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Messages - The_Funktasm

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46
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.

47
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?

48
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.

49
OpenXcom Extended / Re: [Suggestion] Limiting craft movement
« on: November 19, 2018, 06:37:02 pm »
This would be very useful for a TFTD mod I would like to do at some point. Alien Alloys are good enough outside of seawater.

(I figure there could be a difference between pure subs, pure aircraft, and hybrids. Probably would be that mixing both is expensive and the end product doesn't excel at anything like the originals.)

50
Resources / Re: X-Com Images Archive
« on: November 19, 2018, 03:44:07 pm »
Thank you for this. I have had no idea how to actually get some of these resources out to modify and it has stifled what I feel like I can even work on for this game.

51
Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: November 19, 2018, 08:07:00 am »
So I figured I'd have to get the palette down if I want to make anything for TFTD.

I decided to test a few color combos on my laser weapons and see how they'd look.

Then I decided to do it classic TFTD gaudy and supersoaker-esque.

The palette really is different, and hard to work with for uniforms especially...

Also I did end up doing a few mockup TFTD weapons.

52
Offtopic / Re: Xcom Enemy unknown theme music
« on: November 18, 2018, 05:19:17 pm »
Reminds me of Return of The Living Dead's soundtrack, for some reason.

https://www.youtube.com/watch?v=uo6eIriOgSg

53
Offtopic / Re: Looking for a new book series to read?
« on: November 18, 2018, 04:23:13 pm »
Neuromancer and the assorted Gibson novels that go with it. Also by extension Johnny Mnemonic.

54
Fan-Stuff / Re: XCOM Crossovers that'd never work
« on: November 18, 2018, 04:16:43 pm »
In the opposite direction to the usual one...

Darkest Dungeon and XCOM.

"Steadfast soldiers stand against the alien horde, armed by conquest!"

55
Released Mods / Re: [WEAPON] Minigun 1.8b
« on: November 18, 2018, 04:09:08 pm »
Oh, the Doom chaingun has been one years ago, first in Piratez, then ported to X-Com Files... So no need to do much, just remove any OXCE features from the ruleset.

Wait... Are we talking craft weapons now?

Not so much craft weapons as much as smaller (jeep, truck) level coaxials (turrets and mounted weapons) that powersuits could wield as in-hand weapons. I am fairly certain that .308 miniguns are more a helicopter thing and the 5.56 ones are more a truck/technical thing. Could be wrong.

Another example: http://www.emptyshell.us/xm556-microgun/

56
Released Mods / Re: [WEAPON] Minigun 1.8b
« on: November 18, 2018, 03:32:40 pm »
Personally, I see how it's almost superfluous, but it does fit in well with later game full powersuit scenarios. I guess it's a YMMV thing.

I guess an alternate example/reason would be the Doom chaingun, and other similar weapons. It's a sorta not-AR or not-SMG for people that want to be specifically non-standard like I guess 90's style or something.

In my particular case I kinda wanted to have a visual distinction between calibers of miniguns.

Shorter would kinda imply it's dismounted from a smaller vehicle than the larger sprites would. I have seen a helicopter mounted minigun in person and they are scary-long. I believe many are .308 but smaller vehicles get 5.56 sometimes, like humvees? I may need to find better webpages for resources if not...

57
Released Mods / Re: [WEAPON] Minigun 1.8b
« on: November 18, 2018, 03:00:35 pm »
Ah, okay. But I don't think you can do much more with the space you have... And what would be the actual differences between these types? Accuracy?

Have fun!

Peak accuracy, distance based inaccuracy, etc. I more tend to see XCom as a rare case of a near even arms-race where one side has a starting advantage but the other has a good eye for ideas.
Also it could be a caliber difference as well. One .308 and another 5.56x45.mm perhaps.

Have thought of it for my own modding. Might do a shortened minigun world sprite for fun/because since it's not too hard.

58
Released Mods / Re: [WEAPON] Minigun 1.8b
« on: November 18, 2018, 02:37:01 pm »
I guess a good way to put it is, the variant graphics for it being a short-length or long-length mounted weapon. like, barrel length. depending on how you do it it might amount to an inventory tile's worth of shortening.

Like, a version that's a mini-minigun.

For an example, this is your minigun: http://modernfirearms.net/userfiles/images/machine/mg69/m134d-1.jpg

This is a good example of a shortened one: https://static1.squarespace.com/static/570f02e240261da404b66297/t/574e27d63c44d81bb19c0dea/1464739886064/?format=1000w 

A less refined example would be good old DOOM's chaingun. Not very long, but box-fed and brutal.

59
Fan-Stuff / Re: XCOM Crossovers that'd never work
« on: November 18, 2018, 02:19:44 pm »
XCom meets Hotline Miami. One squaddie has to clear the entire ufo in a bloodsoaked panic.

60
Fan-Stuff / Re: XCOMDoom: XCOM: Enemy Unknown Total Conversion for zDoom
« on: November 18, 2018, 02:17:36 pm »
I failed to make one of these ages ago. Was a fun trial at least.

For the record it went nowhere and is no worry as far as competition. Might pass on some assets if you're interested though. Even if not...

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