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Messages - SuperCaffeineDude

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16
Help / Mana simulating Fatigue/PTS/Trauma
« on: November 13, 2019, 12:23:25 am »
Hi, I'm looking through the references, and I'm looking for the best way to simulate Fatigue with the current build.

One way of simulating seems to be to have all armors drain Mana, and then there's the commendations that I think are used in Pirates(Freshness) and X-Files(Readiness) I'm not really sure where to start with that  :-[

Would anyone be able to clarify the steps involved in making a mod for just this feature and let me know if I'm barking up the wrong tree?

How to take away mana every mission (edit: see below)
How to make mana effect unit's in-combat stats (i.e. their attributes not the weapon's attributes)

I'll see meanwhile if I can get it working  :-\ :P
Cheers!

17
Resources / Re: Alternate Paperdolls In OpenXcom Extended
« on: November 10, 2019, 08:39:10 am »
Cheers bud!

Are you still working on this? all of them look awesome  :)

Forgot I posted this tbh, I believe there was some progress made regarding paperdoll layering in extended, so I want to get my head around that, previously (more than 2 years ago now) I think I burnt out when I had to save the variants and my laptop broke (plays violin), I also didn't like the idea of representing religions, but having names and paperdolls mismatching in a way that might seem pretty tasteless.

I'm thinking a way to avoid name weirdness might be to segregate them into types of soldiers that share armor, then have them available from quests (i.e. pick up soldiers (type oriental) from china, pick up soldiers (type arabian) from Egypt), that seems like a lot of work, though it potentially gives me an infinite variety cap. (Additionally I guess you could have men and women as different types of soldier, then use their "sex" as "culture" which grants me a different torso and death-scream (i.e. have some indians wearing turbans with a different set of names))
And another way might be to avoid regional specific clothing and names, though this really nulls the point of what I'd intended.

If anything should be clear from what I've written it's that I'm not clear and I'm more likely to use these assets in another project than a vanilla extension atm.

Cheers though!

18
OXCE Suggestions Abandoned / Re: [Feedback] Fatigue?
« on: November 01, 2019, 02:34:53 am »
Since this topic has been linked recently during the work on Mana, is there any chance this would be re-explored?

I think it would be very similar to Mana, with fairly similar recovery methods, but with more all-encompassing means of deteriorating the condition of soldiers.

Ways it might be different...

1. Travel-Time builds up Fatigue, i.e. soldiers that take 10 hours to get to a fight do not feel as fresh as soldiers that travel 10 minutes
2. Mission Participation can build up Fatigue, simply by being a part of a mission

3. Mental-Fatigue, Morale Damage to Fatigue (2.0 double, 1.0 direct, 0.5 half, etc.)
4. Physical-Fatigue, Energy Burnt to Fatigue (^Same^)


5. Fatigue recovery rate when wounded (i.e. 0.0 waits until healed to recover Fatigue, 0.5 recovers Fatigue at half rate whilst wounded)

6. Fatigue Subtraction Buildings, Fatigue Increasing Items (drug abuse) and Subtraction Items (idk a meditation app), Fatigue Increasing Armors (psi-armor) and Subtraction Items (idk a seat that lets the soldier literally sit this one out), standard shit that lets modders give players ways to manage the effect.

7. If not labeled "Wounded" allow a display of "Resting" or a number of different titles based on the severity of Fatigue (i.e. <=0 rested, >10 tired, >20 very tired, etc.)

8. Fatigue Resilience

9. Effects of Fatigue (default (morale =- (Fatigue * w), energy =- (Fatigue * x), strength =- (Fatigue * y), accuracy =- (Fatigue * z), etc.) These would be dealt to units at the start of each mission affecting the Cap of each bar.

10. SoldierType Fatigue Recovery Rate

Just my thoughts, I know the Mana system can be hacked into kind of fulfilling the same role, maybe there's a few ideas there you could use though :) All the best!

19
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: October 24, 2019, 12:31:33 am »
And it only got worse >:)
Good thing to see you're still working on new cool things!

Lol its an amazing project regardless ;D, thank you though, I like to graze.

...

Hahaha I just noticed that your idea is similar to mine. I'm also working on UN troopers, if you ever need some sprites, don't hesitate to ask. ;)

Kind of you to offer :), we'll see! I'm just looking into soldier types (pilots and such), defo something that'd be cool to have though.

...

I've just been going through updating my OP to reflect any ambitions I'd have, it's just fluff and pie in the sky atm, I'll probably cull the ideas down a fair bit later.
I've attached a couple of vanity-pics, the power-armors are near enough what I'd like, I'll be redrawing the more conventional armors soon.
Pics are... Eldritch with Chosen, Power-Armors, Kratonian (Grunts, Chieftain, Thrall)

20
OXCE Suggestions Archive / Re: [SUGGESTION] Geoscape News Ticker
« on: October 22, 2019, 01:48:44 am »
I was very interested in story generation using an external app that kept an eye on your personnel stats, but I've more ideas than talent  :P

I think you can trigger "animations" (I think these are limited to slides (no video??)) when you complete/fail a mission, so whilst a "news-feed" overlay might require additional work, you could always have some sort of rudimentary feedback "if win / if fail", but not performance based as far as I'm aware.

So you could have a running commentary in a few comic slides with a news anchor character conveying "thank/damn you xcom" after you win/lose a mission...


It's a neat concept though, seems like something that easily could of been in the original game.

21
OXCE Wishlists / Re: [WIP] [Suggestion] Solar's wishlist
« on: October 18, 2019, 02:32:08 am »
I think it's supported as in 'considered' and not as in 'implemented' though.

The problem I see with the facillities option is that is specific for base assaults, not universal. If you go that route you need different defintions for non base assault situations. I would prefer an universal approach that can be adapted for various mission types/map layouts. Same probably goes for SpawnInSprites - to take advantage of that option you actually need to design your map around it, and you need a way to include that animation (how/where would it be defined? Would it be unit specific? etc.). I think the original request was simply to allow additional unit spawns after the first/zeroth round.

O'no, shame :P, still it's interesting.
For the animations I'd imagine you could do either a teleport overlay (like the alien elevator particle effect (or be more inventive idk)), or/and set the animation to null by default (use forward facing sprite), then allow the modder to declare the coordinates on the unit's spritemap if they have made those alterations to said spritemap. (maybe that's not possible and I'm talking nonsense though)

I mean I guess one other thing you could do is have an invisible unit like "muton-teletrooper" "die" and spawn in the unit you want (i.e a "muton") with the "death-animation" acting as that transition.

Regardless I think it's great however (if) it comes  :D

22
OXCE Wishlists / Re: [WIP] [Suggestion] Solar's wishlist
« on: October 17, 2019, 10:25:37 pm »
Cool so is that reinforcements supported now? If so I look forward to seeing what people do with that!

I would suggest it's probably a feature highly desirable for vanilla base assaults (enclosed map), for that I would suggest...

direction: DropDownPoints // code searches for middle of base facilities marked as (EntryPoint == true) and uses a 5x5 square (the size of the the vanilla elevator) to place units (could drop units from the highest point to simulate jumping down)

SpawnInSprites [z,y,z] // instead of dropping them from a literal height just play an animation of them landing or teleporting, adds polish. In the case of teleporting, it could  also just be an overlay effect I guess.




I also wonder if, using the "direction: random" placement, one could even simulate an "aerial/orbital bombardment" (probably better achieved if you could teleport items, like primed grenades), it would probably feel a little cruel in most cases, but I imagine someone like Solarius could use it for timed missions.

Sub-Question: Would the script also be able to spawn in Civilian reinforcements (i.e. UN Troop support, Police Responders).

...

Love to reiterate the desire for suicide units, it might sound a little tasteless but mechanically they present an interesting challenge, thus it is such a troupe.

...

Anyway great, excited to see where this goes!

23
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: October 16, 2019, 02:12:22 pm »
Ah cool, I was thinking along the right lines then lol, is it possible to have more than 1 mana type I.e: mana and freshness?

I'll have to download it again it's been years, was a little too sexy for a prude like me  :-[ :P mechanically seems like a good time though (bleeding edge).

Extended offers so many avenues to explore I'm like a dazzled rabbit in torchlight lol

24
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: October 16, 2019, 01:06:46 am »
Just moved, been without internet  :'( , I've attached an image of more of what I'm working on,

The chosen: indoctrinated child warriors of the ethereals.

The Manti: a race of suicidal bugs, led by the Gelded, a upper class not so driven by hormones

The kratonian thrall (floater) is being modified to look less ice-cream like, I'm slowly redrawing the old images from screenshots.

Question, has anyone tried only recruiting from missions in their mods? (no soldiers can be bought) And how do you find it?

Also fatigue, is this ingame? (I saw extended has Mana. maybe I could use instead??)

25
Help / Re: A curious question about dual or compound ending.
« on: October 03, 2019, 10:04:31 pm »
Can you trigger bespoke animations at the end of any mission?

i.e. you succeed in a base attack, there's a slideshow of agents blowing up an alien base, followed by mission complete, you go back to the globe and can attack another base with the same results?

I take it once you click "launch to cyanide" you are on the final-mission (the game will conclude after the mission is completed)?

26
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: October 03, 2019, 07:53:34 pm »
Mr CaffeineDude dude you are heck of an artist. How about doing some Stargate sprites? Like Jaffa Warriors and Death Gliders? Instead of using old stuff from TFTD?

Thank you, I did university based on computer-games-art, now I work as a confectionery baker :-[  lol, so this is an outlet.

Star-gate isn't my jam :P but also I'm not looking to have the actual IP of other franchises. With TFTD certain units are just iconic, they can be reimagined but they'll always be a part of the Xcom franchise, the closest I'd come to Jaffa-Warriors is probably my own take on EXALT and the Advent from modern Xcom. Vaguely I would kind of like to have the mod replace all existing IP with community/my-own inspired material (perhaps in case of opexcom receiving a "cease and desist"), so that is my focus atm.

(With that said I'd like to make small references to elements of post 80's/pre-2000's pop-culture (power-rangers/TMNT/misc-cartoons, punk/glam-rock movement, arcades, blockbusters))

However, I'm not opposed to contributing assets towards other projects, if you (or anyone) are maybe alluding to a project you'd like help with, but I won't commit to much beyond the odd paperdoll  :P (I get distracted enough and sprite-work is a bog).

27
OXCE Support / Re: Brainstorm
« on: October 03, 2019, 01:02:07 am »
Your insight is welcome Solarius, if committed modders like yourself wouldn't use these suggestions, they definitely shouldn't be done on my whimsy.

1.3 (On Hit Consume User) Yeah I kind of see this a no-nonsense approach to getting "parasite host" monsters, suicide could be used (i.e. hits enemy, but dies) if we could remove the survival instinct, but then there's problems with whether it leaves a corpse and what happens if it doesn't succeed in its attack I guess.

1.4 (Transformation Delay) Personally for me, I'd like this because you could have;
A. hatching eggs
B. deploying machines
C. civilians hosting enemies
D. undercover civilian terrorists (though maybe that should itself be a suggestion)

1.5 (Retain Gear) I like the idea of retaining gear, I believe you can already simulate retaining armor by making a different zombie when a target with armor-X is hit (??), it would be an interesting option for a type of zombie with high enough motor-function to shoot (without relying on them to pick up a dropped gun),
(Plus I have this vision of a jellyfish that lands on your head and makes you blast your friends away)

2 (Gore) I think I did read through your wishlist after this, I've tried to keep it basic, in my mind's-eye there is a lot you could potentially do with overkill.

3 (Melee) Yeah I'm pretty much just pissing in the dark with this, I've read some comments that melee was a pain to sort out, however... value added would be enormous I think.
I mocked up how I'd kind of picture it...

Attack = Katana Slash, Melee_Reach = 0, Melee_Swing = 2, Attacks = 1
Attack  = Duel Slash, Melee_Reach = 0, Melee_Swing = 2, Attacks = 2
Attack = Spear Jab, Melee_Reach = 1, Melee_Swing = 0, Attacks = 1
Attack = Greatsword swing Melee_Reach = 1, Melee_Swing = 2, Attacks = 1
I guess another two variables come to mind
A. The effect on the tiles before reach (the difference between an overhead greatsword strike, and the jab of a pike) maybe 0.0 to 1.0
B. The impact on subsequent targets (the sword losses momentum per target) (less important)
There's probably work that be done communicating the AOE to. And also melee defence you could talk about.

6 (Vamp Weapons) Cool, that can be lower hanging fruit for me to have a go at, I heard it alluded to, wasn't sure it ever got done.

7 (Acid Effect) Right, well basically it'd just be a tile of fire that deals acid damage, and made to look like acid. When it hits a unit it deals base damage and has a chance of inflicting a Corrosion status, it then "ignites" the tile below target with a pool of acid, that (should you walk through it) will itself inflict damage, the effect would not last as long as fire, nor spread like fire, it would quickly corrode armor points

I was thinking this might be useful for the Celatid and any additional units (snakemen spitters, acid goo, etc)

8 (Push/Pull Weapons) Excellent, I think that'll be really cool

9 (Weather) Yeah, It's not super useful, I kind of run out of steam writing it, if I were to re-envision it...
Quote
9.Environmental Effects == Mission ...
9.01 Environment Type (Name)
9.02 Excluded Armors/Weapons
9.02.1 Or Permitted Armors/Weapons
9.03 Battle Overlay GIF/Sprite (Falling Snow/Ash/Rain, Fog (I guess this would have to be a gray-toned pallet due to texture restrictions))
9.04 Colour Pallet (Underwater/Fog/ClearNight/RainyDay)
9.05 Throwing Distance Reduction 0-1
9.06 Damage Reduction over Range *X (Firing lasers in fog/water)
9.07 Sight Reduction 0-1
9.07.1 Effects Aliens (True/Flase)
9.08 Illumination Reduction 0-1
9.09 AllowToFly X Armor (if submersed a light diving suit can swim, if in space a heavy suit may use CO2 to propel around)
9.10 Fall Damage Reduction 0-1
9.11 Scatter Chance Increase
Some of that is in already or can be simulated, but that's a few ideas for a "biome profile"

10 (Enemy Waves). It would be very cool, it would give people a lot of options making defence missions.
I would add to it that you'd need the ability to decide if the player must wait for more enemies to spawn-in before they can complete the mission.
I'm sure this is well-trodden ground though, lol.

Thanks for your thoughts, I enjoy thinking about these things

28
OXCE Support / [Feedback] Brainstorming ideas
« on: October 02, 2019, 03:17:28 am »
Hi, wanted to contribute a number of suggestions, some of these may already exist in some capacity, many I'm sure have been suggested, but I wanted to voice them.

1.Transformations == Weapon/Unit
1.1: On Death Transform (In Game: Zombie dies transforming into a Chrysalid)
1.2: On Hit Transform (In Game: Chrysalid strikes soldier transforming them into a zombie)

1.3: On Hit Consume User (Example: The unit leaps onto the face of a soldier, transforming them into a zombie, but they remove themselves as a unit)
1.4: Transformation Delay 0-X (Example: A unit (like a civilian) may spend X number of turns before converting to a zombie (transforms between player and enemy turn))
1.4.1: Can Cure With X (Example: Anti-Virus halts the Transformation clock)
1.5 On transform retain gear

2.Gore == Unit
2.0: Gore colour (Black oil, Red blood, Green/Purple/Yellow/Blue alien blood etc.)
2.1: Blood Trail, when a wound is dealt a bit of blood is left on the floor
2.2: Overkill activates different corpse images, battlemap and inventory
2.3: Giblets 0-X tiles, on overkill an explosion drops random giblets within radius, this could just be an animation of blood droplets
2.4: Shrapnel Radius, Amount, Damage, Like a top down shotgun blast, fragments of bone/metal scatter
2.4: Bloody Water 0-X tiles, when underwater the corpse obscures with Gore coloured smoke


3.Melee Attack Types == Weapon // Probably a more useful suggestion
3.1: "Strike" 1 tile facing (In Game)
3.1.1: Number of strikes in attack
3.2: "Swing" amount, the number of surrounding tiles struck to left and right of the tile attacked (max 4 = a round swing, 1 = a sword swipe, 0 = forward strike (max different for a 4 tile unit))
3.3: "Reach" amount, the attack can strike further than 1 tile

4.Self Harm == AI // Suicide Units
4.1 Is afraid to hurt self using items (true/false)
4.2 Cares about blast radius using items (true/false)
4.3 Triggers [StunSelf/KillSelf/ExplodeSelf(+exp-types)]
4.3.1 When dead (true/false)
4.3.2 When Unconscious (true/false)
4.3.3 When Mind Controlled (true/false) // Really would be good to buff aliens with lower psi defence that work alongside psi-units

5. Area to Head == AI (I'm too basic to use this )
Spoiler:
5.1. Areas of Interest
5.1.1 Most Player
5.1.2 Least Player (trouble enough getting them to engage)
5.1.3 Home
5.1.4 Least Aliens
5.2 Aliens seek Most Hostiles for X turns
5.3 Civilians seek Most Player and Least Hostiles indefinitely
5.4. Am Leader, will remain within X tiles of Home
5.4.1 Am guard, will remain within X tiles of leader

6. Vampiric Drain == Weapon // Wanted for Calcinite may be possible love to know what to declare if so
6.1 Takes X away from target, Grants Y to user (Takes HP for HP, or nightmare-thing might take away bravery (spc psi cake mission in xcom files))

7. Acid "Fire" (Fire Spite changed to pool of bubbling acid)
7.1 The acid attack drops a pool of acid at the feet of target
(I'm guessing this can already be done)

8. Push == Weapon // useful for creating an arsenal of telekinetic powers, melee weapons, explosive effects. allows manipulation of environment to suit player
8.1 Relative to projectile the target is pushed back x tiles (maybe corpse weight could be used to throw them??) if there is nothing blocking it from being so (allows for grenades to push things (ideally shotguns too but no idea how the scatter would work with the effect))
8.1.1 Effects on 4 tile monsters, default 0
8.1.2 -1/-2/etc causes Pull
8.1.3 Items are thrown with relative strength from point of explosion

9. Random weather == Misson
8.1 Rain cascades down in overlay.
8.2 Rain increases the effect distance has on weapons, and slightly reduces sight
8.3 Fog slightly increases the effect distance has on weapons, and greatly reduces sight
Bit of a spitball, wouldn't add much, but might mix up the fighting conditions

10. Enemy Waves == Mission
1.1 Initial Unit pool
1.2 On turn X send UnitPoolY
1.2.1 From edge of map
1.2.2 Spawn from specific tile types (Enemy Reinforcement Tile)

Will add to if I have any more ideas (I know that's not what you need lol, but I like to store my thoughts),
Thanks to the few of you working OpenXcomExtended you guys are wizards!

29
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: October 01, 2019, 03:37:15 am »
Lol, it's no worries, I should of backed them up  ::)  it gives me a chance to rethink though.

Well tbh if anyone wishes to they may take from these old paperdolls I found a while ago, including the old disruptor armor, I'm not using these designs...
Spoiler:

I think I'm going to change the disruptor to more of a motorcycle-rider style maybe have a lighter and heavier version...
Spoiler:
As mentioned I like the idea of making lobstermen 4 tiles (bit tougher, with a meaty shooter), and giving them 1 tile jellyfish (maybe (all/some??) acting like half-life's headcrabs/ rather than just another chrysalid), but it's all just conceptual atm.

Perhaps first thing I'll do is adjust the Sectoid sprites, make them a bit smaller, and after that...
I'm kind of taken by the idea of having a soldier-type of children, for civilians as well, I kind of want to capture the morbid manga style you sometimes get (AttackOnTitan/Gantz/etc), and I'd like to have them in special recruitment missions. They'll be harder to hit, train quicker, but be weaker and deal more morale damage on death (and the score).


30
Help / Re: Possible to code a weapon hurting own player unit?
« on: September 29, 2019, 04:42:50 pm »
Perhaps it's time to request suicide bombing as a full-fledged feature. It's a common thing in games, it makes sense, and it keeps being brought up by various people...

I hadn't tried it yet, but it was something I had in mind to simulate a few transformations, like an egg/host shooting a blank that "kills" the egg/host and converts said unit to a hatchling, and a parasite burrowing into a target or latching on (half-life style) by killing the parasite and converting the target (zombie style). And aside from that, obviously, it'd be good to make suicide bombers (bloated-zombies, terrorists, etc.).

(Side-question: Can we change the type of explosion a unit like the cyberdisc creates? Like maybe a flamethrower armor explodes with fire, or an underwater monster sprays "bloody-viscera" smoke.)

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