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Messages - drages

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46
Hey!

The idea is using "Battery" type magazines for energy/fuel based weapons/damage types.

As Yankees added the code for different ammo using with shot numbers with it, i got an idea to go over this code. Editing shot types ("weapons use"s) with different stats and abilities to make a weapon more tactical.

With this idea, you will have battery for your weapon. With this battery, you can use it differently from shot to shot.

Think about a heavy laser weapon we all have and used.. default one always sucked, still heavy weapons don't have a big part of modded community because it's big damage with high TU and low ACC mostly.. but we love to use it because it's powerful. But we want a burst version of it too.. maybe a long range sniping shots with good acc could be nice addition.. we need to have a sniper laser and a gatling one to make this happen.. but if we add burst to a heavy laser, it could be OP at short to mid range.. if we add good acc and long range, then it will be an OP sniper..

So.. what can we do... we need to able to get them together with nice and logical limitations.. Lets take our heavy laser.. and give it a battery of 30 charge.. so basicly a magazine with 30 ammo...

- Replace aimed shot with "Beam Shot", %500 of standard damage, short range, high dropoff, high damage reduction by tile, or just simple very short maxRange.. takes "10" charge from the battery..
- Replace snap shot with nothing, just snap.. %250 damage with everything standard for heavy laser.. uses "5" charge.
- Replace auto with "Burst Shot", an auto shot with 10 shots, %100 damage, moderate range and acc.. uses "1" charge per shot..

Now you got a heavy laser you can use at different situations.. i gave an example.. you can create shots with armor damaging/destroying stats, you can use a armour penetrating shot with more charge used.. everything is possible..

And you can make other "batteries" with more charge less damage, with more penetrating power with less charge.. and you can use this battery for all kind of weapons at your branch, from pistol to heavy..

With this options, you can have a pistol with smg and shotgun abilities, a rifle with sniping, a heavy with more tactical options.. so rather then have 10+ type of weapons at your weapon tier like pistol, heavy pistol, smg, shotgun, rifle, sniper, heavy, LMG, gatling vs.. you can handle it with 4 weapon and 2 battery type even with more options then having that 10+ weapon together!

Energy and fuel based (like laser, plasma and flamethrowers) weapons can have totally different game style rather then having different sprites/names and only a different damage type..

I shortly talked over with Yankees anyway, so i wanted to share the idea with you all..

PS: And the problem which player and AI and game code can have with this, "can't able to shoot even you got some ammo but not enough for the shot type"..

There is possible solutions which will save the AI too..

- The shot gets penalty if it does not have all the ammo it needs.. like a shot with 100 damage and 10 charge needed, can fire it with 5 charge but with %50 damage reduction.. so AI can shoot and replace the ammo after it finished off. But player can forget to check the ammo before fire.. so needs more attention.. this could be an option with true/false to not break the AI..

- The system could check the ammo needs and tell the player that there is not enough ammo to shoot..simple but it won't work with AI because there is still ammo.. but if it could be coded just only a warning but able to shot anyway, there won't be any problem.. I mean when you try to shot, the game will warn you, but you can still  fire it with penalty, and AI can shot it because there is no limit..

- The modder could avoid to use this method for the "only alien" weapons.. so AI won't bother with it.. this is the worst case scenario.. but the first idea can handle most of things..

The example code:

Code: [Select]
confAimed:
      shots: 1              #number of shots. Defulat `1`.
      [i]ammoPerShot: 5  #number of ammo needed to shot[/i]
      name: STR_AIMED_SHOT  #name of attack in action menu.
      ammoSlot: 0           #with ammo slot is used by this attack. Defulat `0`.
      [i]damagemultiplayer:   #as % of damage of default weapon damage
      accuracyMultiplier:   #same as damage[/i]
      maxRange:
      minRange:
      dropoff:
      powerRangeReduction: 0.0 #how much power a bullet loses per tile, used by Psi-Amp damage too.
      powerRangeThreshold: 0.0 #how far in tiles bullet need fly to start appling `powerRangeReduction`.
      damageAlter:           #with all the stats under it, to make shot unique, tactical
      [i]damagePenalty: true  #if there is not enough ammo, the shoot will get damage penalty as %...[/i]
     

I hope i could explain myself.. thank you!


47
Work In Progress / Re: [WIP] Xenomorphs ... at last!
« on: July 11, 2017, 10:02:53 am »
So another payday means another commission :)

Hopefully have something to share with you all soon. Going to look at doing some palette swaps of the Xenos would be cool to maybe have a queen as a 2 x 2 unit!

I ordered a queen.

Here is WIP. And i think we need one more 1x1 xeno but i dont know how to handle it.. i want them to be sneaky. 2x2 are hard to move, easy to kill if they are not ultra tough.


48
Resources / Re: Drages Weapon Sprite Collection
« on: July 07, 2017, 12:32:46 pm »
Nice work Drages :)

A quick question, what is your workflow for colour swaps? Do you use photoshop or some kind of plugin?

Thx. I am working on photoshop. I take image, make it rbg color then indexed mod with ufo palette. Then I go to rbg again and work on it. After final indexing with ufo palette, if I am happy with result, I go for pixel by pixel editing.

There is much better tricks pixel artists know. But they hate limited palettes.

OpenXcom should have change this palette system. I see no reason to use this.

49
Resources / Re: Drages Weapon Sprite Collection
« on: July 07, 2017, 01:00:48 am »
Something like that, yes, but not so monochromatic. Maybe combined with blue, or orange?

White is really tricky, like black at this game.

I put you another example. I am putting the files too so maybe you can recolor it with the needs of you. You can get the spritesheets at falkos tool as sectoid template.

50
Resources / Re: Drages Weapon Sprite Collection
« on: July 06, 2017, 11:54:50 pm »
Can you make a white variant?

This white?

51
Resources / Re: Drages Weapon Sprite Collection
« on: July 06, 2017, 10:50:09 pm »
Newwww poooosst!!!...

I did not see any UFO mod used TFTD tanks.. don't know why.. but i wanted to add them. I don't have any idea how to mod the turrets..i will see what i can do.


52
Resources / Re: Drages Weapon Sprite Collection
« on: July 04, 2017, 09:17:30 pm »
I can use it when it's done, right? :)

It's all for communities and XCOM's sake of course. I will share the sprite sheets soon.

------------------------------------------------------------

I finished the editing and recoloring. Good Use!


53
Resources / Re: Drages Weapon Sprite Collection
« on: July 04, 2017, 09:10:35 pm »
Actually it does bother me a lot, have you heard of netiquette?

...but if you keep making these wonderful things, I don't mind spending time on merging your posts! :D

I totally love that sprite.

My bad.. sry..

I just did not create those dinos.. its a paid work from a sprite artist.. I am happy with the result. They looks more though then default versions.. especially with arms and claws.. i will do some pixel editing for teeth and some details for sure.

I wanted to have a real melee unit which is very dangerous, even kill a power armored guy with 1-2 bite.. armored ones will be a ultra dangerous one with the armour.. and armored one can have turrets too probably..

54
Resources / Re: Drages Weapon Sprite Collection
« on: July 04, 2017, 08:58:37 pm »
Thx for merging my comments.. i reply new ones to be seen.. i hope it does not bother you..

Anyway, some big and good news..

We need more violent dinos who want to swallow humanity alive. And when a dino does not enough, an armored dino would make your day worse!


55
Resources / Re: Drages Weapon Sprite Collection
« on: July 03, 2017, 09:11:25 pm »
I don't have particular plans for Sectopod rockets at the moment, so I wouldn't ask you to add them... But if you do, I will consider this change.

I would probably use yours too so i would like to use them launchers. I asked for that reason too.. but not needed for now..

--- posts merged ---

Heya..

I came with another attempt for greatness!.. I present you the little black disc of death!

They are so cute and deadly!

PS: Added default color version.

And big black ones final version.

56
Resources / Re: Drages Weapon Sprite Collection
« on: July 02, 2017, 08:17:42 pm »

You mean some sort of spriting tool? No, there is nothing like that. Not sure what it would do, though - you have to do the sprites by hand anyway.


I am using https://falkooxc2.pythonanywhere.com/hwpbuild for HWP, all the works i done here, used that.. I need to see what i do as a whole. So i asked that, is there any tool like that for single units.

If you can recolor your sectoids again with the template from https://falkooxc2.pythonanywhere.com/hwpbuild, i can add launchers.. Every sectopod deserves to fire rockets!

Templatas are like that:

57
Resources / Re: Drages Weapon Sprite Collection
« on: July 02, 2017, 07:49:15 pm »
Wow, yours are really very nice too.. very clean work i can say.. yeah mine looks like dirty compared to it.. i need to clean it up.. :)

Do you have falkoo template of it? I can add the launchers to it.

Is there any normal creature editor for 1x1 ones?

Btw here is the files for final sectopod and Triscenes.:




58
Resources / Re: Drages Weapon Sprite Collection
« on: July 02, 2017, 06:52:01 pm »
After... 6? 7? hours of editing...

I present you.. ultra mega laser sectopod with dual rocket launcher support.. fck yeee...

I am happy with result.. even with pink launchers.. dunno it fits :)

59
Resources / Re: Drages Weapon Sprite Collection
« on: July 02, 2017, 04:35:00 pm »
Ok little pictures..

I wanted to unarm him but it needs a pixel artist for sure. I can repair/edit what i have, but drawing something is more then me.. but i try to find some pixel artists to hire to do that. I am working on much cooler sectopod version now, i want to add rocket launchers to it but i can't do whatever i want for now as quality.

Pfff those pedia pictures are really bad.. their default is bad.. art is bad.. maybe i can find someone who can draw it more cooler, but i can edit those if needed with the colors wanted.


60
Resources / Re: Drages Weapon Sprite Collection
« on: July 02, 2017, 01:14:46 pm »
Sectopod on the 3rd picture is nice.
Triscene on the 2nd picture needs some more love.
The rest is not so visually pleasing, yet.

What is the problem at the disc? Why didn't you like that?

Black sectopod, is too black maybe for this game palette.. it's really hard to create a dark colored thing at this game.

--- posts merged; WTF, two consequent posts at the same time? ---

Triscene on the 2nd picture needs some more love.

I gave him so much love this time. Because of massy TFTD color palette, the weapon part was totally messed up. I recreated it pixel by pixel with repairing all the chassis.
Gave him cool eyes.
He got tongue and bloody teeth at every frame, not just at standing.
This version is X-Com Laser version and at the end alien plasma one. I try to fit the color to their branch (laser weapons are black at my mod so i did not made it blue but i could make any color.)
Every part of it parted by layers so i can change any part like weapon, weapon chasis, eyes, body..

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