aliens

Author Topic: [WIP][MOD][OXCE] From the Apocalypse 0.29.0  (Read 255903 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11577
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MOD] From the Apocalypse WIP
« Reply #105 on: August 31, 2015, 06:28:29 pm »
* superstitious gesture to make ill-luck go away.

Well it didn't save Michael Jackson.

Anyway, yeah, some partial release would be awesome for the sheer spritegazing value. :)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MOD] From the Apocalypse WIP
« Reply #106 on: August 31, 2015, 07:31:24 pm »
I'm touching my balls* like there's no tomorrow.

* superstitious gesture to make ill-luck go away.

I'd only wish this worked :(

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: [MOD] From the Apocalypse WIP
« Reply #107 on: September 02, 2015, 02:32:34 pm »
- it'd be a great loss for the whole community if, God forbids, you had an accident and all these awesome resources were never published :)

 ;D ;D ;D

I written something like, a little polite, to XOps, about future update of his mod ::)

It is better get a full package of lucky charm:

« Last Edit: September 02, 2015, 02:35:23 pm by davide »

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MOD] From the Apocalypse WIP
« Reply #108 on: December 29, 2015, 03:16:44 pm »
Robin, have you worked out anything for Poppers yet??  Any idea how they might work?

Maybe  a powerful range 2 Explosive shot that will kill them because they are low health?
Does there seem like a way to make the smoke trail they leave.... something along the lines of the silacoid's scorch trail?


Offline robin

  • Commander
  • *****
  • Posts: 1220
  • ULTIMATE ROOKIE
    • View Profile
Re: [MOD] From the Apocalypse WIP
« Reply #109 on: December 29, 2015, 06:22:05 pm »
Robin, have you worked out anything for Poppers yet??  Any idea how they might work?

Maybe  a powerful range 2 Explosive shot that will kill them because they are low health?
Does there seem like a way to make the smoke trail they leave.... something along the lines of the silacoid's scorch trail?
currently impossible to do properly.
you can't make an explosive melee weapon. and afaik the ai isn't aware of the range limitation to ranged weapon, so a ranged-2 weapon won't be used properly (even if it is an autoshot, which is used more likely within 3-4 tiles, it's not exclusively used at that short distance).

i think the most sensible way to do something like that, is how i did the cybermite terror unit of the waspite: simply a melee-only unit that explodes when killed (cyberdisk style).

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MOD] From the Apocalypse WIP
« Reply #110 on: December 29, 2015, 06:34:21 pm »
Great feedback!  Thanks, Robin!  I hadn't considered that the AI would attack from beyond range (though I believe I've seen them doing exactly that with sawed off shotguns in PirateZ).

Offline DracoGriffin

  • Colonel
  • ****
  • Posts: 302
    • View Profile
    • Steam: DracoGriffin
Re: [MOD] From the Apocalypse WIP
« Reply #111 on: December 30, 2015, 07:13:46 am »
Isn't there something in OXCE that can reduce HP when used? So couldn't the Popper have its main weapon cost X HP (whatever it's HP is) to use, thus exploding itself in melee range?

Essentially, a Chryssalid with a OXCE melee weapon that self-inflicts health damage proportionate to the user's health, and then on death (like a Zombie), produce an explosion?

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MOD] From the Apocalypse WIP
« Reply #112 on: December 30, 2015, 07:20:46 am »
Isn't there something in OXCE that can reduce HP when used? So couldn't the Popper have its main weapon cost X HP (whatever it's HP is) to use, thus exploding itself in melee range?

Essentially, a Chryssalid with a OXCE melee weapon that self-inflicts health damage proportionate to the user's health, and then on death (like a Zombie), produce an explosion?

You devious son of a gun.  :)  That sounds awesome. :)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5451
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MOD] From the Apocalypse WIP
« Reply #113 on: December 30, 2015, 08:43:57 am »
Won't work, OXCE doesn't allow an unit to kill itself with this function.

Offline robin

  • Commander
  • *****
  • Posts: 1220
  • ULTIMATE ROOKIE
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1
« Reply #114 on: March 07, 2016, 01:28:09 am »
wanted at least finish the ufo/alien tiles before releasing something, but currently my progress is too slow and precarious.
oh well, if someone is brave enough to face a jungle of bugs and unfinished content...

Offline harre

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1
« Reply #115 on: March 07, 2016, 02:28:50 am »
Downloaded and tried the mod, it was fun getting slaughtered by new alien types :)

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1a
« Reply #116 on: March 08, 2016, 01:14:05 am »
Thank you very much for your efforts.

Your project is very ambitius for only one modder and the real life consume all free time

XOps have the same doubts when published his mod, but now Xeno Op. it is full playable

Anyway your incomplete mods could be a paragon for other mods and a lot of resources could be reused if you will agree

I wish I play temple terrain from a lot of months ... :P
Warehouse is interesting too
The human crafts could be reused as a full collection of cultist/MIB ufos

Base defence is the mission more ripetitive in this moment
Your new map dataset could be an interesting alternative too




« Last Edit: March 08, 2016, 01:18:18 am by davide »

Offline robin

  • Commander
  • *****
  • Posts: 1220
  • ULTIMATE ROOKIE
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1a
« Reply #117 on: March 08, 2016, 09:52:31 am »
Thanks.
temple terrain plays a lot like vanilla's alien base, there's just (much) more flammable floor (all that red/purple carpets).
new x-com base is very vanilla too, outside the look.
warehouse is (for now) the different one, being so tall and with two floors; i really like it (i did since apocalypse, that's why i made it first).

Offline Orz

  • Colonel
  • ****
  • Posts: 147
  • (aka Illamasqua)
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1a
« Reply #118 on: March 12, 2016, 05:40:30 pm »
Downloaded just to take a sneak peek and it just looks so absolutely gorgeous! I could never get into X-Com: Apoc due to the clunky interface and "ugly" graphics (much like other 3rd-in-the-series games of the time: Star Control 3 and Master of Orion 3).

I especially like the "interdimensional" and more "biological/organic" aspect of Apoc's aliens.

Hope this comes out fully fledged in the not too distant future!

Offline Hythlodaeus

  • Colonel
  • ****
  • Posts: 276
    • View Profile
Re: [WIP][MOD] From the Apocalypse 0.1a
« Reply #119 on: March 12, 2016, 05:58:14 pm »
Robin, I would like to ask you if it would be possible to re-license your art for this mod under something like creative commons, chiefly because, assuming this will run with 100% original artwork in the future, this would mean OXC could be automatically bundled with something ready to be played in FLOSS linux distros that already have OXC in their repos.