aliens

Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 352663 times)

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #600 on: January 29, 2016, 07:56:38 pm »
Warboy would just smite it with a banhammer!

I do not think so :P

Anyway i just finished my last exam successful today, so i am now having time to do some serious modding again ;>

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #601 on: January 31, 2016, 02:18:13 pm »
A Idea of a new Battleship Interior Design, since i started to play around with those.

Could be very nasty i presume :)
And yes the design had in mind, to make it harder to storm.
« Last Edit: January 31, 2016, 02:56:35 pm by hellrazor »

Offline Solarius Scorch

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #602 on: January 31, 2016, 05:58:30 pm »
With closing doors on level 1, I think it's actually a little easier to storm. But I don't think it's bad.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #603 on: January 31, 2016, 07:37:19 pm »
With closing doors on level 1, I think it's actually a little easier to storm. But I don't think it's bad.

Hm.. i could remove the 3 tiles doors on level 1. But i doubt it would change anything with entering level 2.
Since useing the four entrances in the middle there is basically a death sentence.

EDIT: I guess best thing is, i test it out, once with doors and once without them.

--- posts merge ---

Uhhh i really like it:
« Last Edit: January 31, 2016, 08:57:50 pm by Solarius Scorch »

Offline Solarius Scorch

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #604 on: January 31, 2016, 08:58:53 pm »
Nice. What was your approach to spawning nodes? Are there many, or few? What is their general spawning priority?

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #605 on: February 01, 2016, 01:23:27 am »
Nice. What was your approach to spawning nodes? Are there many, or few? What is their general spawning priority?

Solarius,
best thing is, you try it out yourself.
I say, why don't you give it a ride?

Offline Solarius Scorch

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #606 on: February 01, 2016, 02:45:06 am »
Solarius,
best thing is, you try it out yourself.
I say, why don't you give it a ride?

Thanks. It's good!

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #607 on: February 01, 2016, 10:45:35 am »
Thanks. It's good!

I am currently making a standalone Darkened UFO Vanilla Variants Mod,
containing a collection of the following Maps:

Additional UFO Maps (darkened):
   8 Medium Scout Maps
   27 Large Scout Maps
   24 Harvester Maps
   10 Abductor Maps
   8 Terror Ship Maps
   2 Supply Ship Maps
   5 Battleship Map

Which makes a total of 84 strictly Vanilla interior Variants.
I always wanted to release those as a standalone anway, i will add more variants in the future, especially for Abductors and Terrorships.
« Last Edit: February 01, 2016, 04:00:21 pm by hellrazor »

Offline davide

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #608 on: February 01, 2016, 11:58:22 am »
May it be used together Redux ?



Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #609 on: February 01, 2016, 01:31:32 pm »
May it be used together Redux ?

Probably,
but Hobbes disables the xcom1 ruleset MCD Patches, so you can not walk along North and West Walls.

Those UFO's are exactly made for the case, when the normal xcom1 ruleset MCD Patches are applied (which they usually are).
I also modified some of the MCD files, to make them explosion proof, so explosives used near diagonal walls, will not
carry their blast into the interior of the UFO. I also reinforced some armor values of some groundtiles, especially with HE Block values, since we have now 3d explosions, the original settings weren't intended for those. It is working very nicely.
Making them blast through proof is kinda logical, since we are talking about a Alien Alloy frame here.
Direct Hits with Blaster Launcher will still penetrate the walls.
Even thou the outer West and North walls have interior walls set, so you may need to shoot twice in some cases.
I did experiment, with setting invisible interior walls, which didn't had any armor values and were only blocking LOS,
but i abandoned this approach because, aliens going berserk may shoot this invisible interior West and North walls, and you can then look into them again. Also having a invisible West Wall and a visible North Wall for example just looks ugly ingame (ok that is a astetical aspect.)

EDIT: I also included Coopers Extra Battleship Mod, darkened those Maps and fixed the Patrol Information and some spawnpoints, also set Importances.
« Last Edit: February 01, 2016, 06:45:38 pm by hellrazor »

Offline Hobbes

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #610 on: February 01, 2016, 03:50:46 pm »
May it be used together Redux ?

There will be more UFOs added to the next version of Redux.

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #611 on: February 01, 2016, 06:32:07 pm »
There will be more UFOs added to the next version of Redux.

You can feel free and take a look Hobbes, can now be found here

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #612 on: February 25, 2016, 11:00:10 am »
Small update,
yesterday evening my desktop pc decided to stop working. I assume its the graphic card or the mainboard.
Fortunatly i made a backup of my Mod progress after the last modding session, so no data is lost.

Without my desktop machine, i am currently not able to modify maps at all, or looking at maptiles in mapview.
I am currently putting together sprites for additional civilian units, which are needed since a load of terrains have been added,
and Island Attack e.g. need appropriate civilians.

Muton Berserkers also will come in, but i haven't really thought about what kind of Stats this unit should hold,
it will definitly have high amount of HP (like 160), only 10 armor in all directions, but takes only 50% damage from all weapons.
My thought was to make them extremly aggressive (same as Chryssalids), and of course give them good Strength and a Powerfull melee attack.
Racewise i planned to combine them with normal Mutons and Muton Elites.

After this is finished i will release a tested and hopefully bugfree Version 0.99 of Hardmode Expansion.

Offline Solarius Scorch

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #613 on: February 25, 2016, 04:54:13 pm »
Condolences about your PC. BTW check your power supply unit too...

Offline hellrazor

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Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #614 on: February 25, 2016, 09:02:06 pm »
Condolences about your PC. BTW check your power supply unit too...

Jeah i am kinda in a bad spot there, since i do not have spare hardware, which i could test.
First thing i will test is the graphic card. Since my Bios gives me at least beep error codes if i remove it.
Unfortunatly i do not have a onboard one, so i need to borrow one from a friend of mine for testing.