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Messages - Finnik

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1
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 28, 2024, 02:09:14 pm »
Alhough, the player would not be able to track it anyhow.

2
From the Ashes / Re: From the Ashes - initial release!
« on: March 27, 2024, 11:44:55 am »
It might be incomplete, I'll check it, thank you.

As for completing - yeah, it's a problem, since artist disappeared without completing the full asset =(
I will have to finish it somehow...

3
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 26, 2024, 05:03:20 pm »
FtA has y-scrits for healing, that can be easily altered as a integer skill of a soldier.
As for adding a new stat - we have mana, that can do basically anything. Adding more on top of it is a HUGE pain. I did it in GTA and it was a big breaking change.
For instance, can you design a proper and consistent UI for a new stat? Giving how specific it is, you must take in consideration, how any other mod would handle it.

4
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 04:46:57 pm »
I'm not a moderator or anything like that, but I don't see any point in further discussion, it is a such a insanely huge change, that, I bet, would nobody like to develop. Not sure it is even possible without rewrighting anything about battlescae. This, it will never be backwards compatible with turn based one. If you want it - develop or fund creating a new game by yourself with unity or godot or other generic engine - it would be a lot easier.

5
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 02:50:38 pm »
How about adding a real-time engine to OXCE?

Just make another xcom-like game :)

6
From the Ashes / Re: From the Ashes - initial release!
« on: March 26, 2024, 02:47:44 pm »
It is exclusive, made by professional artist. If anything, it is not distributed under CC license, as all other art I paid for.

7
From the Ashes / Re: Suggestions
« on: March 24, 2024, 01:12:58 pm »
It is quite big and hard to test as a whole, but I hope it will come out soon (tm).
And it is on mod.io - https://mod.io/g/openxcom/m/from-the-ashes

8
Do you have anything like plan or backlog about what hooks you want to add in geoscape?

BTW, I love ufo detection hook, using it in my project

9
This feature can enable modders to create diverse lore and background for different types of base defense missions (that are technically already possible with new features like https://openxcom.org/forum/index.php/topic,11429.0.html and https://openxcom.org/forum/index.php/topic,10808.0.html)

Currently, the game uses can spawn alien mission for base defense encounter, that specify the UFO to "land" near the base. Battlescape encounter uses base to generate the map and `alienDeployment.data` section of the landed UFO to generate enemies (race taken from alien mission). But the briefing data is hardcoded and can't be modded.

Possible design - make a new property in `alienDeployment` rule to override vanilla logic and use briefing data from UFO's `alineDeployment.briefing` (currently, it is ignored), like it is done for terror missions.

10
OXCE Suggestions DONE / Re: [DONE][Suggestion] More retaliation variants
« on: February 24, 2024, 04:51:40 pm »
IMO, a new property can be added in `alienDeployment.briefing` to specify, that we want to use this data instead of hardcoded by the mission type.

11
OXCE Suggestions DONE / Re: [DONE][Suggestion] More retaliation variants
« on: February 24, 2024, 03:43:14 pm »
AFAIK, briefing is a part of a geoscape layer =)
It looks like the game does not respect anything from the mission, it only takes `data` section from alien deployment and race from mission. Briefing data looks like hardcoded part in case of base defense mission.

How do you think, is it a place for some improvement? It is not very immersive in some mods to read briefing about an alien vessel landed near the base and then fight rats, coming from the ground or cultists, travelling on the vans or helicopters...

12
OXCE Suggestions DONE / Re: [DONE][Suggestion] More retaliation variants
« on: February 24, 2024, 02:03:04 pm »
Do we have an option to change briefing description for retaliation mission?

In case not alien vessel attack the base, but, say, subsurface creatures with `instantRetaliation` option?

13
Suggestions / Re: FEATURE Revamped research progress screen (QoL)
« on: February 17, 2024, 09:10:48 am »
I personally don't like when there is a straight progress for research shown to a player. I feel it is nice to have it separate from manufacture, where you can plan things. Research progress is very hard to plan, as there is a lot based on insight. I have not been personally involved into a "big" science projects IRL, but I am familiar how it is done in details - it is very hard to plan in terms of end date.

So I am against it.

14
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: January 08, 2024, 10:57:30 am »
Thank you so much!
I'm using your map editor extensive, may I provide some more feedback?

Route editor shows the number of the node as one of three numbers on it. But the number itself is really pointless info to me. Instead, I would like to see patrol priority right on the node, not in its property only. Sometimes on making ufo-like map I miss route node with patrol priority 0, and when alien hit it, it runs away from ufo; this is unwanted behavior.

I'm really looking for new features - saving and file browsing looks promising (found it in test build), playtesting the map would be super useful. Also, I looked at your globe editor - it would be a mind blower once done.

And again, I love your tool, using it a lot.


15
If anything, I'm only inspired to improve myself.
When I started multi-craft hangar implementation, I was like "it won't be that big anyway" until I found out how much related files I need to update to support craft slot iterator instead of base facility iterator and standard crafts number value. And it indeed turned into something massive.

After taking some time to develop my branch, I have to say, that every feature I want to implement will take 3-5 more time to be finished, than I estimate =)

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