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Messages - kikimoristan

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46
Suggestions / stringstats for weapons
« on: August 20, 2015, 02:15:19 am »
same as soldier except it uses  weapon stats instead and adds is to the end of a weapon's name

like

 - string: "auto"
   autoTU: [~, 40]
   shots: [3, ~]
 - string: "M"
   aimedAccuracy: [110, ~]
 - string: "m"
   aimedAccuracy: [~, 70]
 - string: "w"
   power: [~, 59]
 - string: "S"
   power: [60, ~]

etc

47
openxcom ex + piratez does wonders . nice weapon selection.

48
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 19, 2015, 11:53:39 am »
thakns guys. the interception/battles all all underground using drill tanks . ex https://www.google.ca/search?q=drill+tank&es_sm=91&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMI0qaZgOK0xwIVim4-Ch0towRV&biw=1366&bih=669

both aliens and xcom use underground vehicles.

49
basic request. right clicking on an item in inventory window jumps you to the ufopedia article for the clicked item. if no ufopedia then nothing happens.  clicking ok from ufopedia brings you back to inventory. you can browse left and right in ufopedia if you wish but no matter what you to exiting will bring you back to inv. this is MOST useful for quickly figuring out what items are best for what units.



50
Work In Progress / [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 19, 2015, 10:00:17 am »
Hey guys. I started experimenting with openxcom again and I am slowly working my way towards a Total Conversion. Please bear with me. Might take some time.

I will be using OpenXCom Extended right off the bat. This is something I was meaning to do a while ago. OpenXCom extended is essentially Xcom3 engine and is perfect for what I need. And I will be using most of the things I made for OpenXcom like weapons and armor as well as unfinished things like the races I was working on.

If anyone has any extra sprites they are willing to donate  that would fit the theme I would be most grateful.

So what is the concept?

Well is kinda silly but I am really into it.

Spoiler:
Essentially is year 4 billion in the future. Sun has expanded so much that pretty much boiled  the oceans and killed everything living on the surface. Whatever is left alive has moved underground.  This includes the descendants of humans which are these multicoloured mutants.

Now this new semi-advanced humanoid mutant society  (good guys aka X-Com) has adapted to living underground and you could say is even prospering. They essentially are kinda like next level miners using subterrene (underground vehicles) called Drill Tanks to dig up new areas or find resources. Their whole shtick revolves around digging, caves, earthquakes, cave ins as well as chemistry and electricity.

All is well until these aliens (bad guys) landed on  the planet and appear to have started mining it unbeknownst of these humanoids living underground. Good guys got found out and these aliens don't play nice as they want all resources to themselves so they plan to kill the humanoid race. Now this is where you Mine G.M. come in. X-Com is a task force of elite cave diggers and machine operators that have decided to fight back.

As you have guessed most of the game revolves around mining even the ranks of soldiers are like Driller, Foremen, Machine Operator all the way up to Chief Engineer. Yeah.

And yes the name means Mine General Manager cause that's you.

The game functions differently and is much much harder. There are very few ranged weapons in the game most of them owned by terror units as built in weapons and only 1 tech for good guys called Electrolaser tech.

Most of the weapons are limited range or thrown or melee tech like chem thrower if you ever used it, grenades and TFTD drill weapons.



The game plays underground. No day or night.  And although this planet looks like a burnt ball of ash in fact what you see is the underground not the surface. In fact you don't know how the surface looks like.  The surface is very hot, bright, and is pretty much like venus permanent greenhouse effect. Very humid as all water is just floating around. Aliens have no problem on the surface but humans need special breathing equipment. Some battles, weapons and equipment works only on surface for ex solar stuff.
Spoiler:
Power and energy is very scarce so most of the lighting equipment is chemical and aliens use solar so it doesn't work underground. Solar > chemical.



I got it the whole thing figured out in a spreadsheet but enough talk here are some BASIC just starting picx.

Here are some races. There is another one planned


Here is the first race you encounter. Cavetoid



Thoughts?

51
im pretty happy with the results so far...i mean in regards to my mod.

52
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: August 19, 2015, 08:01:47 am »
thanks hellrazor

53
in the above version main menus work from xcom1 and xcom1 plus all land and all water textures are present. i don't really need all water as im never gonna use that but  ill see maybe i can convert them to something

i have this idea of using black for second band for both land and water so i get extreme light /dark  . i gonna keep experimenting with it.

54
i managed to create a hybrid like landscape. problem is palette is so limited and so different between xcom1 and xcom2 that i can't simply make an universal palette.

i noticed there are safe areas like all land, land textures, all water that can easily be changed . menus are actually first band in xcom2 but middle band in xcom1 . ive copied color bands from tftd and from ufo into a whole new palette kinda like a bleak earth looking for now.

in my mod everything is surface with no oceans. i kinda need to tailor it and change it once i mod for xcom2

55
774 bytes are 768 + 6 bytes buffer unused by openxcom engine i wonder what happens if i clear there or change them up

56
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: August 19, 2015, 03:43:04 am »
game crashes on my system not sure exactly why. new battle TERROR mission has 2 terrains if i choose luke's expanded game crashes to desktop but if i chose default  works

57
my guess is the RED circled area is hardcoded menu color

possibly the GREEN circled area but I doubt it.



Can anyone confirm?

58
And yes  I have managed to copy BASESCAPE palette into GEO palette working fine except menus are whack cause I copied over the hardcoded areas.

59
Long story short I am working on a new PALETTE.DAT set for XCOM1/XCOM2 using Hex editing and Photoshop.


Can anyone explain to me PALETTE.DAT in more depth. On UFOPAEDIA wiki says 768 bytes is 1 palette but I found that is actually 778 and first color is always transparent.

Also seems palettes use 3 bytes instead of 4. How do I calculate what color am I dealing with from 3 bytes to 4?

Also I noticed some things are hardcoded for ex menus in XCOM1/XCOM2 use certain colors. Where is this menu color area and is it constant between the two games?

I mean essentially I am trying to make a palette for XCOM2 based on XCOM1 . Some areas of the hardcoded palette may not corespond. What areas are hardcoded?

See below for details

Spoiler:
If palettes are like so

XCOM1 :
1 GEO
2 BASESCAPE
3 GRAPHS
4 UFOPEDIA
5 TACTICAL

XCOM2 :
1 GEO
2 BASESCAPE/UFOPEDIA
3 GRAPHS

What I am trying to do is create an universal palette for myself that has more reds/oranges in GEO hence a bit more universal and also able to function in both XCOM1 and XCOM2 modding.

My PALETTE.DAT :
1 modified XCOM1 GEO
2 XCOM1 BASESCAPE
3 XCOM1 GRAPH
4 XCOM1 BASESCAPE (XCOM2 uses #2 above for UFOPEDIA hence the duplicate trick)
5 XCOM1 TACTICAL (unused in XCOM2)

#4 and #2 being identical makes this palette compatible in both games.

60
too soon?

:)

maybe disregard until later when 2.0 comes about whenever that is

also that's okay i don't expect an special treatment i just use whatever is available  . im happy with that.

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