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Topics - kikimoristan

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16
been trying to figure out how t make the engine treat new terrain as either underwater or surface. is it from the mcd? is it in the rul file? anyone knows?

17
I was thinking you could use battlescape tooltip text area  for more in game information.

When you click on aim and  mouse is over an enemy unit then the engine estimates the possible damage range (Base Weapon Damage × Random Weapon Range).

"Damage: -40 to 10"

HE only displays ground zero damage. Incendiary only displays initial damage. Non weapons display 0.


And perhaps other info.


18
Work In Progress / what's the deal with tentaculat drawing routine?
« on: August 09, 2015, 06:44:26 am »
tentaculat has no animation and only has 8 sprites for each direction however the sprite sheet has a bunch of blank spaces and in fact has 8 animation frames for each direction but they are all the same just first frame copied over 8 times.

is tentaculat able to animate when walking in each direction? lets say if i were to move each frame up and down to simulate floating
or is it able to continually animate 8 frames when facing a certain direction like a little 1 unit xarquid?

was it supposed to have more animation and was unfinished?


anyone knows?

19
Work In Progress / can chrysalid drawing routine 7 hold weapons?
« on: August 09, 2015, 03:35:05 am »
chyssalid drawing routine (number 7) has the least amount of frames and still has a full body with walking cycle turning and can hold weapons.

but can it hold weapons?
 

20
i noticed there is movement type 3 in xcom2 rulset which i suspect is fly in water but not on land. this was the original ion armor behaviour.

could we have also movement type 4 fly on land but not in water? unless is already implemented. just minor modding feature.  just a sensible feature that allows for units/armor  to work both ways.

that's all

21
Suggestions / make an online mod installation program
« on: August 07, 2015, 08:28:38 am »
probably suggested before but someone should make a mod installation program that reads the list of all mods on the mod site and downloads packages and installs them in the mod folder .  probably the site owner needs to make a few backdoor adjustments maybe a php file that can give some basic easy mod information in xml format. then parse that. i have no idea how to write windows apps haha. i just know the generic concept.  is similar to that nightly  auto update app.

22
Suggestions / globe fog of war and battlescape fog of war?
« on: April 02, 2015, 01:10:15 am »
probably a silly idea but where you have no radar presence globe should be covered by a black transparent fog of war.   unlike regular game you sould be unable to see what's happening anywhere on the map unless you scout. if you have other organizations or many people playing multiplayer on the same globe nobody should see what the others are doing unless they scout.

just an idea.

the difference between current system and fog of war is first visually it looks like the globe is not visible second anything that is not scouted including bases will not be displayed and cannot be selected directly you need to move a ship there until base is in range then target it. formerly scouted ships/bases stay on the map hidden behind fog of war and eventually disappear after 1 month or so..


alternatively you can make similar  fog of war showing as complete blackness  on the battlescape. where your troops don't see the map if they don't have vision of it. and if your troops leave that area blackness (fog of war) returns.

23
Work In Progress / [UNIT] Phaser Race - WIP
« on: March 14, 2015, 01:05:55 pm »
Working on a new stealth race immune to targeting  that can only be hurt by explosives, stun and incendiary . This is gonna be the official thread for it.

I'm in preliminary stages just finished stalker but still working out the details. Sneak peek


Both don't have an LOF meaning you never get notifications . And both unit types can only be affected by area damage weapons like incendiary, stun, high explosives. All other weapons go trough them. Just did a test for stalker and it works. So small launcher, autocannon, heavy cannon, rocket launcher, alien launcher, proximity mine, explosive packs is pretty much all there is for vanilla weapons.

I'll keep you guys notified of updates as I work out the details.

BTW the name comes from Arthanor on my Stealth Suit thread page 2 top.  He mentioned phase-shifting as a race. SO this one is for him and Ivan. Read further down why.

Originally I wanted to do Stalker from Fallout nv but I didn't know how until I got the idea for changing LOF on units. I tested it out as an armor first see my Stealth Armor mod. Works better than I thought. So I could implement my stalker. But on page 1  Ivan Dogovich mentioned it would be cool if they were not targetable at all. And I said is possible. Arthanor suggested the same thing (pg 2 top) and the idea of phase-shifting. Of course units cannot phase shift cause you can't change armors in game. But I will make them so they are present only halfway in this dimension ie permanently phased units. So I thought of Phasers.  But credit for the name goes to Arthanor.

These units thanks to Arthanor /Ivan Dogovich are gonna be the toughest enemies in the game cause you can only kill them with grenades and not only that they are practically invisible in the game. All you can see is their eyes. Not only that they don't show up as enemy markings and pathfinding in the game will go trough them thinking is nothing there. Melee also doesn't work on them. Also last thing is both Stalker Terrorist and Phaser have 100 PSI Strength so yea, nice try but no. You can tell them apart based on eye color. Also phasers gonna have an aggro sound.

24
Released Mods / [UNIT] Muton Elite
« on: March 14, 2015, 07:06:13 am »
I was meaning to create Muton Berserker but after a talk with Hellrazor he convinced me to do Elite instead. I kinda made both in one unit. Replaces Leader (not commander) so someone can make a  compatibility patch with Muton Commander mod if they wish to. I might make Berserker later melee only Muton.



Muton Elite is a tough one.




66 TU
155 Health
64 acc firing,
72 throwing
85 psi strength
and has  built in melee attack that scales off Str+Melee cumulative makes it 156 acc and 70 melee damage

He's a special muton that wears some form of psi protection or a cyber brain making him practically immune to mind control.

I modelled based on commander to match the mod lore  in case people put them together.

He replaces leader and moved navigator 1 up.

Enjoy

25
just wanted to say Well Played making the engine mod-able . it really extends lifespan of openxcom and makes it potentially endlessly replayable.

that's all . props to devs & everyone .

26
just a quick idea.

give a facility energyOutput and energyUse and add energy status in base information as a graph bar
before building a facility it checks money and energy output and gives an  error either you don't have enough energy or enough power. if you try to dismantle a power facility and it's power is being used just say facility in use.


by default no power. this can only be used by mods/optional rul like EU2012PowerFacility

27
On the modsite  https://www.openxcom.com/mod/stealth-suit

Stealth Suit



Cloaks your unit making it harder to be shot at.

REMEMBER: Unit rotation does not matter. Looking left or right does not rotate your LOF. Verticality/horizontality/diagonality is relative to the map and does not change on the map.

How or why this works:
This is achieved by giving it a no center  LOF template (rather than the default central cylinder) making the OpenXCom engine targeting calculations fail if enemy is standing up down left right relative to the map and on same x/y as your unit.  In order to hit this armor you ned to be situated only  diagonal angles relative to the map.  Due to lack of LOS to target enemies will be unable to detect you at times. Only exception are melee units that go straight for you. 

Take a look at the following pictures:

3 normal dudes and 1 stealthed guy


Aim straight and this is what happens NO LINE OF FIRE


this is 1st ps view. check the difference between stealthed guy and regular 2 guys. that's why no LOF....game thinks shot just goes right trough him. to hit him you need to hit any one of those 4 corners


Aim diagonally and it works. Also yes cloaking is broken once unit dies and you can see how the armor really looks like cause in active inv is cloaked still.


There are 8 possible perfect positions to fire at an unit. And others in between. What this armor does is it cuts all possible possitions in half to 4 essentially making you 50% invisible. But for melee they don't give a shit cause they gonna com at an angle every time. For ranged units is harder as they need to be in the right firing position otherwise they can't see you. The close they get to you the easier it gets to find the right angle to shoot you.   


Tech is same as power suit but a bit cheaper and much longer build time/research time.

If you have any ideas or find bugs or any suggestions or comments please let me know!

Enjoy

28
in regard to the modding use permissions for my mods created for this game or posted on this forum or on the mod site just wanna make sure you all know that

1. you can do anything you want with any mod or resource i created  for openxcom and you can also use it for for any other games . NOT for profit. keep them same as openxcom free and open so others can use your work change it around etc.
2. credit is optional. if you wanna credit me cool. if not . is all good.
3. if you are in doubt or you wanna prove you didn't steal things to others just give them this forum post link


if i stop making mods or take break or something is abandoned you can pick it up continue where i left off or change things anyway you want.

trollworkout

29
Suggestions / portrait pictures instead of rank insignia
« on: March 09, 2015, 04:31:36 am »
what if we do this:


OK i know is been suggested but this is different. not a complete gui change just insignia becomes portrait. I KNOW is not default XCOM but hear me out!

optional advanced setting !

you will see who you're looking at
with this option on insignia is replaced by their portrait ANYWHERE in the game. only for xcom soldiers.

rank can be denoted as stars beside the name like ****

very simple and quick change.  and all you need to do is in change display insignia code add a check if XCOM soldier and if setting portraits is ON then check soldier type display matching portrait from Resources.

i could edit all the images required only 8 pictures no BIGGIE!

insignia is still displayed for non all human non xcom soldiers


ALSO yes i know patrick thomson is not a black woman. is a mockup okay :)




30
i just got this idea of having battle chems that can boost stats

Chem-Kit (effects temporary for 4 turns)
-Boost Constitution (10 uses)  = +5 health
-Boost Agility (10 uses) = +5 tu
-Boost Bravery  (10 uses) = +5 bravery

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