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Topics - robin

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136
Work In Progress / Help: make aliens melee consistently
« on: April 03, 2014, 12:42:19 am »
So I made this melee AI unit (alien).
I'd want it to go to the target and attack.
Stats for the unit and the weapon seem ok (see code further).
...
Well it just wanders around doing nothing. I had just a single attack against a civilian over several test battles.

Is there some trick to make it aggressive, like "just go straight to the target and attack"?


Code: [Select]
items:
  - type: CYBERMITE_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    hitSound: 54
    clipSize: -1
    power: 100
    damageType: 7
    accuracyMelee: 80
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 2
    recover: false
units:
  - type: STR_CYBERMITE_TERRORIST
    race: STR_CYBERMITE
    stats:
      tu: 90
      stamina: 120
      health: 30
      bravery: 110
      reactions: 60
      firing: 0
      throwing: 0
      strength: 20
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: CYBERMITE_ARMOR
    standHeight: 5
    kneelHeight: 5
    value: 25
    deathSound: 23
    intelligence: 3
    aggression: 2
    specab: 1
    livingWeapon: true

137
Work In Progress / Questions: AI and unconventional weapons?
« on: March 23, 2014, 11:07:19 am »
If I make unconventional stuff like an arcing weapon or a weapon with limited range (let's say 5 tiles), and equip them to the aliens, will the AI be able to use that properly or it I'll just shoot whenever it has line of sight, like it's using a normal unlimited-range, straight-shooting, weapon?

(Or a shtogun-like weapon, with a "dropoff" of accuracy after a certain "aimRange", will the AI try to use it effectively or..?)

Thanks for the answers.

138
Work In Progress / Men in Black | Cover Alien | Gazer Alien | WIP new thing
« on: February 19, 2014, 12:54:28 am »
Actually when developing X-COM, Gollop wanted to add Men in Black, but Microprose said no.
The idea is: if X-COM was the expression of the "let's fight the alien invaders" side of humanity leaders, Men In Black were the expression of the "let's get in bed with the aliens invaders" side.

So I'd like to get them in, that is: add an antagonist human organization to the game.

I'm trying to keep the mechanics as simple as I can, hoping it will help to make the mod doable (I can't code. Nope).
Also they must be "simple" because aliens are and should remain the main enemy.

Basically: you have a chance of encountering them in CRASH-SITE ground missions, because while you (X-COM) get to the crashed UFO to clear the aliens out, Men in Black at the same time go there to help the aliens disappear safely. They wouldn't substitute part of the alien crew, but they'll be all extra enemies (so the mission will become more difficult if it has them in).
This chance would not be fixed:
- the more time passes between the UFO downing and the beginning of the battlescape mission, the higher the chance they have gotten there before you.
- chance doubled (or noticeably higher) if the UFO wreck is inside the territory of an Enemy Nation.

Can this be done by simply editing the ruleset (and making new graphics)? ..can this be done at all?

I already did the sprite for the MIB trooper:



Thanks for the attention.


DOWNLOAD
I've posted these mods in the "Completed Mods" forum:
https://openxcom.org/forum/index.php?topic=2180.0
Download them there.

139
Released Mods / [WEAPON] Railgun 1.0 (with graphics!)
« on: February 16, 2014, 01:38:21 am »
So I patched together a Railgun, using the amazing Dart Rifle by Solarius Scorch (<--LINK).

*** EDIT: I made the graphics for the weapon:
- inventory (and ufopaedia) sprites;
- battlescape sprites, held and on floor.




It's intended to be a sniping weapon (basically uses the stats of UFO2000's Sniper Rifle).
Pros
+ very accurate
+ high damage (I use custom damages for the game arsenal, so you may want to tweak this value if using the vanilla arsenal)
Cons
- no autoshot
- small clip size (5 slugs)

Tested on OpenXCOM build: "openxcom_git_master_2014_02_15_1025.zip", and everything seems to work as intended. Let me know if cataclysm.

Credits:
Ruleset is rewritten on Solarius Scorch's Dart Rifle ruleset.
Ammo clip is recolored version of DartRifle Clip, provided by Dioxine.
Thanks Ryskeliini for the hints about how to mod.

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