Author Topic: Cyberweb heist map  (Read 1384 times)

Offline Solarius Scorch

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Re: Cyberweb heist map
« Reply #15 on: February 07, 2025, 04:34:23 pm »
- more difficult to code if even possible, but maybe spawn some of the neutrals on turn 2-3 in a corner of the base? That would simulate them having some organised defense and actually improve your chanses of saving anyone. Right now the military and cyberweb seem to spawn randomly on top of each other, half of defenders die the 1st turn as they spawn in front of cyberweb who move first.

This suggestion struck me as easy to do and possibly efficient. So I did just that.




I could even make them some kind of security room, but not sure if it wouldn't make things too easy/dull.

Offline coorta88

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Re: Cyberweb heist map
« Reply #16 on: February 07, 2025, 05:22:34 pm »
This suggestion struck me as easy to do and possibly efficient. So I did just that.




I could even make them some kind of security room, but not sure if it wouldn't make things too easy/dull.


Nice work.  Security rooms, ehh... not sure if they are needed as what is displayed in game is only part of security/research complex (as hallways do not end in walls, but in blackness suggesting there is larger part of base beyond what is displayed).

Offline Whatever

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Re: Cyberweb heist map
« Reply #17 on: February 08, 2025, 01:49:24 am »
This suggestion struck me as easy to do and possibly efficient. So I did just that.

Oh my, I'm flattered  ;D

I could even make them some kind of security room, but not sure if it wouldn't make things too easy/dull.

Hard to say whether this will help or make the mission too easy without playing it a few times to check wether the military won't end up doing too well. Especially that the implemented solution can actually help you in a few ways already (military should be able to hold part of the base for a while, so you get less of "agents exiting the staircase and immediately being surrounded on all sides" (because the military should hold at least one side nearby) and you will most probably end up with one less corner to check for that last hiding enemy.

Speaking of searching for that one last enemy that - as people complained above - will probably be hiding somewhere deep in the base's vast ventilation network - is it possible to have this mission enable bug hunt mode, but maybe with a different message than usual? Something like "We managed to regain access to the base monitoring system" or something like that? It could trigger after XX turns or when there is only X enemies left.

EDIT: Just spitting out ideas here - I wonder if it would be possible to make the bug hunt mode turn itself on when the player moves an agent to a special tile located in a special room with a bunch of monitors or computers - what would simulate agents hacking into the base monitoring system - would be a cool feature or a side objective in this or other missions. Having a thing like that deep in human-made bases would immersively ease the hassle of finding the last few enemies once you practically already won the battle anyway. And in alien bases too, but only after you researched their technology enough to be able to hack into their systems.

« Last Edit: February 08, 2025, 02:09:03 am by Whatever »

Offline Solarius Scorch

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Re: Cyberweb heist map
« Reply #18 on: February 08, 2025, 11:54:25 am »
Hard to say whether this will help or make the mission too easy without playing it a few times to check wether the military won't end up doing too well. Especially that the implemented solution can actually help you in a few ways already (military should be able to hold part of the base for a while, so you get less of "agents exiting the staircase and immediately being surrounded on all sides" (because the military should hold at least one side nearby) and you will most probably end up with one less corner to check for that last hiding enemy.

Feel free to test it if you feel like it: https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip

Speaking of searching for that one last enemy that - as people complained above - will probably be hiding somewhere deep in the base's vast ventilation network - is it possible to have this mission enable bug hunt mode, but maybe with a different message than usual? Something like "We managed to regain access to the base monitoring system" or something like that? It could trigger after XX turns or when there is only X enemies left.

That's not moddable, sorry.

EDIT: Just spitting out ideas here - I wonder if it would be possible to make the bug hunt mode turn itself on when the player moves an agent to a special tile located in a special room with a bunch of monitors or computers - what would simulate agents hacking into the base monitoring system - would be a cool feature or a side objective in this or other missions. Having a thing like that deep in human-made bases would immersively ease the hassle of finding the last few enemies once you practically already won the battle anyway. And in alien bases too, but only after you researched their technology enough to be able to hack into their systems.

No, the bug hunt is mostly an engine thing, not a modding thing (beyond the most basic options).

Offline norpan83

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Re: Cyberweb heist map
« Reply #19 on: February 10, 2025, 02:12:46 pm »
Prehaps the same thing with enemy spawn could be made to the Ancient Mummy Abode map.  So it's less random if the mummy you need to save starts surrounded
« Last Edit: February 10, 2025, 03:12:02 pm by norpan83 »

Offline Solarius Scorch

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Re: Cyberweb heist map
« Reply #20 on: February 10, 2025, 03:00:19 pm »
Prehaps the same thing with enemy spawn could be made to the Ancient Mummy Abode map.  So it's less random if the mummy you need to save starts sorrounded

Hmm, fair point. I never liked it much myself. Done!

Offline Stormtrooper

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Re: Cyberweb heist map
« Reply #21 on: February 15, 2025, 07:23:36 pm »
Yeah, but that's a completely different terrain, so I thought it's probably not that. Could be wrong! :)

Yes, that's the one! Or at least sounds like it, I meant the map where you get Cyberweb plans. And the same one is used for taking down dimensional portal. This map has stairs leading downward as well, but the "hole" containing them is broad enough to avoid xcom engine visibility issues.

But overall coming back to this thread I'm happy the map is moving in the right direction and there will be some improvements to it. I've got the SWAT cooperation mission exactly once but it was fun. Though it was still during the "van era" so had only 4 people and they were all rookies from a newly built second base. Still remember the excitement of picking up a G36 with some more 5.56, saved for "crisis" that could require firepower I had no normal access to.