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Author Topic: FtA game engine  (Read 9481 times)

Offline Finnik

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Re: FtA game engine
« Reply #15 on: November 04, 2024, 12:54:29 pm »
Making a change here: https://github.com/723Studio/OpenXcom_FTA/blob/fta/src/Engine/Options.cpp#L563
(and maybe here?: https://github.com/723Studio/OpenXcom_FTA/blob/fta/src/Engine/Options.cpp#L903)
should be enough.

Thanks for the hint. I made a quite simple and brutal change, as I do not expect any other FTA-compatible master mods to appear any soon =)

Offline varajo411

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Re: FtA game engine
« Reply #16 on: November 05, 2024, 06:15:38 pm »
I would love to see some UNEXCOM bureau 11 and directorate 17 use your engine fork to have some interesting features that can be used as spy related activites in the game.

Offline AndyFox

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Re: FtA game engine
« Reply #17 on: January 08, 2025, 01:43:48 am »
I would love to see some UNEXCOM bureau 11 and directorate 17 use your engine fork to have some interesting features that can be used as spy related activites in the game.
There are also some special features implemented there, like cameras, disappearing spots, etc.

Offline Finnik

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Re: FtA game engine
« Reply #18 on: January 08, 2025, 02:51:06 pm »
There are also some special features implemented there, like cameras, disappearing spots, etc.

I like the idea of camera mechanic to gather intel. It is done pretty well in Phantom Doctrine (xcom-like strategy in CIA vs KGB Cold War setting) - player soldier interaction with mission objectives from adjusted tile.
I've seen Bureau 11 implementation, can't say I totally like it - making it with special damage type is all what mod can do, but it is not my way.
In new release I have a special mechanic to gather samples, other interactions like that can be done rather easily with engine change.
But for gathering intel, I think I will have to make something different...