Is it possible to implement something like an invisibility? Idea is to make a stealth alien race, to give some use for the motion detectors and later researchable stealth technology with invisibility armor for soldiers.
Someone would have to code it, and as far as I know there's no such functionality in the current engine.
Disable the other sides ability to spot the unit and it shouldn't be drawn for them either. Of course you also have to add a stat that controls stealthing to the applicable armor, and a stat that controls whether it's on or not, and add a way to toggle it in the UI, and those stats need to be accessible in the code that updates a units visibility, and for performance reasons the new code needs to be out of the way when updating terrain visibility (which it should already be).
We have 2x2 aliens/HWPs, is it possible to make even diferent sizes? Like 1x1x2 alien or 3x3 behemoth.
In theory ya, but someone would have to code it, and from what I gathered just coding the 2x2 was tricky enough. For the 3x3 ask Warboy, he was messing with that stuff a while back.
The 1x2 is going to create the most problems, because if it turns it's no longer standing on the same tiles. You shouldn't need a background in C++ to see the problems that will raise, or to dream up some possible solutions.
If you really want to have a tiger (I'm guessing) in OXC you probably want to start with a pen and paper and make a list of possible cases on one side and possible solutions on the other side, and a numbered graph to visualize what your working with.
For example:
CASES: From 270° To 225° | | ACTIONS: | all tiles pathable | | place head in 6 and tail in 7 | 6&7 unpathable but 4&9 pathable | | use 8 TUs and move head to 4 tail to 9 |
Is it possible to make buffs? Medikit have function that restores morale and health, but is it possible to buff some stat over the max? If you open up a save file and set your current TUs to 10 thousand bajillions huge number, you'll have a lot of TUs for that turn and they will reset the following turn.
you'd have to code it (again) but it should work. If you want these buffs to persist after the current turn, that would be more difficult.
If some of these ideas can be done and someone will help me with coding I can make all necessary graphics. In the meanwhile I am experimenting with battlescape sprites and I may have some new alien done later this week. XCom have a lot less sprites than standart DooM monsters.
You should probably talk to who-evers doing the pirate mod. They've obviously been fucking with the code and they might be interested in some of the stuff your doing. |