Author Topic: [ALPHA][WIP] Rise of the New Order  (Read 21213 times)

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #15 on: March 13, 2015, 06:56:02 pm »
Here is the new geoscape redone again. Hopefully, third time's the charm.

Offline kikimoristan

  • Commander
  • *****
  • Posts: 647
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #16 on: March 13, 2015, 09:11:28 pm »
 i think you should combine UK and western europe  cause on the globe uk is very tiny

Offline XOps

  • Colonel
  • ****
  • Posts: 193
  • Guy who drowns first
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #17 on: March 13, 2015, 10:16:27 pm »
Here is the new geoscape redone again. Hopefully, third time's the charm.

Here are some useful resources
https://wiki.alternatehistory.com/doku.php/alternate_history/alternate_history_cliches
https://wiki.alternatehistory.com/doku.php/alternate_history/fh_cliches

That said, I wouldn't stress it too much. I never let annoying things like facts get in the way of creativity :) Also, I wouldn't try to make a timeline/setting based on what would make everyone happy. Mostly because that in itself is impossible. In short, do what you wish.

Offline kikimoristan

  • Commander
  • *****
  • Posts: 647
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #18 on: March 13, 2015, 10:22:29 pm »
i think is looking good no need to worry too much about map stucture you can change it later or at any time. in the game you might find it harder or easier to do certain things in a certain way. use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)
« Last Edit: March 13, 2015, 10:25:30 pm by tollworkout »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [ALPHA][WIP] Rise of the New Order
« Reply #19 on: March 14, 2015, 01:08:24 am »
Well the only downside is border changes won't be in effect on an ongoing campaign, you'd have to start afresh, so I understand why deciding on the borders beforehand is wise.
Otoh this is from a person who started a total conversion from simply adding a cutlass to XCom, and never planned much ahead :)

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #20 on: March 14, 2015, 01:13:07 am »
i think is looking good no need to worry too much about map stucture you can change it later or at any time. in the game you might find it harder or easier to do certain things in a certain way. use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)

Yeah, I'm aware of that. I'll try to make the map whenever I can.
That said, I wouldn't stress it too much. I never let annoying things like facts get in the way of creativity :) Also, I wouldn't try to make a timeline/setting based on what would make everyone happy. Mostly because that in itself is impossible. In short, do what you wish.

Thanks for the advice. I think I happy with the map now.

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #21 on: March 14, 2015, 07:50:00 pm »
Next thing I want to plan, is the mission structure. I plan to have 2 milestone missions, and a final mission. After each final mission, you meet 2 new races, each with its own set of missions. So it looks like this:

Start
Tier 1 Races:
    BlackAngel PMC
    Joint Strike Operatives
!==Milestone 1==!
Tier 2 Races:
    Scientology Syndicate
    Forced Evolution Brotherhood
    Mixed Tier 1
!==Milestone 2==!
Tier 3 Races:
    The Blessed
    Cybernetic Collective
    Mixed Tier 1
    Mixed Tier 2
!==Final Mission==!

Each Milestone mission will have some sort of boss and/or objective. The final mission definitely will have a final boss to fight.

Online Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #22 on: March 14, 2015, 09:14:22 pm »
Here are some useful resources
https://wiki.alternatehistory.com/doku.php/alternate_history/alternate_history_cliches
https://wiki.alternatehistory.com/doku.php/alternate_history/fh_cliches

Thanks for sharing. Nice read.

One that they didn't seem to include is: Clash of Continents or 1984 or whatever - the idea that in some alternative history the world will be reduced to a few major powers that have swallowed all their neighbors. This is also the premise of the world map above, but there are gameplay reasons for it. And to be honest, I actually feel that the world is heading this way, although the whole process could be changed.

Offline stapledtapeworms

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #23 on: March 15, 2015, 03:01:27 am »
The Eurasian Independent Isles sounds a bit awkward, they should stick to being called the British Isles, or Britain.
« Last Edit: March 16, 2015, 02:00:28 am by stapledtapeworms »

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #24 on: March 15, 2015, 02:17:44 pm »
use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)
there was /will be? changes inregard to missinzones so thispart likely will not work for now i hope to find time thjs month to bring my tools up to date

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #25 on: March 28, 2015, 05:41:17 am »
It's been a long two weeks for me since I got a new job, but I have been brainstorming new ideas for my mod and making progress very slow.
I was thinking about adding some kind of augmentation system like Deus Ex and Deus Ex: Human Revolution. For example, you can upgrade some of your soldiers to have a mechanical arm that can pack a punch, or have a blade on the end of it, but the disadvantage would be that the soldier cannot use two handed weapons accurately, and the upgrade would be permanent. Obviously, this wasn't the case in DX or DX:HR, but I'm trying to balance the augs, so that it wouldn't be OP near the end. Any suggestions?

Right now, I'm trying to figure out how to make some of the missions, but there are some things I cannot do, such as remove the hardcoded missions such as Alien Research and replace it with another mission, without OXC CTDing, so I might have to replan those missions, or find a new way around.

I'm also finding music that matches the theme of this mod. Currently, I'm thinking about using Deus Ex: Nihilum's music, since it is licensed as CC BY-NC-SA:
Plus, it matches the tone of the mod very closely. I'm looking for other music though.

Offline kikimoristan

  • Commander
  • *****
  • Posts: 647
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #26 on: March 28, 2015, 09:57:59 pm »
is cool idea but i don't think you can implement them right now . maybe openxcom extended can? not sure. probably not.

you can however make armors like exoskeletons that change the skills of soldiers .

deus ex is pretty cool game. the original one is so good.

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #27 on: December 27, 2015, 09:26:40 am »
Hello everyone,

Sorry that I disappeared without a trace for about 9 months. I had to put this mod on hiatus, since my real life took over, and there wasn't much free time for me to do anything for this mod, plus I lost interest for a while too. I worked at my new job for about 4 months until I decided what I want to do next. I decided to go to college, so I left my new job to go to college in August. I completed my first semester in college, and now I'm on holiday break until the second week of January. In my freetime during those 9 months, I slowly brainstormed ideas and the plot for this mod, Rise of the New Order. I also played and replayed several games such as MGSV, XCOM EU and EW (2012), Deus Ex, Fallout, Metroid, etc. and gained some insight and inspiration for my mod. Sadly, I still can't draw art, and I missed a lot of updates for OXC and the several total conversions for it since March, so it will take some time for me to relearn some of this stuff, but hopefully I can continue making this mod.

I'll write my ideas and plot when I have time, but it's 1 am in my timezone, so I need to get some sleep first.

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #28 on: December 27, 2015, 05:21:12 pm »
Not sure if someone mentioned it before, but some resources/ideas from the Syndicate game series would fit well in your TC, especially the style is similar to what you seem to work on.  :) :)

Offline Liquid Snake

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [ALPHA][WIP] Rise of the New Order
« Reply #29 on: December 28, 2015, 12:58:59 am »
Not sure if someone mentioned it before, but some resources/ideas from the Syndicate game series would fit well in your TC, especially the style is similar to what you seem to work on.  :) :)

Hmm, I might have to take a look at that game then.

Alright then, here's the story structure planning, but I'm thinking of a different way to do this, since I'm pretty sure that you can't lock certain groups to appear until x event shows up. Also, most of these names are temporary, because I believe I can do better.
Code: [Select]
Part 1:
    BlackAngel PMC
    Joint Strike Operatives
!==Milestone 1==!
Part 2:
    Scientology Syndicate
    Forced Evolution Brotherhood
    Mixed Tier 1
!==Milestone 2==!
Part 3:
    The Blessed
    Cybernetic Collective
    Mixed Tier 1
    Mixed Tier 2
!==Final Mission==!

Part 1 on the story:
Short version (More optional objectives will be added soon:
Code: [Select]
Start game > Investigate/Freeform
    | (Terror Mission)
    Capture Secondary Leader * > - - - - Interrogate * > - - - - * Raid Primary Base * > - - - END Part 1

Long version:
Spoilerstory: part 1:
Tensions are high between all countries, as civil unrest is becoming more common in this era of uncertainty and the looming threat of war. A couple of days ago, a mysterious group of well-equipped soldiers attacked a city (???) and left no survivors. All nations quickly prepared for war, not knowing who or what was the enemy. An emergency summit meeting was already underway, and all world leaders demanded the perpetrator who lead the attacks to show himself. Every World leader was pointing fingers at each other at the meeting, behaving like little children. The summit meeting didn't resolve anything, instead made tensions worse. World War III is becoming a reality.

The game starts out with a message from the Council of Twelve (how original), stating that there is evidence that a new global terrorist group, that if left unchecked, will tear the world asunder. Your mission is to find these terrorist and eliminate them, for the humanity sake.

You start out by placing a base and so forth, or the investigate/freeform part. To advance the story, you have to capture the secondary leader (???) and interrogate him. In the first month, he shows up only in the terror missions. His uniform will be different than the other soldiers. The secondary leader (???) will reveal information about the primary base of operations.
However, he will only reveal this information if your research in interrogation is high enough, otherwise, he will partially reveal this information, or not at all. Side note: I'm not sure if I'm able to implement this. If I can't, then I'll just make it a requirement to research interrogation techniques beforehand.

After you get this information, you'll have the option to raid this base. The base is pretty big, so it'll just be a one part mission. The mission's objective is to destroy the 4 reactors in the base. The location is randomized. You don't need to kill everyone in the base. After that, you get aboard the ship to escape before the entire base blows up.

The personnel in the base celebrates their victory against the terror cell, but then... a image on the screen appears; a face that's covered with traces of circuits. It begins to speak with a deep, distorted, menacing voice, "Do not be fooled that destroying those puppets marks the end, as I still have other plans to cleanse this planet of this... filth, you call humanity. Your premature celebration will become your permanent undoing." The screen returns to normal, and the base personnel begins their work once more. Several countries begins to ease their tensions and opens talks of peace, while the superpowers stays on high alert and their military on the ready.

This is the end of part 1.

It's rough around the edges right now, but I would like to hear suggestions on how to improve this.

I'll try to improve on the campaign flow map in the meantime.