Author Topic: UFO aliens using breathing equipment underwater.  (Read 268 times)

Offline Precentor Apollyon

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UFO aliens using breathing equipment underwater.
« on: February 24, 2020, 04:15:45 pm »
Hi Guys, with the release of my mod. I wish to also release these resources for anyone whom are interested. They are UFO aliens, sectoid, snakeman, Floater, Ethereals and Mutons. Using breathing equipment underwater.

This resources is now in use with my Hybrid mod. Please check it out if you want to see it.

Also please credit me if you wish to use it in your mod. The rulesets are the same as in ufo enemy unknown for all these PCKs

Online Meridian

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Re: UFO aliens using breathing equipment underwater.
« Reply #1 on: February 24, 2020, 05:01:08 pm »
credit me if you wish to use it

You can't limit usage of vanilla resources just because you modified a few pixels.

The copyright and the distribution permissions belong to Microprose and Microprose only.

Offline Precentor Apollyon

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Re: UFO aliens using breathing equipment underwater.
« Reply #2 on: February 24, 2020, 05:26:03 pm »
Alright.. I didn't know. Anyway, it is for all to use.

Offline Nikita_Sadkov

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Re: UFO aliens using breathing equipment underwater.
« Reply #3 on: April 09, 2020, 05:34:43 pm »
Now is there a way to target the breathing equipment, or it starting to malfunction after an explosion? The result will be either direct damage to aliens or the reduction of their abilities.

Offline ohartenstein23

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Re: UFO aliens using breathing equipment underwater.
« Reply #4 on: April 09, 2020, 05:41:57 pm »
Now is there a way to target the breathing equipment, or it starting to malfunction after an explosion? The result will be either direct damage to aliens or the reduction of their abilities.

Not directly - there's nothing in the engine that designates something as 'breathing equipment', just some bubble sprites drawn on units when you decide the mission is 'underwater'.

You can write some scripts to simulate it though - setting energy/stun/HP changes per turn related to taking damage, or even primary stat penalties like accuracy loss. It'd take quite some work to communicate these things visually to the point a player could easily say, "oh, looks like the breathing equipment is malfunctioning" though.

Offline Nikita_Sadkov

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Re: UFO aliens using breathing equipment underwater.
« Reply #5 on: April 09, 2020, 07:37:03 pm »
Not directly - there's nothing in the engine that designates something as 'breathing equipment', just some bubble sprites drawn on units when you decide the mission is 'underwater'.

You can write some scripts to simulate it though - setting energy/stun/HP changes per turn related to taking damage, or even primary stat penalties like accuracy loss. It'd take quite some work to communicate these things visually to the point a player could easily say, "oh, looks like the breathing equipment is malfunctioning" though.
BTW, why not give all underwater aliens the ability to swim? (and maybe some floating animation when they are above the soil). It is a bit strange how they are magnetized to the soil. Maybe with some handicaps, like spending full movement to change Z levels for non-amphibious units without a jetpack. Then there could also be several grades of swim equipment.

In addition there could be maps with both underwater and above water segments. Like say a sewer or a shore map.

I think underwater mechanics could be greatly extended and improved. Since originally MicroProse made the game in a few months, without the time for any changes to the game logic.