Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 423036 times)

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #555 on: December 25, 2015, 09:04:00 pm »
Are you making new map blocks, or fixing old ones?

No just playing around with the Mapscript, to alter block distribution. Like URBAN has now 4 possible combination of occurancy rates for 20x20 map blocks, which each are equally possible, same goes for the roads.
So you can have a standard vanilla Terrorsite in Urban, or you can have a maze of a few 3 level Appartment buildings.
Nothing is fixed, map is still generated randomly, but on certain scenarios some blocks occur more often.

Like EXPANDED_TERROR has a possibility to spawn up to 4 of these 4 level Appartment blocks, which are a nightmare, if you do not blow them to bits.

A further goal is to make scripts to regulate 20x20 block occurance rate for UFO missions, based on mapsize, smaller maps get less 20x20 blocks, larger ones more at least thats the idea.

Offline Dioxine

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #556 on: December 25, 2015, 09:17:38 pm »
These maps look painful, but also quite realistic.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #557 on: December 25, 2015, 09:20:06 pm »
These maps look painful, but also quite realistic.

Well those are Terrormissions, they are supposed to be painful. About the realism maybe, need to see what else i can create.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #558 on: December 27, 2015, 09:44:58 pm »
i guess the globe Urban Terrains also do work:

Offline Cristao

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #559 on: December 30, 2015, 11:12:58 pm »
Gonna try this for real. Commendations mod included. Will use my stronger soldiers mod though.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #560 on: December 31, 2015, 10:08:10 pm »
Gonna try this for real. Commendations mod included. Will use my stronger soldiers mod though.

Fell free to do so :)
Let me know how it goes, gonna release a new Version coming Sunday, just finishing of the terrainupdates and everything.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #561 on: January 03, 2016, 05:11:08 pm »
After 3 hours of painfully pixelpainting, i could restore the converted TFTD Water animation to its full beauty,
adding correct scangs data for the minimap and most importantly, WATER shadow!

EDIT: Now for the painful process of showing this of on Port Terrain, the docked Ships and of course Ship Attack Missions.
« Last Edit: January 03, 2016, 05:13:02 pm by hellrazor »

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #562 on: January 03, 2016, 05:18:46 pm »
For comparing here the original from TFTD:
Thx to Hobbes for the initial convert.

Offline Bloax

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #563 on: January 03, 2016, 05:43:27 pm »
Looks to me like some palette shifting is in order on that water:

At least this frame looks better if you shift them around.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #564 on: January 04, 2016, 04:11:37 am »
Looks to me like some palette shifting is in order on that water:

At least this frame looks better if you shift them around.

Feel free to provide me with a alternate Version.
Meanwhile water has arrived at PortTFTD:

Offline Duke_Falcon

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #565 on: January 04, 2016, 10:29:30 pm »
After finished Xops I started to play this one. Nothing fancy untill the month's end except I pillaged a Floater battleship carried 9(!) Reapers... Why is it a Floater ship if there are only 4 of them?   IT'S HARDMODE X-COM BABY!!!

Nevermind.

Then that terror. I mean a Sectoid terror with 11 Cyberdiscs and only 2 Sectoids right at the end of the first month... First I thought it is a joke but no...   IT'S HARDMODE X-COM BABY!!!

I understand the meaning of hard just never thought there is someone out there who can and dare to exploit the meaning of this word so deeply... It were not designed to play on Superhuman, did it?

Please, do not misunderstand this, this mod is cool just surprisingly, well... hard sometimes? Or just weird?

Offline DeltaEpsilon

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #566 on: January 05, 2016, 12:16:09 am »
Quote
It were not designed to play on Superhuman, did it?
Of course it were.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #567 on: January 05, 2016, 07:00:33 am »
After finished Xops I started to play this one. Nothing fancy untill the month's end except I pillaged a Floater battleship carried 9(!) Reapers... Why is it a Floater ship if there are only 4 of them?   IT'S HARDMODE X-COM BABY!!!

Nevermind.

Then that terror. I mean a Sectoid terror with 11 Cyberdiscs and only 2 Sectoids right at the end of the first month... First I thought it is a joke but no...   IT'S HARDMODE X-COM BABY!!!

I understand the meaning of hard just never thought there is someone out there who can and dare to exploit the meaning of this word so deeply... It were not designed to play on Superhuman, did it?

Please, do not misunderstand this, this mod is cool just surprisingly, well... hard sometimes? Or just weird?

Only 2 Sectoids? that doesn't sound right. Maxspawn for a Terrorsite is 32 aliens. So 2 Sectoids is way to low. Are you sure you are playing on Superhuman difficulty?
You can simply test this, by creating a New Battle with a Terrorsite, press Strg+D to activaty debug mode and Strg+k to kill all Alien. You need "  debug: true" in your options .cfg. The ammount of aliens bodies should be 28-32 or so.

The mod is designed and balanced to be played on Superhuman. Some of the new Enemies you will encounter may need some further Stat adjustment, but that depends how it goes.
Do not forget to raid the Floater Base near your first Base, or you will run out of research beginning of May latest.
« Last Edit: January 05, 2016, 07:03:35 am by hellrazor »

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #568 on: January 05, 2016, 07:22:16 am »
Also, take a look here:

Offline Cristao

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #569 on: January 05, 2016, 10:36:11 am »
Suggestion. Something similar to AWACS is required in the early game.