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Messages - ohartenstein23

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1681
XPiratez / Re: Bootypedia (aka the wiki)
« on: October 19, 2016, 07:57:03 pm »

1682
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: October 18, 2016, 02:57:41 pm »
The Bossar is pretty great, but you have to remember that all the long-range automatic fire weapons spend most of the game playing catch-up to the Heavy Machine Gun and Heavy Gauss in terms of raw firepower delivered to target.  The Bossar only just reaches HMG/PS rounds for damage, but makes up for it by being useful on the front lines as well.  It still can't beat a Heavy Gauss blast at close range, and you can loot those within the first year.

On the assault rifle front, it eventually has to compete against the likes of the Battle Laser (similar weight and firepower, but ignores some armor) and the XG Rifle (nuch lighter weight, damage scaling with accuracy).  The Bossar is there to make the equipping phase quicker - there's a better weapon for pretty much every role, but eh, I feel like being lazy and just using the Bossar for everything.

If you want to feel the need to diversify, try things like the Vulcan RFG, Tornado Rocket Mortar, and XG weapons.

1683
Another option for terror units is the auto-cannon with incendiary rounds - assuming no extra resistance, each direct hit does an average of 28 armor-ignoring damage (7 for each tile), and won't trigger the disk's self-destruct, making it ideal for engaging at close range through smoke.  You won't have to worry as much about collateral damage, but you probably need two soldiers wielding them to ensure the 4-5 direct impacts necessary to fry the disk.  Kill it with fire!

1684
Suggestions / Re: Grenade Extensions? Submunitions?
« on: October 18, 2016, 05:51:52 am »
Exactly, you can define a blast radius for any damage type, and it will create an explosion that has that damage type.  You still have to provide the special effects and pedia entries to let players know what's going on.  Piratez is a great example of this, there's a special bomb (I think the flavor is a dirty shrapnel bomb mixed with improvised incendiary stuff) that does melee damage (called cutting in the mod), while having a chance to light people on fire.  You should delve through the ruleset or check out the https://ufopaedia.org page to see what's already possible.

1685
Work In Progress / [WIP] Pulse Weapons and Other Stuff
« on: October 17, 2016, 09:33:19 pm »
I'm creating this thread to release some resources and experiments I've done in modding, mostly since regular releases are a great way to remind myself to keep working on a project!  My goal is to eventually make a total conversion with a modular enough ruleset such that pieces can be easily extracted for use by the community at large.  With that in mind, here are the results of my first steps into making sprites and weapons:

==Pulse Weapons, v 1.1 (Updated 8 November 2016)==
I was inspired by a combination of TFTD's description of its Gauss technology, Mass Effect's small arms, and desire for a rifle with the versatility of an underslung grenade launcher or the variety of rounds available for a shotgun, to create these pulse weapons.  Using some of the features from OpenXcom Extended, it was possible to make a weapon that has a battery similar to the infinite laser weapons that can be quickly unloaded in favor of a specialized grenade or flare, then return to its normal firing mode all within the same turn.  If used in the vanilla game, this mod will give alternatives to the starting rifles and pistols with increased adaptability via special direct-fire grenades.  Perhaps a little broken balance-wise, they're meant to be more of a toy to play with until lasers and plasma make them obsolete.  It should be playable without OpenXcom Extended (I use Meridian's OXCE+), but the tweaks to TU costs for unloading and reloading the weapons won't work, and the battle rifle's special clip will work like a crappy shotgun instead.

The progression between the weapon types and balance will become more clear once I start putting together the story and pacing of my overarching mod, but for now, everybody loves having more sprites to share!  Feel free to take them for use wherever, just remember to credit me.

Edit 8 November 2016:  I've rebalanced the Pulse weapons and made them require some research first to compensate for increased firepower.  Also adding my second set of weapons, called LINAC after the linear particle accelerator idea.

1686
Suggestions / Re: Grenade Extensions? Submunitions?
« on: October 17, 2016, 08:36:32 pm »
Hm.. just zipping through the github repo, what can global scripts do?

That's a good question, one which probably only Yankes can really explain.  IvanDogovich uses them in his alternate corpse mod for Piratez, to change the floorob of a unit based on whether it's bleeding, stunned, or dead, and Yankes has written examples for an item that confers better night vision when held (like night vision goggles) and for making a silenced pistol that increases that weights the reactions check in favor of the firing unit, making return fire less likely.

Edit: We should probably move to the OXCE thread, so as not to completely derail The_Funktasm's thread.

1687
Suggestions / Re: Grenade Extensions? Submunitions?
« on: October 17, 2016, 08:26:29 pm »
It's true that OXCE/OXCE+ is based off an older version of the nightly, lacking features like armed civilians, but I think Yankes is currently working on merging back to the latest nightly.

To me, it's a matter of what features I want in my mod - extended/plus has much more variety possible with weapons and ammunition types, plus the new vision modes and scripting open up tons of possibilities, and there's the fact that it includes my personal improvement to shotgun behavior.  Eventually, once the merge is finished, there won't be much of a trade-off in what I get from what executable.

1688
Who cares about soldiers or civies?

What about all the property damage?! Those destroyed buildings are not gonna rebuild themselves... :P

New mod idea: you play as the leader of a coalition of farmers, outraged at the X-Com project's blatant disregard for their personal property, building rapport within the agriculture community worldwide until you can storm X-Com HQ with tractors, pitchforks, torches, and old farm dogs.

1689
If you take the snapshot from on the ramp and aim it at the ground just in front of the target, you can worry a tiny bit less about the rocket flying off into a crowd of civvies.  Or, since cyberdisks often float off the ground, the height lessens the blast at ground zero.  Even if you do catch a civvie in the blast, a dead cyberdisk is better than a live one flying off to kill more innocent bystanders or one exploding right next to a crowd after taking it down by armor piercing rounds.

1690
Suggestions / Re: Grenade Extensions? Submunitions?
« on: October 17, 2016, 02:54:10 pm »
It's more than possible to have explosions of any damage type, but creating multiple projectiles at the source of an explosion is more difficult.  Engine modifications are definitely a thing here, especially if you're talking to Yankes or Meridian about OXC Extended (OXCE)/ OXC Extended Plus (OXCE+).  The best way to get something into the engine is to create a branch of the source for your feature, and try a little C++ yourself!  That's how things like configurable shotgun behavior and special night vision modes made it in to OXCE+.

1691
Open Feedback / Re: Just learned about a new mechanic
« on: October 17, 2016, 02:45:21 pm »
A little while back I managed to goomba stomp an alien - I knew it was possible to be stomped, but turning it around on the AI was sweet. There were a set of stairs with the second tile completely destroyed, so my soldier ran up the first tile to fall down on the one where the rest of the stairs should have been, and an ayy happened to be right there.

1692
@hellrazor: This is a great explanation of reactions, but I have one nitpick; the reaction score used for checking is not reactions + remaining TUs, but rather reactions * remaining TUs / total TUs, or reactions multiplied by percent remaining TUs.

So, the starting reactions check values are:
Muton: 70 * 60 / 64 = 65
Soldier 1: 70 * 80 / 80 = 70
Soldier 2: 50 * 70 / 80 = 43
Soldier 3: 100 * 20 / 80 = 25
(Rounding down because Xcom hates fun)

So your reactionary super-soldier won't fire until the Muton is down to 22 TUs - well after he murders one of your mans, and Muton Buddy #2 may not even need to step in the picture.  TUs are very important for reactions!

The best assumption for getting a chance to react is that there is an alien with a heavy plasma one tile outside your vision range, so you need a higher TU percentage than that (100% remaining) for your overwatching soldier to keep your team out of body bags.

1693
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: October 12, 2016, 10:53:45 pm »
I feel like a bad metalhead, having just got the boarding gun pedia reference now that Black Sabbath popped up on my Pandora station.  So now I feel compelled to actually do the superhero armor research line and give that gal a boarding gun.

1694
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: October 12, 2016, 09:20:04 pm »
I just tried out the tome of lighting on a gal in a destructor outfit, and I don't think I need anything else for the rest of the game...

Except maybe a second tome!

Edit:  Both are allowed on mansion missions?!  Time to pick apart the building with raw elemental power!

1695
Code: [Select]
In file included from src/Basescape/CraftArmorState.cpp:19:0:
src/Basescape/CraftArmorState.h: In constructor ‘OpenXcom::CraftArmorState::CraftArmorState(OpenXcom::Base*, size_t)’:
src/Basescape/CraftArmorState.h:53:9: error: ‘OpenXcom::CraftArmorState::_craft’ will be initialized after [-Werror=reorder]
  size_t _craft, _savedScrollPosition;
         ^~~~~~
src/Basescape/CraftArmorState.h:51:25: error:   ‘std::vector<OpenXcom::Soldier*> OpenXcom::CraftArmorState::_origSoldierOrder’ [-Werror=reorder]
  std::vector<Soldier *> _origSoldierOrder;
                         ^~~~~~~~~~~~~~~~~
src/Basescape/CraftArmorState.cpp:54:1: error:   when initialized here [-Werror=reorder]
 CraftArmorState::CraftArmorState(Base *base, size_t craft) : _base(base), _craft(craft), _origSoldierOrder(*_base->getSoldiers()), _savedScrollPosition(0)
 ^~~~~~~~~~~~~~~
cc1plus: all warnings being treated as errors

The error code you're getting is from just declaring variables in a different order between the .h and .cpp files - but it should be just passed as a warning, I've gotten it to compile just fine on Ubuntu despite the mismatched variable order.  The issue is probably that you have -Werror=reorder set in the compiler flags somewhere, and would have to remove it to compile as is.  The other option would to going through file by file and fixing the variable order... but that's not going to be fun.

edit:  Based on this, maybe try adding -Wno-error=reorder to CXXFLAGS or change
Code: [Select]
cmake -DCMAKE_BUILD_TYPE=Release .. -Wno-dev to
Code: [Select]
cmake -DCMAKE_BUILD_TYPE=Release .. -Wno-dev -Wno-error=reorder?

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