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Messages - Chiko

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31
Work In Progress / Re: [craft weapon change] MoriartyPlasmaCannon
« on: July 08, 2014, 11:05:24 pm »
Nice. I used to wonder the same. Also, I tried adding a new craft sound but would either not load it or crash the game, I was probably doing something wrong, though. And I haven't made a craft weapon icon yet but from what I read somewhere in the mod wiki, you need to add two images for the weapon. One for BASEBITS.PCK and one for the INTICON.PCK file. I think you can even load the same sprite for both.

32
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 04:46:04 am »
But don't hold your hopes up for multiple types of smoke, because the game currently handles 2 physical effects, fire and smoke, and each of them has many rules that control their behavior - I can't imagine a generic system handling several types of smoke, and especially how they interact with each other... (ie if a small smoke grenade explodes "on" a cloud of dense stunning gas, what is supposed to remain?)
Yup. Not the first time I make a suggestion for a game. But only the devs know if a suggestion is worth implementing or not.
What you describe is the current engine limitation. This idea suggests for that limitation to be extended.


Both effects remain active (each effect respectively with its own duration).
That or maybe make it so the later "replaces" the smoke already in the air, like it happens in Xcom Apoc. Having the effects exist in the same tile until their duration is over sounds better, though.

33
Work In Progress / Re: New weapon graphics
« on: July 08, 2014, 03:11:43 am »
i actually took that idea and ran with it, pretty sure it got repackaged into a standalone mod at some point...
Is it that one that uses a recolored sectopod or one not in the openXcom mod section?

I found another mock picture of that suggestion:


It would be cool if Chassis and Turret were separated items and you could have one HWP type and a choice of Turrets instead of Different HWPs with build in Turrents.

34
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 02:17:37 am »
The Berserk Smoke Grenade sounds awesome. Imagine all those aliens shooting each other. Those are all good examples for this kind of feature.

35
Work In Progress / Re: New weapon graphics
« on: July 08, 2014, 01:17:42 am »
That Toxigun reminds me a lot of Xcom Apoc. Nice.

Also, just a thought. I just had the idea of using alien corpses to "manufacture" units. Kinda like Necromancy. xD

Also, can you add live xcom soldiers as ingredients to manufacture units? Cyborg units is an idea that has been in my notes for ages.

36
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 01:11:15 am »
I think (though I'm not perfectly sure) that the only types of damage that do not cause fatal wounds are stun and fire. Both are justified.
Yup, but it would be useful to be able to affect that separately. I always imagined plasma weapons to be a stronger version of incendiary ammo, which would burn instead of causing bleedings.

I'm not sure what you mean here. If you mean how much stun damage a unit receives exactly when receiving normal damage... Well, I don't know. :D
Yup, like how AP damage sometimes stun aliens but having it as a toggleable feature instead.

I don't think it's possible, but I saw... some experiments... somewhere around here. :)
That sucks. I always fancied the idea of stun smoke grenades like in Xcom Apoc or toxic grenades.

Not possible right now. It was requested multiple times though. (AP grenades, yay)
Well, it would be a cool feature. Also, plasma grenades.

Probably not. I can't see much of use for this though, unless for beam weapons as explained above.
It's just a less effective incendiary effect. It would just set things on fire instead of causing explosions and spawning pools of fire like the vanilla effect. Something I would give to the Auto-Cannon Incendiary Ammo.

37
Suggestions / Damage Type Options
« on: July 07, 2014, 05:34:34 am »
Ability to edit some aspects of the damage caused by the weapons, for instance:

-Bleeding: Can the weapon, regardless of damage type, cause fatal wounds?
-Stunning: Does 10% of the damage caused by the weapon turn into Stun damage?
-Smoke: Does the weapon spawns a smoke that does the weapon's damage type each turn?
-Explosion: Does the weapon spawns an explosion that does the weapon's damage type?
-Incendiary: Can the weapon, regardless of damage type, spawn fires in any tile?
-Burning: Can the weapon spawn fires in burnable tiles/objects/units only?

Also, what about more damage types like EMP, that does stun damage to robots or the Sonic damage like in TFTD. Smoke damage could be renamed to Toxic damage since Smoke could be the damage behavior I mentioned instead.

38
Suggestions / Re: Upgrading
« on: July 07, 2014, 04:56:54 am »
We will skip digging new hole that was filled with concrete day before :D
I mean, why destroy a facility when you can just use the already made hole and just made some facility interior redesign instead. :3

39
Work In Progress / Re: New weapon graphics
« on: July 07, 2014, 04:53:14 am »
Thanks guys... I now know something more than just a guess about how this table works. So the more of a number in a line, the higher the chances, got it.

-The toxic smoke grenade sounds interesting. Reminds me how smoke grenades cause stun damage. I wonder if increasing the smoke damage does actually increases its stun damage. I always wanted a smoke stun grenade. :P
-Acid gun sounds weird. I also totally forgot there's an acid damage in the game. Hmm...
-A Stun Missile for the Blaster Launcher could be just a recolor of the Fusion Bomb.
-About the Plasma Flame Gun. You mean like a flamethrower? Coz there's a sprite for one along with an ammo clip inside the "Unused" folder inside the mod. If not, maybe it could be like an ammo type for plasma weapons. A different colored clip which makes the Plasma weapons fire a fire colored bolt that does incendiary damage instead of the green one.

Also, Solarius Scorch. I read somewhere each line containing these numbers equals a month. Your table being a lot bigger than the vanilla one means the alien's item progression takes over 30 months to reach the latest loadout, am I right?

If so then I will make mine bigger too. I had no idea you could just add more and I definitely like that idea. :3

40
Work In Progress / Re: New weapon graphics
« on: July 07, 2014, 02:29:57 am »
I've been thinking about more ways to make autopsies more useful and I think I will add Floater, Cyberdisc and Sectopod autopsies as requirements for UFO Construction.

Another idea could be to link Hovertank Tech with Cyberdiscs and make it so you need a Cyberdisc Corpse along with other materials to build a Hovertank, giving corpses more uses other than just research and selling.

I once suggested a "Walker Chassis" out of Sectopod research and posted this mock up pic:

I have no idea how to implement something like this since I suck at unit sprites. :P

About the Fusion weapons. The tech tree is gonna be similar to the one I made for plasma weapons:
-Researching any Fusion Tech (Alien Grenade, Fusion Blaster or Blaster Bomb) will give you the Alien Fusion Weapons Ufopedia Entry.
-Upon researching all Fusion Tech, a new research will appear, Fusion Weapons Adaptation.
-Researching that will allow you to manufacture human version of them, including the Craft, HWP and Facility Weapons.
-You will also be able to develop Fusion Mines and Fusion Bomb Devices, which will be a deployable explosive similar to the High Explosive.

Also, I want aliens to never stop using Pistols and Rifles... is this gonna work?
Code: [Select]
alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
  - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
  - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
  - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]

41
Work In Progress / Re: New weapon graphics
« on: July 05, 2014, 03:55:53 am »
That it seems. I might suggest it later, I think it might be useful for others as well.

I think I'll move into the Fusion Weapons now. I think fusion weapons need some rebalance too, specially the Fusion Blaster.

42
Work In Progress / Re: New weapon graphics
« on: July 04, 2014, 10:43:01 pm »
Just updated the mod in the main page with the list I mentioned before. The only thing I could not implement was the ammo for the Stunner Rod. I'm not sure there's such thing as a melee weapon that needs ammo. :P

43
Work In Progress / Re: [Weapon] Medical Gas Grenade
« on: July 04, 2014, 09:21:26 pm »
non-lethal grenade, maybeh?

44
Work In Progress / Re: New weapon graphics
« on: July 03, 2014, 04:13:12 am »
Hmm... I forgot about the purple stuff in the psi amp. I will probably change that into another color or use another sprite entirely. :3

45
Work In Progress / Re: New weapon graphics
« on: July 02, 2014, 06:58:27 pm »
I have most of the tech tree complete but there's one minor issue I have no idea how to fix...

I left this piece of code in all organic autopsy research:
Code: [Select]
    unlocks:
      - STR_NON_LETHAL_WEAPONS

In a particular case, when I research a Sectoid Corpse, it unlocks Non-Lethal Weapons, Floater Corpse and Reaper Corpse even though they are already available for research. Apart from that little detail, all the rest is working as intended.

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