aliens

Author Topic: UFO Defense Extended Features  (Read 11529 times)

Offline Bluedrake42

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UFO Defense Extended Features
« on: July 12, 2013, 08:18:02 pm »
First let me say, I just played OpenXcom for the first time, and it blew any and all expectations I had for it out of the water.
I expected a buggy recreation of the original game, but what I found was something that doesn't just perfectly recreate Xcom, but improves upon it vastly.
I'm also very happy to see a thriving modding community, and consistent updates to the core project.

Until now I have been playing the UFO extended version of Xcom, and while its been VERY good, it lacks moddability.
I think OpenXcom will very quickly replace UFO extended for me,
however before that happens, there are a FEW things UFO extended has that OpenXcom does not at the moment.

I just want to list those things here,
because once all of these remaining features have been integrated into OpenXcom, I'll move over completely.

Wreck Analysis: Ground assault missions have a chance of giving some info about the UFO's mission. The probability of finding something is
proportional to the number of navigation modules recovered during the mission. Higher difficulty reduces the odds.
Roswell: Scout ships will sometimes crash on their own.
Line of Fire PSI: A soldier will need a line of fire toward the targeted alien to use psi. (optional of course)
Alien Bleeding: aliens take fatal wounds too (this may already be in OpenXcom, but I'm just putting in here just in case)
Stacking Clips: Instead of just throwing away half used mags, ammo is combined at end of missions
Melee with Guns: Instead of having to carry around a stun gun or launcher, guns can be used to melee enemy units.
While less effective than stun weapons, its incredibly useful in a pinch.

After thats integrated, all I want is more content. I've been so thirsty for new Xcom content its been blowing my mind
(I wasn't a huge fan of Xcom 2012, although tbh I'm just  happy they did anything with Xcom in the title at all...)

I've been looking over the mods, and the new weapons and armor are awesome (I especially love the sniper rifle)
It would also be cool to maybe make a larger meta game, where maybe you can build bases on other planets across the solar system
Also it would be cool to fully integrate TFTD into the game in a way that makes sense (you have to research underwater weapons and base buildings etc.)

Overall... really freaking good job, I'm really happy I found this community, and I'm really interested in being an active community member
I'll also probably start doing some lets plays, I have a decently popular channel here: www.youtube.com/bluedrake42, if anyone wants to check it out

Thanks again guys, and keep up the amazing work
« Last Edit: July 12, 2013, 09:32:47 pm by Bluedrake42 »

Offline kharille

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Re: UFO Defense Extended Features
« Reply #1 on: July 13, 2013, 03:40:00 am »
I like the stun feature with the guns.

Offline Dercik

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Re: UFO Defense Extended Features
« Reply #2 on: July 14, 2013, 01:39:56 am »
I could also add:
Assign All Personnel: assign all available scientist/engineers to the project by decreasing quantity below zero
More Reaction Fire: Allow units to reaction fire on units changing their orientation
Auto Sell: enable automatic production and selling of items

Offline wsmithjr

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Re: UFO Defense Extended Features
« Reply #3 on: July 14, 2013, 04:34:32 am »
I could also add:
Auto Sell: enable automatic production and selling of items

The auto-sell is already in the game.  Right-click on the increase arrow and it'll set it.  Right-click on the decrease arrow to turn it off.

Offline Warboy1982

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Re: UFO Defense Extended Features
« Reply #4 on: July 14, 2013, 04:39:17 am »
The auto-sell is already in the game.  Right-click on the increase arrow and it'll set it.  Right-click on the decrease arrow to turn it off.

same with assign all personnel, just right click the increase button, same in craft equipment screens... and so on

Offline wsmithjr

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Re: UFO Defense Extended Features
« Reply #5 on: July 14, 2013, 07:57:09 am »
same with assign all personnel, just right click the increase button, same in craft equipment screens... and so on

Cool.  I missed those.  Just thought the sell all worked that way.

Offline Dercik

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Re: UFO Defense Extended Features
« Reply #6 on: July 14, 2013, 02:33:25 pm »
The auto-sell is already in the game.  Right-click on the increase arrow and it'll set it.  Right-click on the decrease arrow to turn it off.
same with assign all personnel, just right click the increase button, same in craft equipment screens... and so on

Yay :) I didn't know that.
And being predictable i also checked if this work for assigning sequence in skyranger. And it does :D.
I am happy i avoid being derp.

Offline SupSuper

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Re: UFO Defense Extended Features
« Reply #7 on: July 14, 2013, 05:21:19 pm »
Stacking Clips: Instead of just throwing away half used mags, ammo is combined at end of missions
This is also in.

Offline Phezzan

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Re: UFO Defense Extended Features
« Reply #8 on: July 23, 2013, 05:50:47 am »
Alien Bleeding: aliens take fatal wounds too (this may already be in OpenXcom, but I'm just putting in here just in case)

This is really easy to do.
I should do it - I just need to tweak one line and add an option.

Phez

Offline xracer

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Re: UFO Defense Extended Features
« Reply #9 on: July 23, 2013, 10:32:21 pm »
This is really easy to do.
I should do it - I just need to tweak one line and add an option.

Phez

I think if this is to be implemented then the alien medic should have a more important role, when an alien has a fatal wound they should seek (via a safest path) the medic, as such the medic could be assigned to a location that is not prone to being in the middle of combat or be in the control room, the again you do have field medics :)

just some ideas.

Offline pmprog

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Re: UFO Defense Extended Features
« Reply #10 on: July 23, 2013, 11:09:01 pm »
Does that mean the alien medic need a medkit type item? :)

Offline Phezzan

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Re: UFO Defense Extended Features
« Reply #11 on: July 24, 2013, 05:27:18 am »
Nah - he just has magic  glowing fingers. :)

Offline xracer

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Re: UFO Defense Extended Features
« Reply #12 on: August 01, 2013, 05:11:01 am »
Does that mean the alien medic need a medkit type item? :)

Yeah that could be some idea and from there we could create an advanced medikit based on the alien healing system, clearly we should make ti such that are not able to use such item but just learn from it :)


Offline Mr. Quiet

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Re: UFO Defense Extended Features
« Reply #13 on: August 01, 2013, 08:33:05 am »
Cool vids