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Topics - kikimoristan

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31
Open Feedback / AI doesn't know how to use meleePower on firearms
« on: March 08, 2015, 09:00:32 am »
as the title says. i  assume is not intentional.

if i control the unit then i can use an option called Hit and stuns . this is a built in weapon. but  the enemy but AI never realizes that stun is also an option and only uses ranged attack.

32
Work In Progress / i created a new alien --- WIP - called ant man
« on: March 07, 2015, 04:28:09 am »
so i been working on this new alien sprite whole day finally works now. doesn't have proper ruleset floorb or bigobs yet . or sounds.

the alien is called ant man

is gonna be the ufo defense version of lobsterman but a bit different making sense of my other melee mod. they gonna come just before mutons and gonna stay until the end

they have hands and animation for holding stuff  but in the game they mostly gonna use this built in special attack im gonna make for them  and they will have some alien grenades and a mind probe at times and rarely pistols. the special attack is an LOS limited range attack of sorts that can also hit melee  stun damage. kinda like a combo  gun ranged/melee. the ranged component is a psi attack buletless instant travel with a type of special hit animation. is not real psi psi attack but is meant to look like one.

oh btw thy have 4 hands 2 for weapons and 2 for melee attack.

so is psi wielding, psi/melee attack mostly weaponless tough skin alien.

or if you got any ideas what do you think i should do with them?
(btw ignore muton commander there i used a muton to modify it into this and i was messing around with that hahaha)

33
I was thinking would be nice to have a really short text description in Mods instead of the text at the bottm

"Changing Mods will automatically restart OpenXCom...."


That notice should appear the moment Mods list is open and when mouse is over a mod the mod's text should appear instead.  If mouse goes over anything else that is not a mod list item then the text goes back to the notice.


the text can be from a hardcoded string STR_MOD_DESCRIPTION in extraStrings

34
Work In Progress / [WEAPON] [ARMOR] - Chemical Thrower + Toxi-Suit
« on: March 06, 2015, 06:16:18 am »
On modsite  https://www.openxcom.com/mod/chemical-thrower

New update 1.3 check it out
 

Tech tree is
Chemical Weapns ----> Chemical Thrower ---> ammo for CT
Chemical Weapons + Alloys ---> Toxi-Suit



 

CHEMICAL THROWER
This weapon is unlike all other vanilla weapons. It shoots (or more likely spits out ) chemicals at close range. Is kinda like a next level flamer .  Not only that but can shot out damage types other weapons don't like smoke or acid. Is kinda a combination of heavy cannon, grenade, melee weapon (high close range aim/damage), smoke grenade and electoflare.

Can be used for support using incendiary for illumination at night or smoke
Can be used for high damage acid or medium damage incendiary
Can be used to stun a group of units
Projectile travels in an arc so you can use it to shoot over some obstacles  and use the area damage effect to deal damage to units aound corners or in places without direct LOS

In other words is most multipurpose weapon there is. 

Overview of stats:
- has very low TU for both aimed and snap.
- aim decreases by 10/square but has incredibly high aim to compensate
- has a max range of 15 squares (to shoot that far you need 75+ aim soldier)
- can take 4 different ammo types
- all  ammo types are odd typs : smoke, acid, stun, incendiary
- all (except ACID) ammo types deal area damage  of radius 3 (6 squares diameter) so affects an area of 15 squares. this weapon always deals some damage due to area damage but aiming and firing requires close range for maximum effectivenes . essentially it fakes a flamer-type spread.
- weapon itself is pretty cheap and so is the ammo and is not TOO heavy. all ammo types +weapon on 1 soldier is about 30-40 weight.


NEW TOXI-SUIT
A special armor that is immune to fire, stun and smoke and resistant to high explosive and acid. Now you can safely make you chem trooper. Is same cost/reseach req as Personal Armor but also requires Chemical Weapons special research.

 

Versions:

1.3 reduces research time by 20% and reduces manufacturing costs and sell costs for toxi suit (only 3 alloys now)

1.2 rebalances Toxi-Suit and Chemical Thrower:
- Toxi-Suit now gives 36 under armor and 26 all around armor
- Chemical Thrower Radioactiv Mix (acid) ammo is nerfed to 122 based on discussions on the forum si is not to op. Can still one shot most enemies but has a harder time against hardened (ie mehcanical) units like cyberdisks, tanks etc.

1.1  adds Toxi-Suit & changes research tree.

1.0 first version
 


Enjoy ;)

35
Suggestions / Flanking gameplay mechanic
« on: March 04, 2015, 09:46:15 pm »
Flanking: be situated on each side of or on one side of (someone or something).


In XCom world flanking is a gameplay mechanic where you position your soldier in such a way that you deal bonus damage or get bonus aim or negate enemy cover.

I propose to include a simple flanking mechanism to OpenXCom. Since OpenXCom doesn't employ cover as a gameplay mechanic I propose this simple and elegant solution.


First Flanking should be an optional setting from Advanced settings.

Flanking grants +10 AIM and +50% bonus damage.  This bonuses do not apply to area damage weapons like HE, smoke, grenades, rockets etc.

Let's say we have 2 units . Our soldier Bob. And Alien JIM.

Flaking happens when Bob is positioned  behind on the same X OR Y axis as JIM and JIM is facing away from Bob. Facing away means JIM has to look same way as Bob or to the sides.   JIM can't be looking at Bob or to the left or to the right of Bob that negates flanking.

The points to note is it has to be on the same X or Y axis, behind, and enemy must be looking away.

Have a look at the following picture



Two sectoids are looking away from my soldier but only #2 is on the same axis as the soldier so only #2 is flanked. If i move my soldier one square to the side then #3 will be flanked but #2 will no longer be flankd.

Flanking is denoted as a yellow pulsating marker instead of regular red.

Flanking works on 4 tile units (like HWP or sectopods etc). If any one tile of a 4 tile unit is flanked then the whole unit is flanked.


The calculations to be done is check each enemy that unit can see and check for flanking. When shooting same thing check for flanking before shooting. Flanking is checked once for displaying the enemy markers and again before taking an action (shooting).

Good/bad?

36
Released Mods / [WEAPON] Weapons Melee Tech
« on: March 04, 2015, 10:11:00 am »
modsite version here: https://www.openxcom.com/mod/weapons-melee-tech

Hey everyone.

We all know vanilla XCom is pretty pathetic when it comes to GOOD melee weapons. But not for long! Latest experiments with Alien materials have given XCOM the latest and greatest in melee weapons technology: Ripper, Auto-Axe & Heavy Auto-Axe.

This mod has been update to 3 weapons and 1 optional weapon. Also all weapons have unique attack sounds now. Ripper and Grinder share a sound  and both Auto-Axes have share a different sound.

There are two rulesets  now:

Weapons Melee Tech - all 4 weapons. Grinder requires Elerium. Auto-Axe requires Chrysalid autopsy and Grinder tech.  Ripper can be researched at any time. Ufopaedia are a bit different too.

Weapons Melee Tech (No Grinder) - only 3 weapons . Auto-Axe requires Elerium and Chrysalid autopsy. Ripper can be researched at any time.

Use one or the other . DO NOT USE BOTH>




1. Ripper can be researched at any time. Ripper is a self powered mini chainsaw knife.

Damage: 65 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 5
Selling: 1245
Manufacture: 6000
Size: 1x2
TU: 10


2 (OPTIONAL) Grinder. Can be disabled via Weapons Melee Tech (No Grinder) ruleset. Requires Elerium tech.

Damage: 80 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 10
Selling: 1500
Manufacture: 7000
Size: 2x3
TU: 10


3. Auto-Axe. Auto-Axe requires Grinder tech and Chryssalid autopsy. If you disabled Grinder then it requires Elerium and Chryssalid autopsy.

Damage: 110 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 10
Selling: 1800
Manufacture: 12000
Size: 2x3
TU: 15


4. Heavy Auto-Axe is an improved version of Auto-Axe and requires Auto-Axe tech. Heavy Auto-Axe costs 2 elerium and double that of Auto-Axe. It's attack costs 20 TU but does incredible damage.


Damage: 150 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 15
Selling: 2000
Manufacture: 20000
Size: 2x3
TU: 20



NOTE1 Neither one of Auto-Axes are overpowered. The stats are IDENTICAL with TFTD Thermic Lance and Heavy Thermic Lance. So if TFTD team thought these stats are good then is good.

NOTE2: These weapons are automatic melee weapons meaning unlike swords or knives they deal flat damage and Strength is not a factor! A Combat Knife is more effective than a Ripper on a soldier with 50 Strength as 30 power + 50 = 80 damage. Ripper damage stays at 65 no matter what. However a soldier with 34 Strength or less does more damage with Ripper as  Combat Knife 34 + 30 = 64 vs Ripper 65.


All weapons have custom floorobs and handobs and bigobs optimized for Ufopaedia . Let me know if you have any issues.


Why I made this mod? Because UFO needs good melee weapons badly. At least I think so. And not just 1 melee weapon but a melee weapon tech family that can be upgraded and improved. The idea for the mod came from TFTD vibroblade, thermic lance & heavy thermic lance. But I didn't wanna use borrow TFTD items. I wanted something unique to UFO defense. I came up with this from Fallout 3/2. The stats of Auto-Axe are identical to Thermic Lance while ripper is a weaker than Vibroblade due to  size & portability.

Enjoy :)

EDIT1: I redone everything to add Ripper. Originally was planned this way but I got lazy and tired so I released it kinda broken without ripper. I just adde the ripper and made everything as I originally planned to do.  Ripper had to be underpowered as comparing to Vibroblade because Ripper is 1x2 size while Vibroblade is 2x3 and heavier.

EDIT2: Updated the mod fixed a few issues added handles on auto-axes and balanced the ripper a bit better . Should be much better now.

EDIT3: Added Grinder & sound effects.

EDIT4: 1.4 is up fixes missing Ripper manufacturing category, fixes missing manufacturing option for Grinder and changes Ripper TU to 12 (from 10) to be more fair.

I won't be adding anymore weapons . This is final. Were supposed to be 3 weapons but I accidentally made 4. Ripper is kinda extra but I wanna keep it due to being small and useful.

37
Work In Progress / custom missions ideas? - post yours here
« on: March 03, 2015, 12:05:06 pm »
Ok I wanna make a custom mission/terror mission . I was working on ship attack and have a few ideas. What is something you always wanted?

from TFTD :
Port attack
Island Attack
Ship Attack

but maybe we can do unique ones that are not in either games

Any thoughts for alternative monthly big ass missions?

38
Released Mods / more civilians + dogs/wolves wildlife
« on: March 03, 2015, 09:38:14 am »
hey guys I made this mod just now patched together a few things.

More Civilians mod



there are 3 version:

full mod:
more civilians = all features it includes everything so don't use with the other 2..use by itself

optional:
civilian worker = only worker implemented and only in xcom base defense all other features are absent
civilians custom corpses = only corpses for male and female civilians all other features absent


This mod adds a custom male and female big object corpses that match their looks.

Adds another civilian called Worker. Is found in Terror missions and also in XCOM Base Defense (only max 8 ).

And lastly it adds a "civilian" wildlife Dog found in forest, farm, urban but only in terror missions, small/medium/large scout missions.

Please test it out let me know if you like it or if you have any problems with it.

:D


39
Work In Progress / guys use this hack to disable inventory on HWP
« on: March 03, 2015, 04:16:05 am »
ive seen this problem a lot you have custom HWP with inventories like tanks that can wield swords etc

make your unit be a terrorist

rank : STR_LIVE_TERRORIST ...this disables a unit's inventory .works on HWP and any unit in the game. 


also if you wanna have a unit with built in weapons

BuiltInWeapons:
   - WEAPON1
   - WEAPON2
...

and make the weapons fixedWeapon: true

and so the unit will have 2 weapons and no inventory.

conversly if you make a terrorist but you make him rank: STR_LIVE_SOLDIER you can access the inventory. the terrorist rank is actually defined by the order in races

races
-type STR_ALIEN
soldier 0
navigator 1
engineer 2
medic 3
leader 4
commander 5
terrorist 6
terrorist 7

game uses 6 and 7 for terrorist

if you want a race of all terrorists just repeat same terror unit 8 times

if you look in mixed is ethereal and all terrorists


if your race is missing engineer and medic  just use other ranks for those units

races
-type STR_ALIEN
soldier 0
navigator 1
navigator 2  < the navigator is used instead of engineer
soldier 3 < the soldier is used instead of medic
leader 4
commander 5
terrorist 6
terrorist 7

if anyone has better ideas let me know.

40
i m thinking the new changes are big enough that it can be called milestone 1.5 as is gonna be completely different than 1.0 and no terrain mod related for 1.0 or previous nightlies  will work on the new one. so would be nice to name it and have it be a fixed point in dev history.

OpenXCom 1.5 would be custom missions and major terrain/textures/city/mission changes.

Then once hybrid geoscape and limiting items/armors/units  per terrain type comes into play as well as water crashes, water missions and ships that can go in space/really deep/in water/on land  name that milestone 2.0.

1.5 is half TFTD support ie TFTD mission support
2.0 is full TFTD support

good/bad idea?

41
as the title says.

simply have an item called Binoculars  that uses a modified F10 FPS screenshot rendered inside the game in a nice gui (that I can create).

the idea is you can use this item see if shot is clear. it should have a flat 10 TU use.

by modified i mean there is also a sky as gradient blue that gets darker/lighter depending on darkness level using same sprite darkening mechanism.

it should work kinda like the stats screen you use and a new screen shows up with a rendered FPS view inside a gui. there is a vertical dashed  line right in the centre  showing possible aim shots.

42
poison damage mechanic

only AP, melee and smoke can have poison damage

items:
   - type : POISON_WEAPON
....
   poison: 3  #damage per turn
   poisonDuration: 10 #number of turns until effect stops
....

poison resistance is based on STR and HEALTH
poison final damage = poison - ( poison * ((unit HEALTH + unit STRENGTH) / 2) / 100 ) rounded up or if less than 0 it becomes 0
ex 120 STR 40 HEALTH = 120 + 40 / 2 = 80
poison damage = 3 - (3 * 80 / 100) = 3 - 2.4 = 0.6 = 1
ex 50 STR 50 HEALTH = (50 + 50) / 2 = 50
poison damage = 3 - (3 * 50 / 100) = 3 - 1.5 = 1.5 = 2

by this logic most HWP have 100 HP and 100STR and should be immune or 90 HP and 120 STR. either way they should be immune.
ex STR 120 HEALTH 90 = 105
poison damage = 3 - (3 * 105 / 100) = 3 - 3.15 = -0.15 = 0

when unit is poisoned again highest poison damage takes hold and the longest duration duration takes hold (between the new poison duration and the remaining poison duration)

poison damage is true damage and is not affected by armour  but rather by HEALTH / STR stats

poison damages torso body party in medkit.

just a thought I had. would be interesting to create aliens with low AP damage but high poison so it just makes the game really annoying and challenging.

43
Released Mods / Deep Aliens Mod [RESOURCE] [ABANDONED]
« on: March 01, 2015, 09:33:17 pm »
Hey everyone . This is my first big mod!


Deep Aliens mod




This mod implements some TFTD creatures as a new kind of aliens that comes from deep  underwater. They have their own unique items and crafts similar to regular aliens but main craft components are not interchangeable. There are unique weapons, unique crafts, unique research new armours & much more.

New alien races
1. Gillman race (all ranks except leader) with Deep One and Calicnite terror units.
gillman is pretty lame if not for the high damage/high acc sonic weaponry but thy still suck.
Calcinite is a terror unit does not have inventory and has a melee attack only that only scales off strength and melee skill
deep one has a built in ranged acid attack that right now is not very balanced. in original game they can attack about 3 times and still move but in my mod they can attack 2 times or move. still working on it. but the accuracy is just as bad and stupid.
2. Lobsterman race (all ranks except medic) with the dreaded Biodrone unit
lobstermen have a built in melee weapon that is very deadly and scales off strength and melee skill and they have like 80-50% reduction from most forms of damage and AP, HE, Laser practically useless against them (they only take about 20,30% damage).
biodrones have ranged and melee weapons deal exactly same damage. ranged is sonic damage type and melee is melee damage type. 130 damage each flat (melee takes no bonus from melee skill or strength). the accuracy of melee attack is 50% while the accuracy of ranged is close to 95% aimed.

New weapons
1. Melee: Vibroblade (unlocked from Calcinite), Thermic Lance  (unlocked from Deep One + Vibroblade) and Heavy Thermic lance (unlocked from Thermic Lance)
2. Sonic weapons: Blasta Pistol, Sonic-Blasta Rifle, Blasta Cannon
NOTE: Sonic weapons use damage type 0 NONE so they are in fact a new damage type. I renamed Unknown into Sonic which may cause issues or not. Test it out. Sonic weaponry is like plasma but more accurate , more TU cost more damage but no auto and no ammo!  Sonic-Blasta Rifle is the only sonic weapon with 2 auto shots.  Blasta Cannon has an impressive 130 Sonic damage at 120% aimed accuracy but about 70% tu cost. Most regular aliens take 100% sonic damage so pretty damn handy.
3. Sonic Pulser - 120 HE damage  way better than alien grenade

New Alien Artefacts
1. MC Reader: like Mind Probe except it doesn't need Psi research or Psi Lab to be used. Once you find it you can research it. Is much heavier than a Mind Probe. So is good and bad.

New Craft weapon
1. Sonic Oscillator (same as plasma but a bit longer range faster shooting more damage)

New Armours
1. Aqua Plastic Armor (more frontal armor less sides/back/underneath + strange resistances)
2. ION Armor  (more front and back armor less sides/underneath + strange resistances)
NOTE: these armours have very unique stats and unlike personal/power suit they sacrifice sides/underneath for extra front /back armour. Their resistances are also different than regular armor focusing on laser and ap and he defense . This may change in the near future. Still working out the details. Sectopods damage type is actually laser even though the projectile is plasma so ION Armor is pretty effective against them. Also ION armour is pretty useful against alien explosives .

New HWP
1. Xcom Biodrone..yes. You can now recovered dead XCom operatives from the battlefield and use their dead bodies to combine it with 2 dead biodrone corpses to patchwork your own xcom drone. Unlike regular biodrones they do not burn the ground and do not explode on death and also their melee damage is stun. They have 2 weapons a really accurate sonic weapon and a 50% acc melee stun. They are pretty weak and can die easily but are very useful due to their high acc and mobility. Another useful thing about them is they count as HWP but only take 1 unit space in any ship unlike regular HWP which is 4.  They can fly, high damage, high aim, built in stun and sonic weapons. You cannot access their inventory.  I tricked the engine to think they are terrorists as well as HWP which confuses OpenXCom and clicking on inventory simply goes to next unit instead. Their weapons are built in and cannot be removed and they cannot use items like grenades etc.

New ufo components & materials
1. Zrbite - used to create certain Deep Alien weapons and tech
2. Alien Plastics - unlocked by researching Deep One Corpse is used to create all deep alien tech
3. ION Engine - used to create Ion Armor.

New ufos
small , medium and large flying Deep Alien subs. There are no bases or supply ships (since the bases are underwater)


Terror missions not implemented yet but they will be island and port attacks and I was hoping for ship attack but can't seem to work well. Some ufopedia images not implemented yet. New research and ufopedia. Each alien has their own ufopedias.  Each ship has ufopedia.

Deep Aliens will attack like all other aliens flying around you can shoot them down and can only try a land mission not water. Since XCOM Ufo Defense is only equipped for land combat. The idea is there are more aliens underwater but you cannot reach them. Their subs can fly hence flying sub.

Deep aliens are very rare about 60% more rare than regular alien scouting missions. Non essential UFO elements like learning arrays can be recovered from Deep Alien crafts as well. Only Deep Alien flying sub crafts contain Alien Plastics, ION Engine and Zrbite and only Deep Aliens carry Deep Alien Blasta weapons , sonic pulser and MC Readers.

Alien naming scheme stays true to original TFTD so navigator is in fact Leader and Squad Leader is navigator hahah. Confusing? Also ship naming is similar Escort, Cruiser etc.  The small ship I redone it and made it much more small and used the small ship as medium and cruiser (large) ship is the same.


NOTE: This is fist release so there may be some bugs research bugs or other issues.


Sonic vs Plasma?
Sonic is high focused damage with high accuracy and no ammo. Useful for long missions big battles reducing weight. Useful for sniping. Sonic weapons have highest damage/accuracy in the game. Sonic is suited for hit and run tactics. Is not a weapon you go charging in. Is more useful for support/snipers providing backup or cover fire. The high accuracy of sonic weaponry can be useful in picking aliens from far away.

Plasma has much lower damage and accuracy but also has low TU and auto fire. Less damage is multiplied by 3 and again by 3 if able to shoot 3 times on full TU. For long range combat plasma becomes less useful .But for close range is absolutely devastating. Heavy plasma has 10% less accuracy and about 30 less damage than Blasta Cannon.  If all autos hit and you do 3 autos you can deal an obscene amount of damage much more deadly than Sonic.

Going for auto close combat : plasma
Going for sniper cover fire support o hit and run : sonic

ION Armor vs Power Suit
ION Armor has highest front and back armor but comparatively sides and undearneath are weaker. ION Armor protects against damage types that most enemies don't use. The only true usefulness is laser protection which can help against sectopods. HE protection helps a bit against alien grenades. ION Armor is most useful for front of the line infantry meeting the enemy face on. If caught from sides the soldier is  in deep trouble. The ION Engine powering the suit blocks ranged missiles but is weak against melee units. This armor is most useful meeting weapon wielding aliens head on. Is common to survive one or two direct frontal hits with this armor. ION Armor is most useful for the unit going in an unexplored area first as it can survive the reaction fire better if taking it from the front.

Power Suit is useful overall giving equal protection everywhere. Protection against stun is very handy. Most useful for back of the line or support units.

Going for close combat against heavily armed aliens but not melee: ION Armor
going against melee units or protection for support/snipers: power suit

44
just a simple suggestion.

kneel

move

unit moves and then goes back to kneeling unless no TU left to kneel again.

good or bad idea?

45
Released Mods / [GRAPHICS] Matching Weapons
« on: February 28, 2015, 01:03:37 am »
modsite version here https://www.openxcom.com/mod/matching-weapon-colors

This mod is in fact 4 mimimods in one with 4  rulesets.

Matching Initial Weapons - makes auto cannon, and rocket launcher match with Heavy Cannon Pistol and Rifle

Matching Alien Launcher - makes Launcher Blaster match Small Launcher cause it looks cooler

Matching Lasers Colors - makes heavy laser and laser pistol match with laser rifle

Matching Plasma Colors - makes plasma rifle match with heavy plasma and plasma pistol and also changes plasma pistol handle to blue.



This mod replaces the sprites and does not modify the items directly. Any other mod changing weapon stats will work. This is just cosmetic only.

Enjoy :)

EDIT: Sorry guys I made a booboo i named files wrong so mod wouldn't load up.  hellrazor helped me out placed his files instead of my ones. Choose whichever ones you want. I am only 80% happy with laser pistor/heavy laser look but much better than vanilla I was only happy about 50% :)

EDIT2: Final version up includes pistol fixes. Now im 99% happy. Used the fixed naming conventions hopefully it works this time.

EDIT3: fixed a bit of shadow on plasma pistol handle now is more realistic . check it out :) both zip files are up to date right now. Also see attached pics for comparison before and after.

EDIT4: also matched auto cannon and rocket launcher.

EDIT5: set is now complete.. All alien weaponry looks kinda same technology.

EDIT6: matching initial weapons updated also flips pistol bigob sprite

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