Scout Armour: A lighter, faster personal armour variant, perfect for scouting duties.
- XAE Power Suits and Armours: Moves Power and Flying Suits to a mid-tier armour instead of the early access, almost impervious armour it is normally. A new series of Power Armour and Flying Armour is introduced, which takes over the endgame armour role.
- XAE Tanks:
+ An all new tier of tanks with alloy hulls. (Currently.. overpowered? They have the same armor as hovertanks which might be too much.. Let me know!)
+ A complete rework of tanks to be modular: Hull and Weapon are separate. You can now replace the obsolete cannon turret with a shiny new laser cannon, or put a rocket launcher on your hovertanks! (For those who want "regular tanks", an alternate ruleset will be coming soon)
+ Destroyed tank hulls are repairable, to work along the new armours and the changes made by the GravArmors mod (Strongly recommended, to be incorporated eventually) which allow infantry armour to be repaired. Tank weapons are destroyed, however, as the aliens always make sure to take them out.
- Tanks Simple: An alternate Tanks Expansion module which enables "vanilla" build and field behavior for tanks. It is simpler but does not offer the same opportunity as the XAE Tanks mod.
(NOTE: FOR OBVIOUS REASONS, THE TWO TANKS MODULES ARE NOT COMPATIBLE, CHOOSE ONE OR THE OTHER
- Elerium Explosives: Proxy grenades, High explosives, Rocket, AutoCannon and Heavy Cannon explosive ammo using Elerium for more damage. A ressource intensive way to get more damage on those pesky cyberdiscs.
- Attack Dogs: Dioxine's original Attack Dog, now with an improved Armoured Attack Dog variant, with more transport capability. Currently, both "hands" of the dogs are taken, preventing it from using weapons (in Nightly version). Once I figure out how to make it work, this mod will include the "Dog Warning System" (ie a motion scanner for dogs).


====Original First Post====
I just recently joined the community and it is very cool to see so much work going into this old gem of a game!

Although my first reaction upon seeing mods was: "Pff, the original was fine", I am quickly realizing the value of all the tweaks and improvements that are coming from the community. One thing that I still have issues with, however, is the variety and overlap between certain mods.

Many new weapons, many new crafts, all sort of addressing similar issues in different ways. Inspired by the Alien Armoury Expanded, I think a "XCom Armoury Expanded" would be a great addition, to pull together some of the great work that has been done here. Very much like the AAE, this mod will try to keep its content streamlined to things that are in direct continuation of the original. No fancy new weapons class as I think that deserves its own mod. Just a (fair) few new crafts, and some additional variety for wargear.

I first intend to work on the crafts, to create
- XCom_Armory_Expanded_Crafts:
  - Alloy Crafts (both Interceptors and Skyrangers)
  - SkyTransit
  - Retaliator
  - Thunderstorm
  - Raven
  - Sentinel
  - A stat rebalance to keep everything relevant (inspired by the "air combat rebalanced" mod)
  - Updated Tech Tree

The second part will be the XCom_Armory_Expanded itself, to add:
- laser sniper rifle and scatter laser (as counterparts of the new plasma weapons in the AAE)
- regular sniper rifle and shotgun (as above)
- A light stat rebalance
- Updated Tech Tree including making plasma more difficult to use.

The aim is to combine with the Alien version and provide an expanded game experience that is still very close to the original game. Other mods can then be grafted on, for example more realistic starting weapons, altogether new weapons/armors, new aliens, etc. to create a different experience.

As it is, I have a draft for the craft stat changes, as well as an idea of the new craft tech tree. Stats will be tweaked in order to obtain a progression in both fighters and transporters and to try to maintain relevance of a variety of crafts later in game. As such, it will look like:

Interceptor -> Alloy Interceptor -> Retaliator
Skyranger -> Alloy Skyranger -> Skywarden
With diminishing rent as more alien components replace earth ones, but still keeping some to represent fuel use.

As a supplement to the Retaliator, the Thunderstorm will be a fast and still rather resilient craft aimed at taking out small and deadly UFOs (ex.: the fighter from AAE) but with only one weapon hard point preventing it from taking on larger targets unless in swarms.

The Raven is included as the first human craft using entirely alien components, unlocked after UFO construction. Slower and weaker than the firestorm, it uses a "slow burning Elerium Reactor" which requires elerium and power source at construction but not later.

The Firestorm is improved by making it faster to repair because of the modular structure of saucer crafts and making it more fuel efficient.

The Sentinel changes in role to a heavy support craft, its resilience allowing it to accompany Avengers in taking out the largest UFOs.

The lightning gains the same engine as the raven and faster repairs being a saucer craft. It is aimed at intercepting small UFOs independently and delivering a small, relatively adept crew to recover the UFO. No need to send a fighter and your full skyranger crew to take down escort UFOs, so save on hangar/maintenance/rent/fuel.

The Avenger is unchanged, remaining the king of the skies. And the tech tree is attached. The hybrid crafts are their own branch, that will be relatively quick to research since they are based on well known Earth designs. The craft themselves will also be quick to manufacture, to represent the delivery of ready made earth parts to the workshop, XCom only having to work on the alien components. Conversely, the late-game 100% UFO based crafts will take much longer to research and manufacture.

_________________________________________
                  ======>NEWS<======
_________________________________________
Current: Version 1.03 of the mod is now available! Armoured Attack Dogs!

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