aliens

Author Topic: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6  (Read 42542 times)

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
« Reply #15 on: July 27, 2014, 04:36:38 pm »
changing turrets in inventory screen sound not very realistic i assume you need heavy machinery and specialist for that not bunch of soldiers and some screwdrivers in a skyranger

I guess you're right. and yes, the other system you describe is precisely what I meant. tedious, lots of ruleset lines, but probably doable.

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.1
« Reply #16 on: July 27, 2014, 04:48:14 pm »
VERSION 0.1 (ALPHA BUILD) IS READY FOR DOWNLOAD.

Please report any bugs in this thread :)

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
« Reply #17 on: July 27, 2014, 05:38:04 pm »
Well done dude! Congrats on the release of v0.1! I'm on the road right now but will play around with it.

I guess you're right. and yes, the other system you describe is precisely what I meant. tedious, lots of ruleset lines, but probably doable.

The manufacture mod is certainly doable and as long as you keep times small it could be useful. Get your chassis, put a rocket launcher on it. Terror comes? Switch to cannon so you don't blow up the civilians by mistake.

One thing that would be really cool is swapping ammo (for free or very little TUs) for a given gun. Cannon tank spots a sectoid next to a civilian: ap-rounds; need to destroy some cover the next to another alien; explosives! Being able to swap ammo easily (multiple ammo feeds for the turret) could be one more reason to use HWPs at the beginning. Rookies rarely can afford to swap and fire in the same turn. Later in the game, with single type weapons, the gain would have to be stopping power and resilience though. Although a tank with small launcher + blaster launcher could be interesting too.

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.0
« Reply #18 on: July 27, 2014, 05:53:24 pm »
Although a tank with small launcher + blaster launcher could be interesting too.

or with a small launcher and the elerium bomb mod as secondary ammo... :)

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version 0.1
« Reply #19 on: July 27, 2014, 10:53:06 pm »
Oh my!! Artillery tanks, seriously!? This would be awesome in huge maps. Just start targeting random dark areas of the battlescape, takes 100% TUs to fire, so move, end turn. Fire, end turn. Reload, end turn and so on. Put this in the late game for the huge maps, and disable blaster launchers in X-COM research hehehehe. Also would be nice to be able to force aliens out or knocking them out unconscious(rare) by slamming artillery fire on the UFO rooftops. BOOM BOOM BOOM BOOM, and finally an alien runs out the door waving a white flag into a proxy mine. BOOM!

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.2
« Reply #20 on: July 27, 2014, 11:14:56 pm »
Version Alpha 0.1a Released

Changelog:

Fixed HWP Gauss Shells string
Fixed Gauss Cannon not being available.

If there are any more bugs, please tell me :)

Oh my!! Artillery tanks, seriously!? This would be awesome in huge maps. Just start targeting random dark areas of the battlescape, takes 100% TUs to fire, so move, end turn. Fire, end turn. Reload, end turn and so on. Put this in the late game for the huge maps, and disable blaster launchers in X-COM research hehehehe. Also would be nice to be able to force aliens out or knocking them out unconscious(rare) by slamming artillery fire on the UFO rooftops. BOOM BOOM BOOM BOOM, and finally an alien runs out the door waving a white flag into a proxy mine. BOOM!

The Artillery tanks in this mod work a little different than what you have here, friend :P But certainly doable. I will copy this idea down in a notepad document and see what I can do. Maybe rename the current Artillery Tank to Grenade Launcher Tank and make this one the real artillery tank. Disabling blaster launchers is a no go, I'd assume this artillery is more-or-less indirect fire support rather than a kill-all tactical nuclear device.
« Last Edit: July 27, 2014, 11:23:47 pm by XCOMFan419 »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11464
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #21 on: July 27, 2014, 11:58:47 pm »
I'd totally love a launcher Sectopod. What's more, I'd absolute love to see it among Ethereals (as a second terror weapon), armed with high-yield missiles comparable to Large Rockets, but with better fire rate.
I think they should have somewhat different sprites though, to clearly indicate this one has some motherfucking rockets instead of the standard superlaser.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5420
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #22 on: July 28, 2014, 01:45:54 am »
Their laser is far from being "super" :P
I might make a dedicated Gauss turret for tanks... someday...

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #23 on: July 28, 2014, 06:49:21 am »
I'd totally love a launcher Sectopod. What's more, I'd absolute love to see it among Ethereals (as a second terror weapon), armed with high-yield missiles comparable to Large Rockets, but with better fire rate.
I think they should have somewhat different sprites though, to clearly indicate this one has some motherfucking rockets instead of the standard superlaser.
While very, very doable, I'm not sure if it's a good idea or not. I mean, Sectopods are one thing. Sectopods with the most powerful weapon in the game is another. Especially with during the Cydonian Assault, since the sheer amount of Sectopods in there is scary alone.

I'll consider it. But maybe in another, individual ruleset.

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #24 on: July 30, 2014, 08:55:48 pm »
STATUS UPDATE:

Fixed the issue with hovertank/rocket launcher and the XCOM Cyberdisc, credits to Aldorn for assistance. Still have no clue who actually made the XCOM Cyberdisc. I can currently only give Solarius Scorch credit. Research for the XCOM Cyberdisc is still untested, but that's what I'm doing as we speak.

Next up: Finish hammering out the problems with Drones/XCOM Enforcers (IIRC, they aren't compatible. Source: My second OpenXcom playthrough) Buff to Enemy Sectopods so that they may actually injure your sectopods. A few minor tweaks, mainly accuracy tweaks, to vehicles that shouldn't have too much accuracy, and vehicles that don't have enough accuracy.

In consideration: Making both an Artillery and a Grenade Launcher tank, an idea I got from Mr. Quiet. Adding Sectopod Lasers for the terror unit, and making Sectopod/Plasma a little harder to get. Somehow anyways. Maybe a small buff to the Cyberdisc.. Add TU's to Hovertanks so that they are a little bit better than the standard 100 both the conventional and hover units get.
« Last Edit: July 30, 2014, 09:02:41 pm by XCOMFan419 »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11464
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #25 on: July 30, 2014, 09:17:54 pm »
STATUS UPDATE:

Fixed the issue with hovertank/rocket launcher and the XCOM Cyberdisc, credits to Aldorn for assistance. Still have no clue who actually made the XCOM Cyberdisc. I can currently only give Solarius Scorch credit.

The sprite was provided by Civilian. :)

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #26 on: July 30, 2014, 09:33:33 pm »
The sprite was provided by Civilian. :)
Ah thank you. I will add you both in the op, alongside Aldorn.

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #27 on: August 01, 2014, 03:08:22 am »
STATUS UPDATE:

Drones are not compatible with a handful of mods within TDS. I cannot open up the manufacturing options, but I will keep trying. XCOM Enforcer, on the other hand, is working perfectly fine and just needs a rebalance and then it's ready for the Beta test. I am thinking of making the Enforcer a kind of super drone, and making the other two (Scout Drone and Assault Drone - renamed to Artificial Soldier/Vanguard and Artificial Soldier/Assault) a lower tier, and researching Advanced Robotics Technology unlocks the Vanguard, which is a fast, but not well armed drone that is used to scout the map. I will have to add something to make the Assault Drone unlockable, to make the Vanguard a more viable option while waiting for the Assault soldier. Meanwhile, the XCOM Enforcer is still pretty OP. It's plasma rifle 1-hit ko's nearly everything, and I will fix that so it's more balanced, but still powerful.

XCOM Cyberdiscs and Hovertank/Rocket Launcher have been fixed (thank god and Aldorn)

Not sure if I can make a Sectopod/Launcher for the aliens. I might only be able to make it available to humans. Speaking of sectopods, they have been debuffed so that enemy sectopods may damage yours. With Harry's version, your sectopod could take plasma hits from almost all angles without damage (Except for the back).

I am considering skipping out on the Alloy Tanks sprite for it's own beta test so that when the sprites do roll around, everything will be ready for them.

The conventional and some hover tanks still need some tweaking. Still considering Tank/Grenade Launcher and Tank/Artillery. It might be useful to have them separate. Tank/Artillery for accurate, long range shots and Tank/Grenade Launcher for short range assistance, with a major accuracy downgrade so that the Tank/Artillery is a viable option.

Am considering buffing up some enemy units, but I probably won't.

The new Gauss Mod 1.5 will be in the Beta Test as soon as I replace all of the Gauss Mod 1.4 code.

Beta Test ETA: 3-4 Days.

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #28 on: August 01, 2014, 04:37:20 am »
XCOM Enforcer, on the other hand, is working perfectly fine and just needs a rebalance and then it's ready for the Beta test.
An perhaps design a new specific weapon nicer than a simple plasma rifle ?

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [HWP/WIP]Tanks, Drones, Sectopods? Oh my! Version Alpha 0.1a
« Reply #29 on: August 01, 2014, 05:47:50 am »
Nice work!

I like Aldorn's idea. Maybe, since it is already a big machine-man with most likely a bit power source, a slow firing (no auto-shoot), high power (too high an energy use for agents, but can be sustained by the Enforcer's power source) weapon could be nice?

Stats wise, I guess something around early-endgame agent stats, but stronger (lower melee accuracy to compensate?) and defensive stats better than a power/flight suit? Making it strong for a "recruit", but unable to grow further.

Sectopod-wise, have you considered the mod that makes the alien's use actual laser weaponry, like its UFOPaedia entry states? That would make them able to damage each others, if not solve the problem that aliens mostly only have plasma to shoot an XCom-Sectopod with.