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Messages - The_Funktasm

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Help / Re: More diverse and focused Alien Missions/Teams
« on: December 29, 2018, 11:54:36 am »
Yes, this is possible using OXCE where psi-amp-type items can have any combination of "Use" (create an attack on the target on success), "Panic", and "Mind Control" actions. You can see an example of this in the X-Com Files mod with the Staff of Heart Grip.

Like this:
#Psi Attack Segment
    psiAttackName: STR_MC_ATTACK
    dropoff: 0
    hitAnimation: 46
    accuracyUse: 10
      psiSkill: 0.25
    damageType: 5
    powerRangeReduction: 3
      psiStrength: 0.5
      RandomType: 6
      ArmorEffectiveness: 0
      ToArmor: 0
      ToWound: 0
      ToMorale: 2.0
Dont forget that each  alien unit with psi skill>0 got special weapon, called "ALIEN_PSI_WEAPON", which allows them to panic or control your soldiers.Sadly no. Only way is to make special ammo packs with enormous reload time (like 999 tu), so recharge will be possible only on mission start.

Thank you for the information. It sounds like I could do pretty much exactly what I wanted to. (psionic attacks in the vein of pyrokinesis/electrokinesis/brain-overload and ensuing unconsciousness)

And I suppose special ammo packs would in their own way be more realistic. I already have a flamethrower in my mod which is heavy enough that it is generally emptied and then discarded during missions as the bulk of the weight is fuel. Ammo packs would just be the same sorta deal but with reload time as the impracticality.

Ok for real this time I'm uploading a later version of my mod soon. I need to replace some old lower sample-rate sounds first and then it'll be ready.

I could really use some input when I do.

On a separate note I'm kinda stalling with sprites at the moment and would be willing to try to make some in my general style of what people want to see. Have thought of trying an xcom resolution Steyr AUG.

Released Mods / Re: Auto supply
« on: December 25, 2018, 11:43:53 pm »
Eh... both are in the purchase/hire menu and sell/sack so I figured they were related.

Released Mods / Re: Auto supply
« on: December 25, 2018, 11:17:24 pm »
Would it be any more useful if hiring replacement soldiers was part of the option or menu?

OpenXcom Extended / Re: [Suggestion] ExecutionOdds scaling factor
« on: December 24, 2018, 02:09:30 pm »
Would this be difficulty based or just an overall value? (mostly out of curiosity)

I think the main issue is you have a lot of sidenotes in your posts. (I have this a lot too. this note for example.)
Yours though are kind of disruptive to your main points though because they kind of take over sentences and paragraphs as a main point.
Since your main language isn't english it might help to sum up your posts at the end into primary points or notes so that your main intent of a post is immediately clear.
Sometimes repeating yourself is more helpful than it'd seem, in text especially.

On a side note (see?) I would say it might also help to be a bit more specific and contextual with some of your side notes, or to put them in parentheses () or asterisks * after full sentences.

I hope I don't seem rude or commanding here either. These are merely suggestions. You aren't annoying for it or anything, it's just sometimes hard to figure your primary point in a post sometimes.

Open Feedback / Re: Editing weapons
« on: December 21, 2018, 04:17:37 am »
There isn't a current all-in-one editor for OpenXcom rulesets. Like Feru said, .rul files work in extended notepad type programs meant for coding.

There's one in this thread with a bit of extra help; a plugin for this port's code specifically. I'd recommend using it and the existing code in openxcom's standard\xcom1 folder though.

I suggest starting this as a mod though, not a modification of the code in the folder I just mentioned. I can provide a base blank mod if you'd like, to simplify this.

Some of the extra port specific features are explained here:

The X-Com Files / Re: Dossiers wanted!
« on: December 20, 2018, 04:18:14 am »
-Name: Erwin Larch
-Role: Person of Interest, Medical Examiner (autopsy tech.)
-Affiliation: (best left to dev)
-Details: Erwin Larch has evaded capture since 1992 and is currently wanted for the following crimes: Impersonation of a state trooper, hijacking, theft of twenty one (21) scientific cadavers, illegal transport of human remains across state borders, murder. Little conventional evidence was left to the intent of this crime, though Larch's home contained a variety of taxidermy equipment and embalming equipment.
-Status: Missing

not a reference to any person living or dead.

Just figured you might want someone who seems like they are responsible for zombies or other such horrors. Perhaps supply or acquisition of material or people for this purpose.

OpenXcom Extended / Re: [Suggestion] Battlescape tile edit mid battle.
« on: December 18, 2018, 12:05:48 am »
I think the lights thing is a bit less of a stretch if you consider individual lit rooms. A player can order his troops to scan the room at  its existing light level, or alternatively expend the extra time or risk an alien reaction moving over to the switch and lighting the room. Were the aliens not able to see in the dark that'd also make it to where any room like this with windows has utterly exposed the units in it.

Another thought is the hangar in XCOM bases. Why does a military hangar not have headache inducing lighting? I guess the answer is nobody turned them on?

The ladders honestly seem a bit better suited to specialty missions wherein it's not the means to the usual end of "kill the aliens" but instead the means used to reach a goal item or location. Consider if all floater bases had few access points to get down into them, or if Cydonia was accessed not through the front door but an explosive breach.

Personally though I think switches would work most ideally for large doors or lifts, moreso than lights.

OpenXcom Extended / Re: [Suggestion] Battlescape tile edit mid battle.
« on: December 17, 2018, 03:14:53 pm »
That will be a neat idea, but... i wish things like... anything but electrical-circuited cloaking devices (like in the images Meridian placed in the message instead of attachments) will be vulnerable to water or anything. But i will happen til 2020s or 2030s (2010s is a almost over as it seems unless January of Next Year begins after December 31 of this year).

I dunno what Starcraft or XCOM:EU2012 or any kind of cloaking will work or not work on water or in underwater purposes.

Also, making a fire MCD on MCDedit will be difficult to make as far as it goes according to plan.  :-\


Pretty sure that's been a thing in sci-fi because of two not quite solid lines of logic. For one, air is a kind of easy to forget thing so people assume it'd be easier for cloaking systems to work in as though it isn't a physical medium or something that can affect sight. It isn't tangibly solid so people underestimate how it can work at affecting what one sees like a lens does. For two, water has a very complicated sort of effect on light's movement. Modern video games spend a decent budget for graphics cards to render caustics and such from how light interacts with water. Essentially it's based on lighting that's far more variable, and light, with how fast it moves, would cause a sort of lag between lighting effects in the real world and those shown by the cloaking effect.

(point being that if water affects the cloaking then air would, as would dust, smoke, etc. anything that moves and isn't just the absolute surface of the armor/skin itself.)

But that's like, me overthinking shit and not actually thinking game mechanics, so....

That said I agree that these things "shorting out" or utterly shutting off is completely unrealistic.

Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: December 17, 2018, 02:30:40 pm »
I've been doing really slowly at modding overall but I'm releasing an updated version of my mod this week.

Here's a limited use set of sprites for now: An xcom hybrid and a guy that we know had to do it to the aliens (with characteristic posture).

OpenXcom Extended / Re: [Suggestion] Battlescape tile edit mid battle.
« on: December 17, 2018, 12:23:56 pm »
I'm aware this isn't exactly relevant...

On the topic of "hazard" tiles it might be interesting to see waist-deep water/wading. If mixed with other water tiles that are not traversable it'd make for convincing streams in woodland maps, or full-fledged swamps. I assume it'd just be more tiring tiles to walk on for units.

It's something I assume vanilla xcom is capable of at least to some extent.

Offtopic / Re: What about humans invading aliens?
« on: December 16, 2018, 10:19:01 pm »
Here's a flip of the EU script.

The aliens have been in Cydonia without contact. Climate change and the rampant excesses of people with power and money have ravaged Earth. Our underfunded space programs discover alien life on Mars, kept going through responsible planning and high technology. Between genetics, psionics, and habitat technology their every legitimate need is fulfilled.

Negotiations fall through due to human greed and alien wariness. The aliens refuse to give the entirety of their secrets over and Earth's governments cannot agree on a level of alien access to the planet's airspace and surface.

A squabbling array of nations begin creating a shadow army to fight and steal from the aliens, while the funding nations attempt further negotiations if only as a ruse.

As XCOM your role is to manage an army of privateers, raid the aliens, and wherever possible manipulate the public image they have. High bounties will be paid for equipment, cultural items, and research.

Business as usual on Earth. Until the pacts start being made at least, and countries drop out of the council.

Suggestions / Re: Reward for autopsy
« on: December 10, 2018, 03:30:52 pm »
Doesn't seem that weird to me. There are animals on earth much easier to take down with small arms if you know spots where or where not to bother hitting them. I have heard that some animals have skulls that sometimes stand up to handgun fire at short range, and in those cases a minor difference in aim can make for a much better if not immediately obvious shot.

Several aliens also have very practical bonuses to give. Ethereals are not nearly as big as their cloaks and this is good knowledge for making aimed shots count, and their brain does a lot of the work of keeping them alive. Mutons are armored artificially but would likely have areas of their implanted armor that are not quite as good, for mobility purposes. Knowledge of Sectopods could expose the most relevant parts of it for actually disabling it. Hitting the parts of floaters that have the least damage resistance seems like a simple extension of looking at the autopsy as well.

Not that it would work as a game mechanic but I suppose it'd be like a percentage based boost to your minimum damage or lower-end. Maybe not higher maximum damage, but less chance the shot is weak or a cap on how low it can be.

Suggestions / Re: Continue playing after the Council tries to shut you down
« on: December 10, 2018, 03:09:03 pm »
You've already generally sold the COFN any excess alien tech and traded current research info to them in default XCOM. I figure that's why you get Score for research and alien artifacts collected in the field. They wouldn't exactly /have/ to make pacts with the aliens to survive, and I kind of doubt they'd waste the time to really fight XCOM with aliens to worry about.

I think a reasonable scenario here would be that the COFN fragments into the countries that have alien pacts or bases, and those that do not. Essentially alien puppet forces and COFN forces, or a sort of "XCOM 2"  Both have the level of technology that XCOM can field at the point that they have gone rogue.

Another alternative is blocs of former COFN countries having post-XCOM secret factions of their own.

Just some ideas.

Also considering you're a government(s) agency... Isn't it just video game logic that you aren't just fired and replaced as commander in the actual game?

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