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Messages - luke83

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1471
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 26, 2011, 09:41:11 am »
 "[Think about how the crash sites disappear after a few days -- why do they disappear? It's certainly not because of rednecks with shotguns feeding sectoids to alligators"

 "Hey Billybob them Sectoids are in da fields  again, get my gun" ;D

Sounds like im not the only person who ponders these things. As stated above , my thought on the missing ships was from a organised Cell of human that works with the aliens. If these are normal human helping the aliens for there own financial goals or Clones created by the aliens is up to you to decide . To me if we shoot down a UFO it would be crazy to send another one that will be picked up on radar to retrieve them ( as then i need to shoot that one down also) so this would be where the terrorist cells come into play. Have them Spawn onto the edge of a battle map at a random turn to HELP there alien friends .

As for your  other thoughts they sound like some winners to me.

Maybe its time we started getting a group of interested people together on this page to start planning out a official Openxcom MOD version of the game.  Start planning out what new weapons we want , battle types , new enemys etc,  agree on what direction we want to go and as a team start working towards it.  Personally  im terrible at  graphics but i still have a go as i have a dream of xcom that has not yet been fully reached, that's why i started experimenting with the sprites.  I don't want to change the feel of the game i just want to add more content  8)

1472
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 25, 2011, 11:19:25 am »
Here is the first version of the Red coat gang that one day will help do the aliens dirty work on Earth ( at least in my version - assuming this game becomes easy to Mod later).  My thoughts for these guys is basically to defend the surface level of the aliens base and to Bomb targets under the guidance of the aliens  ( new mission type) - Maybe to even show up after a certain number of turns on a mission where a UFO has been shot down to gather parts and survivors ( this is why the ufos vanish from the geoscope when you dont send the xcom team).

Yes there is a few sprite that im not happy  with( especially in some legs)  but not bad for my first attempt (as far as im concerned).

 These are modded from the xcom_0.PCK sprite but  were never meant to be a replacement for the x-com sprites it just all i can add them to currently.

https://www.2shared.com/file/XIBZX5gC/Final_Gang.html

1473
Offtopic / Re: Maps and city scapes
« on: September 25, 2011, 03:51:07 am »
 There is several things i want to do for my version of OpenXcom ( all of which i plan to make available for anyone that is interested) Here is a quick list of my goals

1: Human helpers on earth  ( My Red Coat gang) To be use in Upper level of Alien base defence and Special Terrorist missions .   DONE
2: Civilian sprites that can hold weapons
DONE
3: Training Room for xcom agents using simular rules to X-com apocalypse
4: Sectoid human hybrids ( enemy version and x-com version) HArd to get the right look
5: Alien reproduction item , that can be recovered in mission ( can be used to quickly heal you units when returning to base OR breed our own Sectoid/human hybrid) Half done
6: Egg sacks for Snakeman to lay ( use as Spawn point during special missions) HOLD
7: New ufo layouts for variety
8: New Terrain versions of existing types for more variety ( New expanded Urban maps almost finished V1.0 )


This is why i ask so many questions , i know im in over my head as i have a very basic understanding of computer programming but little by little things will make more sense.

1474
Offtopic / Re: Maps and city scapes
« on: September 25, 2011, 02:18:46 am »
Sounds like i  need a new map format :(

1475
Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 25, 2011, 02:03:06 am »
Approved ,but i also like Yanks ideas

"-with every autopsy of alien race you grain knowledge about that race stats
-if you have experienced solder or many alien autopsy you could say exactly how many dmg that alien get or hp left"

1476
Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 24, 2011, 01:41:09 pm »
I don't see any reason to make this optional , My understanding was that you where always going to make this a improved version of X-com without changing the Feel of the game, a example SupSuper used  in a interview was to open doors with a click of a button.

  As long as the screen keeps the same style as the rest of the game i don't see any issue with just adding it  as if you don't want to see this information than don't go into that screen.   Personally i don't like the graph screen so i generally don't ever look at it :)

1477
Offtopic / Re: Maps and city scapes
« on: September 23, 2011, 04:03:28 pm »
Tonight i created a NEW item for x-com base maps . I added it to the PCK file via but when i load up the map editor it doesnt show up in the list,

Is it only possible to REPLACE existing items OR is there a way i can add this extra items to the game so  this  software will recognise it?

I would like to add new details not just swap existing data :-\

"It sure would make my job easier if people just stuck to X-Com formats with your tools, though I'm sure most yearn for fancy 32-bit PNGs or something. " SUPSUPER.
 I would be very happy to stick to this format i just need to know How to add more items,  change the number of levels on building and UFO and other Useful information like that. Can i modify this information in code somewhere?

1478
Offtopic / Re: Maps and city scapes
« on: September 22, 2011, 02:02:19 pm »
Im hoping someone knows the existing file systems as i have a question...

 I was just looking at the X-com base models and they appear to be kept in the .pck file. IF i want to add a new building type can i add a new one to the existing PCK file OR is it better to make a copy of the xcom units and modify pre existing templates? Also if i do the second method Can we mix and match between PCK methods if we need to ( Basically currently i only want to modify 1 building and i don't want it to replace any existing one)?

1479
Suggestions / Re: Instant Battle Option
« on: September 22, 2011, 12:40:28 pm »
If we are going to switch to a  training ground it  should have similar rules to the Psi-Training room except the benefits would be random over different stats ( TU, strength, shooting accuracey , throwing accuracy bravery and reactions) all at a Cost.

 Just have the training room as  a way into the instant action for people who are interested.

1480
Suggestions / Re: Extended debriefing screen - soldier stats progression
« on: September 22, 2011, 12:32:19 pm »
What about medals for heroic action ( most kills single mission, most kills total, most interesting death) and maybe also log them in  a hall of fame

1481
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 21, 2011, 01:47:53 pm »
"Didn't X-Com Apocalypse have something like sentry guns built into base defenses?

Under further investigation Yes , Yes it  did.

1482
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 20, 2011, 02:44:00 pm »
The sentry gun is a interesting concept would be handy in a base defence  ;D

By this weekend i should have the first attempt for my Gang Members complete. I already know there is a few strange pixels in the walking sprites that i need to step back through and clean up but  not bad for my first time ever at 2d animation , sure most of i simply traced but over and change pixel by pixel but it still been Hours of work  ;)

Before i go back and polish up my Gang members i want to merge the civilian sprites with the x-com agents one allowing for civilians to hold guns correctly.  I just hope you programmers eventually make it easy enough for me to designate my civilians to use sprite sets " A " and "B" instead of the defaults.


1483
Programming / Re: Research developement
« on: September 19, 2011, 12:38:28 pm »
Wow research is in code base ,  WOW This project is progressing so rapidly   :o

I wish the developers at Moo2 ( MASTER OF ORION OPEN SOURCE) was moving this quick.

1484
Suggestions / Re: Cryssalids & zombie mission
« on: September 19, 2011, 12:25:14 pm »
"Anyway it will violate original game play "

I was not thinking about having them do it every mission  i was just thinking of a new mission type.


 Mission story
 Several snakemen get stranded on earth and need to survive long enough to gather parts needed to build a transmitter . As such they lay there eggs in clusters to build there numbers until they can contact mother ship for evacuation .
   1:Have several egg clusters on the map
   2:Have them spawn a new unarmed snakeman randomly until found and destroyed
   3: Have several scavenged weapons around ( human weapons) for there spawn
   4: Your Radar has detected mother ship is on approach you have Random number of turns to eliminate  as many spawn as possible before it arrives ( bonus points for destroying egg sacks)
   5: If you fail what ever number on snakemen still alive at end of time   OR before evacuate site  get added to the next terror mission


At the very lest this would add more types of games for a " INSTANT BATTLE " option outside of the main campaign ;D

1485
Suggestions / Re: Cryssalids & zombie mission
« on: September 19, 2011, 06:06:55 am »
Dont snakeman also carry approx 50 eggs with them as they are  "A sexual". Maybe they should be spawing from time to time also.

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