aliens

Author Topic: Hostile gangs and civilians  (Read 80895 times)

Offline luke83

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Re: Hostile gangs and civilians
« Reply #90 on: August 02, 2013, 01:58:00 pm »
Armed Civilians recolour, a Science Girl.

Offline kkmic

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Re: Hostile gangs and civilians
« Reply #91 on: August 02, 2013, 02:19:32 pm »
Is that a stray pixel between the shoes?

Offline luke83

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Re: Hostile gangs and civilians
« Reply #92 on: August 02, 2013, 02:23:02 pm »
No, its part of the Blood, i will rework it because the cloths are red also.

Offline xracer

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Re: Hostile gangs and civilians
« Reply #93 on: August 03, 2013, 01:27:14 am »
so it is heavily wounded, and easy trail to follow :)

Offline luke83

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Re: Hostile gangs and civilians
« Reply #94 on: August 03, 2013, 02:18:29 am »
that was the NORMAL amount of blood for the human civilian, i changed nothing as far as the blood stain was concerned ;)

I have now removed all the blood from around the floor for all 3 dying sprites and just added some Blood to the white jacket....

Gosh you people are picky, that re-colour took me 20 mins to do whilst watching Game of thrones ::)

Offline mercy

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Re: Hostile gangs and civilians
« Reply #95 on: August 03, 2013, 07:30:13 pm »
Good work look.  Armed gang member civilians could be a good surprise for XCOM soldiers, when they begin  shooting aliens and XCOM members indiscriminately.  :DDDDD

Imagine crazy cultists shooting with rocket launchers into the middle of our XCOM group. :DDD

Offline Mr. Quiet

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Re: Hostile gangs and civilians
« Reply #96 on: August 03, 2013, 11:55:20 pm »
Hell yeah, that's what I want too. Also lone civvies with guns that can be friendly or gone crazy can be put down without a penalty. Would be difficult to find out if they're friendly  or not, plus, Govs today hate gun owners, so you shouldn't get penalized for taking out armed civvies even if they were friendly.

Offline luke83

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Re: Hostile gangs and civilians
« Reply #97 on: August 04, 2013, 01:24:58 am »
Its been a long term Dream to bring Armed Civilians into the game, in a nutshell here is my Goals:

1: Allow on some missions to have Humans spawn with some guns , this opens up new mission types ( defend army base, Rescue VIP)
2: Give the aliens the ability to mind control some civilians,  pick up weapons and use them as cannon fodder
3: Allow for Human factions/Gangs to side with the aliens and show up in the middle of battle on a Crashed UFO site to assist the Aliens (especially if you have left the crash site too long, for example waiting for daylight before allowing skyranger to land.
4: Allows civilians to panic and shoot at anything that moves

As a non-programmer, i am at the mercy of others to get these in game as "standard Options - with a download link to my site" but 2 years on from when i started , i now have a nice collection of them , maybe this will encourage someone to help :P

Offline Mr. Quiet

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Re: Hostile gangs and civilians
« Reply #98 on: August 04, 2013, 06:44:01 am »
That's really cool! I can't wait for this to happen!
During a Crash site mission, men in black operatives show up in black Hummers and start attacking everything with automatic machine guns! Heeeeck yeah! Would love to see some men in black in your mod too Luke.

Offline luke83

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Re: Hostile gangs and civilians
« Reply #99 on: August 04, 2013, 09:23:03 am »
Still playing around with my Engineer, this is the current version to go with my Scientist ladies.

Offline xracer

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Re: Hostile gangs and civilians
« Reply #100 on: August 04, 2013, 09:43:00 am »
hahaha Luke i think we are walking on a parallel path, and warboy is right next to us :)

just made a modification to the code

      else if (key == "raceUse")
      {
         i.second() >> _raceUse;
      }

--------------------
   https:/// which race can use this type of weapon.
   int getRaceUse() const;

-----------------------

#    raceUse: what type of units can use the item (int)(default 0)
#       0 = ALL, 1 = HUMAN, 2 = ALIEN, 3 = CIVILIAN

haven't had a chance to try it since i am not sure it will work :)

Offline luke83

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Re: Hostile gangs and civilians
« Reply #101 on: August 04, 2013, 02:40:13 pm »
Xracer, looks like a promising first step, i will be so happy when i can see a Civilian unit take up weapons against me 8)

OK, i think i have found all my random data i have made over last 12 months and i have uploaded it into unit sprites version 3 , most is untested but i followed my usual methods so i am assuming they work :P

https://openxcommods.weebly.com/downloads2.html

I must get back to my life commitments :(
« Last Edit: August 04, 2013, 02:41:54 pm by luke83 »

Offline tyran_nick

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Re: Hostile gangs and civilians
« Reply #102 on: August 04, 2013, 08:21:04 pm »
This is nice, when I get some time I would like to see if it is possible to build human bases to raid. Something along the lines of Cult of Sirius, but I have in mind something much simpler. For start it would mostly be for countries that have stopped paying their part into xcom. You could raid corrupt/traitorous political organisations HQs.
I guess for that we can build missions, etc and initially the map could be based on the xcom base map.  but is it possible to make the country start again paying to xcom after such a missions?

Offline Mr. Quiet

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Re: Hostile gangs and civilians
« Reply #103 on: August 04, 2013, 10:23:12 pm »
Yeah I want human bases to raid too!! The bases in traitorous nations have embraced cyborg alien tech so they've lost all free will. You'd have a reason to take them out, because the aliens use them for infiltration and other evils.

Offline mercy

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Re: Hostile gangs and civilians
« Reply #104 on: August 10, 2013, 02:17:59 pm »
Plus you could win back a lost country by eliminating Hostile gangs & Civilians & Alien Cultist bases and the game would be longer this way!

After eliminating the last human-crazies' base, the game displays:

YOU WON BRAZIL BACK!
New Brazilian government has been installed and began sending monthly payments to your organization.
« Last Edit: August 10, 2013, 02:20:32 pm by mercy »