Well, 2 out of 3 ideas are out right away and last one would be tricky at best. I tought that this would be the case, yet I had to ask.
technically. you could (for example) give an alien blank sprites for "standing" and a shimmering outline while walking, and a fully visible dying animation and corpse. you'd have to give it a built in weapon or you'd see a floating rifle moving about as well.
your units will still spot the alien as tho they were completely visible, however.
Yeah, visually its not a problem, but it's quite worthless if it doesn't work.
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).
Well, I woudn't try to introduce new stats, I was thinking more about changing the visibility range for invisible units. So far the visibility range should be 20 for aliens and Xcom soldiers in daylight and 9 for xcom soldiers at night. So for invisible, or rather stealth units it could be 10 and 5 respectively. You can still spot them before they are eating your face, but you can also sneak upon aliens without them noticing.
not really, no, a 3x3 might be possible in some respect, but i wouldn't count on it. there's definitely no draw routine for it.
I imagine that the AI controling the unit would be bigger problem. What about a stationary unit of this size? Or, a collection of stationary units that make up unit of 3x3 size that are always spawned in a precise pattern to form that behemoth?
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.
I meant 1x1x2 as a 2 unit high enemy, not a rectangular alien. Rectangular enemies are pain everywhere so I dont even try to suggest that.
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.
Does other stats fix themselves too? I imagine that the stats that regenerate from turn to turn like TU, Stamina and Morale do and others could be a problem. But one turn buff is good enough, one can work with that. Now to think of a method to apply the buff. I will have to look at how the medikit works in code.