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1
Offtopic / Re: XCOM Inspired Fantasy Game
« Last post by Nikita_Sadkov on Today at 08:05:33 pm »
Been working on a city view prototype. Since the game is inspired by Master of Magic, it should have similar city view, where player can quickly asses what buildings are completed. Maybe even drawing available for recruiting units near inn. Since compared to heroes of might and magic, the pool is limited, there should not be a problem displaying all recruitable units. As a side note, I'm considering to introduce that reputation/fame system, similar to Lord of Magic. Lords of Magic was another of these turn-based strategies with "pause", while that game was unfinished and had very messy design, it was very innovative. I've already borrowed several features from it. Guess game design is an evolutionary process, some early games must fail, until people find how to properly implement their features.

In particular, I've mixed Lords of Magic with Hammer of the Gods, hoping to ameliorate shortcomings of both games. But the quest system is now bound to the buildings the city has. I.e. the more higher tier the building combination, the harder the quest it gives and the better is reward. For example, if dwarven stronghold is present, dwarves could give the quest to kill the dragon, raiding their gold mines. Magic guild could also require some unlocking spells.

Anyway, there are a lot of buildings already and they all got assigned a role, with some buildings excluding each other (i.e. there could be either dwarven stronghold or orc fortress, because both settle in the mountains). For now I'm considering also implementing terrain dependencies for specific buildings. I.e. hydra and snakemen would require swamp. Such decisions are nice, due to how chaos theory works - they create natural chaos on a static map, without using random number generator. But Sid Meyer has already noticed that, even if he is no mathematician.
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XPiratez / Re: Stuff I'd love to see in XPiratez!
« Last post by JustTheDude on Today at 07:44:56 pm »
Obviously i know, i mean havin one already premade may be more comfortable

Nothing is more comfortable than creating the best defense layout without usage of corridors and "trap" rooms.
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XPiratez / Re: A thread for little questions
« Last post by JustTheDude on Today at 07:44:06 pm »
Alright so I need help getting deeper into Voodoo, the farthest I think I've got is researching liber occultus and researching vampirism,  I'm at a dead end research wise having researched all the repeatables and all other things available,  so far in weapons tech I can produce light plasma weapons and use subrifle plasma guns, and my armour standard is Guardian. I know I should have delved deeper into Voodoo by now.

Hit "Q" on geoscape, write "VooDoo", then click on it, then you will know what to do next.
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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« Last post by GurgleForPesos on Today at 06:56:43 pm »
If I could get that latest build DM, that would be awesome, my dude.

Been interested in booting this up!
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OpenXcom Extended / OXCE Editing Time Units
« Last post by paladin_timothy on Today at 06:32:48 pm »
Hello, how can I edit the percentages for the time units for attacks like snap shot or aimed shot?

TFTD or UFO Defense
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Firestorm_01 on Today at 06:05:40 pm »
OpenXcom mods have 0 developers involved and 1-2 modders (and maximum 1 being the owner).
OpenXcom modders (with very few exceptions) are not developers (majority are not even IT people), they don't know how source control or continuous integration even works or what it is (no offense intended).

We have accountants, lawyers, geologists, etc. here... all doing this as a fun hobby.... not as any kind of serious IT project.
Also, people just make their "dreams come true", and I can assure you, everybody has a different dream...

Let's be glad that at least some of the mods are even published on github... I couldn't expect more.

Hm... So they can be teached and helped  with maintaining. It is rather interesting vector of work. Intresting thing to consider.
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Meridian on Today at 05:57:38 pm »
OpenXcom mods have 0 developers involved and 1-2 modders (and maximum 1 being the owner).
OpenXcom modders (with very few exceptions) are not developers (majority are not even IT people), they don't know how source control or continuous integration even works or what it is (no offense intended).

We have accountants, lawyers, geologists, etc. here... all doing this as a fun hobby.... not as any kind of serious IT project.
Also, people just make their "dreams come true", and I can assure you, everybody has a different dream...

Let's be glad that at least some of the mods are even published on github... I couldn't expect more.
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Firestorm_01 on Today at 05:23:15 pm »
Why does it appear not actual?
It appears actual enough to me :/
Ops, my bad. It is really actural:
https://github.com/SolariusScorch/Final-Mod-Pack/commits/master
Quote
Some terrain fixes
@SolariusScorch
SolariusScorch committed on 24 Oct

Looks like it is readme text quite old.
Quote
THE FINAL MOD PACK 2.2b

No such thing ever worked.
If you have more than 2-3 authors, it will fall apart.

Is that OpenXCom mod specific? I mean other projects survived having insane activity per weak from bunch of random pepole. For example this:
https://github.com/CleverRaven/Cataclysm-DDA

It has around 6 developers and dozens of random cotributors. Dozens of Pull request passed during 2 weeks. This includes codebase edits, json edits and even mods for that game.

To be fair this project has some sings of being, well, mess (I can critisize this project for hours). But it is still stable and fun to play. And it survived more than 8 years it that state. So with proper control  and properly inmpelented Continious Integration with unit tests even insane activity is possible.

I am actually surprised that mods for OpenXcom is almost always sole works (of course with sharing resources from other mods).
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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« Last post by KingMob4313 on Today at 05:23:14 pm »
Got distracted with a voxel editor to try to do the 8 direction view of my weapons. Gonna backshelf that for now and just get the edition out.

Should be out in a week after I test the dogcrap out of it.
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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« Last post by Meridian on Today at 04:45:34 pm »
I have question about github FMP repository mentioned in the first post
 Is it actual? It appears it is not.

Why does it appear not actual?
It appears actual enough to me :/

And did anyone try or plan to make somewhat like community version of this mod there anyone can contribute?

No such thing ever worked.
If you have more than 2-3 authors, it will fall apart.

You can contribute by making PRs, just don't expect the author will accept them all (or any).
Better discuss upfront.
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