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Messages - luke83

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1351
Released Mods / Re: New Terror Mission Map Blocks
« on: February 23, 2012, 11:56:53 am »
Had a thought tonight for multiply levels of destruction on terrain. So instead of just switching to the destroy tiles,, have some form of Equation decide how  damaged a tile got and switch to that first before you end up at the completely destroyed tiles. Also at each "level of destruction" have a random selection of tile to choose so you dont end up with rows of identical tiles along a house wall.

For the Levels of Destruction , maybe - Undamaged - light damage -heavy damaged- destroyed. and say 6 different sprites for each level of destruction.

Proof of concept below  :P

Please note , i am only thinking about doing House walls , i am not thinking about doing this for every little sprite : :P

1352
Released Mods / Re: New Terror Mission Map Blocks
« on: February 21, 2012, 08:05:43 am »
The Grand Master of Mapblocks "Hobbes" has done a alpha of new terror site missions also , check them out there pretty cool 8)
https://www.strategycore.co.uk/forums/UFO-Terrain-Mod-t9389.html&st=20

1353
Released Mods / Re: New Terror Mission Map Blocks
« on: February 17, 2012, 02:42:21 pm »
Sure i could lift it up but then the DJ booth would be on same level. OR i could make it one level but have  everything to levels below ground level to keep DJ booth up.

1354
Released Mods / Re: New Terror Mission Map Blocks
« on: February 17, 2012, 01:28:58 pm »
No there is no other tables , YET  . Think of them as  Place holders until i get better tiles :0  Also Metal Fence needs to be changed so its not a Fence but a Rail ::) By having PLaceholders in , i can work out the patrol nodes for aliens and civ.

Once there in game and everything is working, Version1.0 should not be far away and Hopefully then i will know what i can do and what i cant do. THEN we will make it a more upmarket  :P

Is the layout ok?

1355
Released Mods / Re: New Terror Mission Map Blocks
« on: February 17, 2012, 11:43:40 am »
AS yanks mentioned its impossible to do water ( as well as other things) without new tiles and since OpenX cant handle what i have done (YET), i am not in a position to add new tile. ( New tiles are a goal for the future! )

Since a car park and Nightclub where mentioned i attempted to make a underground nightclub and the plan is to have a car park on top.
  hsbckb ,Also Note the Original CF09 was suppost to be a large shopping centre with groundlevel carparks but i really needed the map block to be atleast 30x30 to achieve my vision of this .

I spent 30mins getting it this far and want to know what everyone thinks , it only  basic, as  i don't have the correct Tiles (yet) to finish the job , but would like some feedback on the layout or if i should scrap it and start again.

1356
Released Mods / Re: New Terror Mission Map Blocks
« on: February 16, 2012, 08:14:56 pm »
I knew you guys would inspire me, i have a  idea and tonight i will see if it will actually work on map  :P

1357
Released Mods / Re: New Terror Mission Map Blocks
« on: February 16, 2012, 12:21:28 pm »
OK i have one more map block to go to reach my target amount , any suggestions ? Another park , More Houses ????

Im open to suggestions  ( especially since my brain is hurting trying to think of one more tonight  :P) so what else do i need to balance out my map set ?

1358
Released Mods / Re: New Terror Mission Map Blocks
« on: February 16, 2012, 12:11:56 pm »
Redone CF09


1359
Released Mods / Re: New Terror Mission Map Blocks
« on: February 14, 2012, 08:30:43 pm »
Yes i know some people feel this way, so IF you ever use my map block , dont add the large Buildings  :P

What would be cool would be if i could group buildings into groups. Have open/empty blocks as group1,Small house blocks as group2 and Have all the large multi story buildings as group3. Then say to mister map generation i want 30% of map to be group 1, 50% group 2 and and 20% group3.  This way Everyone can tailor a map to there own personal taste.

I dont play a game to finish it , i play for a challenge. That being said if i normally play X-com for one or 2 missions these days , i dont do all nighters any more ( the joys of being a father) so for my style of playing, a CBD could be very challenging and enjoyable map to play (Also note, the Rooms in these larger buildings are very basic and open to minimise searching for a needle in a hay stack). ALso Correct alien generation on these larger buildings will help minimise having all the aliens in the upper levels) . Also worth noting , none of these buildings are any higher than the original game ( i think  :P)

At this point  i still dont like CF09 so he will most likely get scraped as the only thing i like is the car park under the building  :)

1360
Released Mods / Re: New Terror Mission Map Blocks
« on: February 14, 2012, 12:44:11 pm »
Toying around with some other maps blocks again tonight , not overly happy with these so i am not sure if they will be Keepers, i guess i will see how they finish up ::).

1361
Released Mods / Re: New Terror Mission Map Blocks
« on: February 14, 2012, 08:17:32 am »
Taken From PM from Daiky "the order the map is built: the UFO is placed first (if any), the XCOM Craft is placed (if any), then the roads are placed, then the rest is filled with small blocks if a large one does not fit, a large OR small block if a large block fits (about 50/50 chance).
2. yes, the map area is not hard coded, currently its limited to 100x100, but needs to change still, so it will be unlimited eventually
"

Above is the placement rules for map generation as per Daiky, so Without any coding , if you remove all unwanted block types from the selection options you should be able to get roughly what you want to achieve. If you or someone else starts doing some custom scripting for map block placement ( once its supported) you should easily be able to achieve what you are after.

My original Target value for this map blocks set was 33 different map block , i am actually almost there so after i finish off the first 33 designs i get to start the spawn nodes ( will take a lot of time to do) i most likely will add more small ones as i love variety.

1362
Released Mods / Re: New Terror Mission Map Blocks
« on: February 11, 2012, 12:12:41 pm »
More Houses

1363
Work In Progress / Re: scripting
« on: February 11, 2012, 12:46:54 am »
Yes currently my custom units are using all the same CODE as normal x-com soldiers, they just have different images attached to that code. Currently i still don't know if i will be able to add these into game via the rule-sets or scripting as i am really not a programmer ( this is why i have started working on my new maps for a little while), There is still the 4 TFTD sprites for me to "upgrade" before version 1.0 comes out. How i give them Guns and How i get the aliens to use them as armed cannon fodder in game is still unknown to me.

 I would love to see a 2 tile tall Space-Ogre or something in game :)

1364
The extender one looks a little cramped for my tastes.

Sorry fr going off topic, its a bad habit i really need to stop :D

1365
"For now though, you can bring up a soldier's stats by clicking on their rank icon."
Really that works, i did not know that!  ;)

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