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Messages - The_Funktasm

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31
Help / Re: Instant Battle Options
« on: December 09, 2018, 05:03:18 am »
Only if you keep your user folder in My Documents... Which is something I have no idea why anyone would do.
Just move this folder to OpenXcom/user.

It's useful for a few limited things, such as testing multiple engines with the same mods/userfiles. Generally not useful but if someone wanted to trim out some OXCE features from their mod that could make it easier to do so, I suppose.

32
Released Mods / Re: [Enemy] Traitors mod
« on: December 06, 2018, 04:51:22 pm »
Have not tried your mod yet.

Have some suggestions on the current topic of discussion. Alien pact forces could be called conscripts unless of notable rank, due to the sometimes iffy nature of transitioning from UN/COFN to rogue alien aligned nation. Like perhaps often it's a sort of selling out of loyal forces to their new combat leaders. They don't have a choice to opt out before their transfers. (I dunno who is into anime but the forces of East Gorto in HxH?)

33
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: December 06, 2018, 04:42:51 pm »
Not sure if it helps, but the edge that alien alloys could give projectile weapons are mostly that of rapidly prototyped projectiles that are tested by scientists. Since alien alloys are electromagnetically formed that implies a near 3d printer level of detail one can specify in created objects or parts. This means that a group of scientists could test out 20 rifle bullets in a few hours in an xcom windtunnel rather than mold/cast each one. Just dump a whole set of 3d models in alloys and test their drag/etc.

34
Help / Re: More diverse and focused Alien Missions/Teams
« on: November 30, 2018, 04:38:18 pm »
1/ The main OXCE+ thread contains a changelog. Not great, but better than nothing. Forum search can also help a bit... or just ask around. Existing mods also showcase tons of new features.

2/ If you were to request a feature, just make sure to describe what you want to use it for... I don't accept features without a use case/scenario...
... because most of the time there are better solutions, or even existing solutions.

3/ Also, I strongly prefer making new features for established modders. I don't make features for completely new people (generally speaking, not addressing you directly), who didn't try modding yet and are just letting their imagination loose... such features either never get used, or hurt the engine more than what they're worth.
There's tons of features available already, I suggest working on your mod with the features that are already available; and after you find out that you like this sh*t and want to dedicate non-negligible time to it, we can talk about requests.

Yeah, I found a page that is incomplete on the wiki, and even that has answered a few questions I've had up to now, including that of the molotovs.

As far as feature requesting I would definitely do so. I understand how as a developer you can't just make more work later on down the line (what with adapting old code to new code when related things are updated or replaced) by taking up requests or adding things of questionable utility or use. I am also used to the common presentation that people in the zdoom community do for their feature suggestions; generally an example that'd work with the feature in-place or a long description of the finer use of said feature.


So, I do have a question again... What is the extent one can modify or add function to the psi-amp while keeping its primary vanilla functions intact? If I wanted to give it a more traditional "attack" with damage, would I pretty much have to hijack the melee attack? I kind of want to put psychic attacks in in general to balance out psychic aliens.

(good example for why: if there are less overtly "wipe out your whole squad" level psychic enemies initially, they both set the player up to think they aren't a big deal and prepare the more wary players for the actually high ranked ones.)

A minor second question also: is there a method to have weapons with finite, integrated ammo that do not get consumed or disappear when emptied?


And one last thing: No offense taken on the thing about established modders. I may have a mod already but it's in resources for a reason. Compared to most of the big mods out I kind of have more faith in it being useful as a pack of assets than a standalone mod at this point. I have a hell of a lot of work to do.




EDIT:
Is there any method one can use to make attacks that do not have LOS or projectile logic at all? What I mean is an attack that targets like the mind probe or psychic attacks and only requires the unit to be visible in the battlescape to at least one allied unit. Ideally this could have a succeed/fail chance rather than traditional accuracy.

35
Work In Progress / Re: How UFOs Make the Plasma
« on: November 24, 2018, 03:15:18 pm »
Not even having tried it yet, I like the roof placement. For one, there's that whole thing of people claiming there's a point where (IRL) UFOs fly top-forward. For another, many of the smaller UFOs not only have an explosion in the center that takes out the roof, but there's a clear route for power to route to the weapons.

36
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 22, 2018, 02:43:32 pm »
I need to start a game of this both to learn and to have fun.

On a side note though, have you heard of "Kamen Rider Amazons"? It and its squad of dangerous entity bounty hunters reminded me of xcom and got me playing it again. Not sure if it'd provide any ideas but the main plot involves genetically augmented beastmen escaping from a lab and becoming quasi-cryptids.

In ANY case...


Elwood:"There's 106 miles to Chicago, we've got a full tank of gas, half a pack of cigarettes, it's dark out, and we're wearing sunglasses."

37
Fan-Stuff / Re: XCOM Crossovers that'd never work
« on: November 22, 2018, 02:32:34 pm »
XCom meets Miami Vice

Crockett and Tubbs fighting aliens.

If such a mod existed, I would certainly use the soundtrack for general gameplay.

https://www.youtube.com/watch?v=4hvNQTXaWLU

Not gonna lie, in the right themed mod a midi of the theme would be a great GMDEFEND replacement. In any mod it'd be a great GMDEFEND replacement.

38
Help / Re: More diverse and focused Alien Missions/Teams
« on: November 22, 2018, 02:24:44 pm »
As far as OXCE+ features I'm guessing that poking around the forums and looking at existing mods is still the best source of information for newer ones?

I have recently committed to an engine switch after finding out about additional damage types.

If I ever were to request any more features I'd do well to know what the game can't already do. (an example: aside from a single use arcing weapon that doesn't use throwing skill, how would I code a grenade that can either only be primed and thrown, or just thrown if priming involves turn-based delay no matter what if not proximity-based for detonation)

Essentially if I end up developing an XCOM vs mislead civil uprisings, or XCOM and rebels vs alien accomplices set of missions or logic to my mod, I feel molotovs would fit better than cheap grenades for their thrown additional weaponry. Planning on having this for both mods, normal and tftd and having research or other progress that prevents at least some of it.

Like, I am not sure but I would find diversity in base invasions a bit interesting and for a human military as an alien puppet to deploy against bases, or probing assaults of weaker craft from them or aliens on bases to be more interesting than very samey "invasion ships" that attack bases. They could happen as often with weaker probing raids before, perhaps?

39
Help / Re: [SOLVED] How to change color of the Smoke
« on: November 20, 2018, 10:56:15 pm »
Ah. Too bad. Would've been interesting to try making stun damage leave a cloying stun damage form of smoke, or for plasma to leave its own form of fire. Or what I really was thinking of, the black fog from the original war of the worlds.

40
Help / Re: [SOLVED] How to change color of the Smoke
« on: November 20, 2018, 06:25:47 pm »
Wait, there can be more than one type of smoke? That sounds incredibly useful. Can there be more than one type of fire?

41
Help / Re: More diverse and focused Alien Missions/Teams
« on: November 20, 2018, 05:59:13 pm »
So theoretically I could have a "civilian" HWP that functions similarly enough to an XCOM one? That's something I wasn't really planning on but it could make missions more interesting.




42
OpenXcom Extended / Re: [Suggestion]Pass through shield
« on: November 20, 2018, 05:32:21 pm »
For a moment I interpreted this as an object that blocks projectiles but not unit movement, like a forcefield/shield membrane.

43
Help / Re: More diverse and focused Alien Missions/Teams
« on: November 20, 2018, 05:30:21 pm »
Ok, so there is at least an amount that it'll work. I was worried about giving aliens too much equipment because it could be considered free if it's never used.

I may have to do some AI tests just to see what all actually assists aliens in combat.

My current mod is a bit too easy, and otherwise badly balanced.



Another few questions...

1/ If a weapon lacks non-burst firemodes, will an alien still fire the weapon?

2/ Can an alien be given an in-built(like terror units/melee) weapon and a traditional/hand weapon?

3/ And a question out of pure curiosity, primarily... Can a civilian unit be a 4 tile tank-style unit?

I hope I'm not being a burden or anything.

44
Help / Re: More diverse and focused Alien Missions/Teams
« on: November 20, 2018, 04:23:37 pm »
Thank you for the info and answers.

Ah. Being unable to pre-prime explosives is a small disappointment. I don't suppose I can set a custom explosion or item to spawn on death for aliens, can I?

I had wanted to have some tricky enemies that either explode on death or drop proximity weapons to simulate booby-trapped corpses. It seemed like a fitting tweak for a more cannon fodder terror unit, or special subtypes of aliens for base invasions and other high-importance missions. (destroying the body would generally destroy the explosive, assuming it could be spawned, meaning they could be balanced to a degree still.)

Also, as far as "ensuring enemies use equipment" can't I kind of tip the scales with minor stat variations among aliens? I would assume an alien with different stats would favor different weapons because different "ideal" numbers would pop up for accuracy, etc.

Come to think of it, I had long thought aliens had incredibly simple behavior in regards to inventory. I figured they only could 1: fire their in-hand weapon, 2: throw one grenade in their inventory, and 3: reload their in-hand weapon.

What can they actually do? Will the AI swap weapons, even if only rarely?

45
Help / Open Modding Question Thread
« on: November 20, 2018, 02:54:08 pm »
Feel free to use this thread for your own questions. I remember a useful thread on the zdoom forums like this.


Hi, I have no idea what I'm doing with half of modding OpenXcom. A specific area I've had trouble with is the aliens. I have figured out player units well enough but haven't figured out how to really accomplish certain goals I have.

If anyone could explain a few of these things to me I would really appreciate it.



1/Setting equipment and equipment status (such as pre-priming of explosives) for aliens, and whether this can be done by race.

2/ As an aside of the above, ensuring aliens actually USE equipment in their inventory aside from their primary weapon. (if all that works are grenades and firearms then that is fine. I don't expect use of proxies or indirect fire, or medical kits.)

3/ Creating subtypes of existing aliens (have done a little bit of it) and giving them their own alien mission preferences and tendencies.
An example of this is that I somewhat want to have different social/class groups of ethereals. One specifically favoring abductions and infiltration. They would have slight stat differences and carry different loadouts. Another example would be Muton terror units that have a sort of psionic or pharmaceutical boost they're on and wield light plasma weapons and alloy blades or claws. These are just examples, the mechanics are what I'm interested in right now thought.

4/ Creating aliens that are XCom units with lightly modified sprites, as in enemy human combatants.

5/ Creating specialized civilians, including ones with weaponry. I realize that the default civilians do not have the means to wield weaponry. The intent would be to further customize any "missions" I might attempt to make if I can figure out map creation. A concept is that special missions could serve to diversify the more repetitious parts of the game. Special missions would be the hoops XCOM has to jump through to maintain funding. These would include the sort of operations you'd expect governments waving money to offer a shadowy paramilitary organization but at least generally oriented toward project safety, secrecy, and anti-infiltration and base-installation missions.

6/ As an aside to most of this, assistance in the creation of fake civilian corpses for the creation of more reasonably "in-progress" terror site maps. I have always found the aliens and xcom's "turn 1 agreement" weird.


If you could give me some tips or point me in the right direction on a few of these I would really appreciate it. I am used to a somewhat unrealistic standard of documentation due to the ZDoom engine.

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