Author Topic: Men in Black | Cover Alien | Gazer Alien | WIP new thing  (Read 195378 times)

Offline Jstank

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #240 on: June 06, 2014, 06:11:59 pm »
I got this one running in my modded x com. I have had some skirmishes with these guys in the battle menu but havn't encountered them in the field yet. Can't wait to meet these guys!

Offline robin

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #241 on: June 07, 2014, 02:43:50 pm »
oh shi-


Offline Daroh

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #242 on: June 08, 2014, 12:11:15 am »
Oh god Robin, stop it, you're spoiling us.

Actually no, keep at it, I'm amazed at the frequency you can pump out these things and how well they fit the style.

(made an account pretty much for the purpose of saying this)

Offline Xangi

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #243 on: June 08, 2014, 01:20:12 am »
Have you considered making a sort of sub-mod that makes the MiB more like the thin men from the new EU? It seems like they'd make for a neat alien race as well for people who would want that sort of thing. It's also justify the whole "flying around in UFOs" thing.

Also I was reading the plans you originally had for the MiB and I'm not sure if someone has already mentioned this, but there is a mod that adds mixed-race UFOs which might be able to approximate the "MiB show up to help the aliens vanish" thing you wanted to do.

Offline Daroh

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #244 on: June 08, 2014, 01:33:40 am »
I recall robin saying somewhere that he didn't like the new xcom so has no plans to incorporate any of the "new" races, nothing stopping you from tinkering with the ruleset from the MIB mod for personal use though, they would probably need a new "weapon" for the acid spit, make it incendiary to emulate the acid and cause them to explode on death.

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29#
Plenty of reference material on there to play with :)

Offline Aldorn

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #245 on: June 08, 2014, 01:35:59 am »
Actually no, keep at it, I'm amazed at the frequency you can pump out these things and how well they fit the style.
::)
Crystal clear

Robin :  CHALLENGE !
Feel free to create as many new aliens as luke83 created alternative ufos...
 ;)
« Last Edit: June 08, 2014, 01:41:30 am by Aldorn »

Offline Xangi

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #246 on: June 08, 2014, 01:52:12 am »
@Daroh
That's a bit disappointing, but I totally understand. I didn't like it much either honestly. I wasn't suggesting making then INTO thin men, just functioning more like an explicitly alien race that's designed to look human. Actually, my internal vision of them is more like the Observers from Fringe, human looking but very inhuman in reality.

Also, maybe somebody can help me out here, I'm trying to use the Waspites and Gazers and I keep getting a crash on startup "yaml-cpp: error at line ### (varies, is 591 for waspites), column 5: key not found: points" I'm assuming this is because I did something wrong since nobody else is reporting this crash.

EDIT:Apparently the latest git build fixes this, my mistake.
« Last Edit: June 08, 2014, 04:21:24 am by Xangi »

Offline robin

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #247 on: June 08, 2014, 11:39:06 am »
That's a bit disappointing, but I totally understand. I didn't like it much either honestly. I wasn't suggesting making then INTO thin men, just functioning more like an explicitly alien race that's designed to look human. Actually, my internal vision of them is more like the Observers from Fringe, human looking but very inhuman in reality.
Both the MiB and my alien races are conceived (on paper) so that the game still "feels vanilla" when you play it with them on.
I thought about having "hybrid MiB", human-made fake aliens, new tech.
Cool stuff; but it would have become a "X-Files Mod" or something, with a big portion of the conflict focused on fighting the humans. I didn't want that.

Also the "big mod" I wanted to work was an Apocalypse trubute-totalconversion and or a Cthulhu mod. From the very beginning I didn't want to spend too much time on the MiB mod.

Offline Xangi

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #248 on: June 09, 2014, 12:01:17 am »
snip
Well if I get around to it (Still have a STALKER mod to finish up) I'll see about using the sprites to make what I'm picturing and see if it works well. If it does I'll post it here for people to check out.

Offline Solarius Scorch

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #249 on: June 09, 2014, 01:50:23 pm »
hybrid MiBs
Cthulhu mod

This would actually be quite related. You could make a Lovecraftian race and use parts of them to make MiB hybrids :) (For example alien head, dressed in a normal MiB suit.)

EDIT:
Suddenly, MiB ships started crashing my game whern I attempt to intercept them. Since there was no mod update, this must be related to the new night builds; I heard of the same thing suddenly happening to Dioxine's mod.
« Last Edit: June 09, 2014, 07:02:40 pm by Solarius Scorch »

Offline Minotaton

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #250 on: June 09, 2014, 06:23:04 pm »
I would like to see a terror unit more from xfiles. It has both human and alien DNA. Think the aliens from the starship troopers cartoon that can switch between both forms. Can cloak as a civilian and then switch to alien form and attack by surprise.

Offline Solarius Scorch

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #251 on: June 19, 2014, 03:44:22 am »
Robin, there's another issue... of sorts. The melee skill.

all MiBs have Melee 76. While it's consistent with the aliens, it doesn't make much sense, since your own people start with 20 or 30.

Suggested melee values:
Code: [Select]
  - type: STR_MIB_AGENT
      melee: 20
  - type: STR_MIB_SOLDIER
      melee: 30
  - type: STR_MIB_MEDIC
      melee: 25
  - type: STR_MIB_DEMOMAN
      melee: 30
  - type: STR_MIB_LEADER
      melee: 40
  - type: STR_MIB_COMMANDER
      melee: 45

So maybe now they won't leisurely parry my knife attacks with bare hands. :P

Offline robin

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #252 on: June 19, 2014, 03:47:43 am »
Thanks. I'll modify them when I can.

Offline Solarius Scorch

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #253 on: June 19, 2014, 03:50:25 am »
Thanks. I'll modify them when I can.

Great!

And just curious, what about your worms? :)

Offline robin

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Re: Men in Black 2.9b | Cover Alien 1.7 | Gazer Alien 1.0
« Reply #254 on: June 19, 2014, 11:40:05 am »
Great!

And just curious, what about your worms? :)
Worms are still on the TO DO list of course. The problem with them is that 2x2 units are painful: every time I want to see them ingame I need to split them apart to build the spritesheet.
So they have been put on hold and won't be in the 0.1 version of the mod.

But I haven' been idling as you can see from the screens I'm dropping here from time to time; and I haven't shown everything.
I'm a bit scared about the ruleset now.