Author Topic: [WIP] Chiko's Alternate Xcom  (Read 171663 times)

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #240 on: November 12, 2016, 04:39:35 pm »
It's been ages since I've played OpenXcom but now that life seems to be getting a bit lighter on me, I feel like getting back to this mod again.

I still have lots of things in mind plus the notes I keep around of stuff I'd like to implement. One of those things was a basic armor and a combat knife. Both are already in other mods but I'd like to try my hand with those concepts, specially ruleset wise. Speaking of which, here's the armor:



Now the challenge is going to be adapting that to the color palette and making the battlescape sprites for them. D:
Basic Armor should either reduce movement of make it so it reduces energy faster when moving around as a penalty.

Another early armor idea is a fire resistant one. Ever since I added the Spitfire flamethrower-like weapon, I thought about adding a related armor for it. It will probably add a high enough protection against heat and smoke damage but will have more movement penalties than a Basic Armor.


The combat knife, IMO, should deal maybe a moderate amount of damage, low chances to miss but it should cost low Tus so for instance, an Xcom agent should kill a floater with a min of 5 slashes/thrusts, maybe. I will also add a more powerful version of it when Alien Alloys gets researched.


Also, I've always wondered what twoHanded string does... does it reduce acc in a weapons when carrying another object on the other hand? If so, how much is the acc reduction?

Offline Meridian

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Re: [WIP] Chiko's Alternate Xcom
« Reply #241 on: November 12, 2016, 04:47:02 pm »
Also, I've always wondered what twoHanded string does... does it reduce acc in a weapons when carrying another object on the other hand? If so, how much is the acc reduction?

Yes, penalty is 20% (normal, not flat).

E.g.
100% accuracy will decrease to 80%
50% accuracy will decrease to 40%

https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnit.cpp#L1515

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #242 on: November 12, 2016, 08:24:41 pm »
Hmm... what about this for the Fire/Smoke proof armor fo units using the Spitfire?



Yes, penalty is 20% (normal, not flat).

E.g.
100% accuracy will decrease to 80%
50% accuracy will decrease to 40%

https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnit.cpp#L1515
Nice. Thanks for the info. I had a feeling it would affect acc.

Offline Solarius Scorch

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Re: [WIP] Chiko's Alternate Xcom
« Reply #243 on: November 12, 2016, 08:30:08 pm »
Hmm... what about this for the Fire/Smoke proof armor fo units using the Spitfire?

I will probably steal it Yes, it's very nice. :)

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #244 on: November 13, 2016, 09:29:55 pm »
What about Hybrids like in Xcom Apocalypse?



Maybe even Androids too.

I will probably steal it Yes, it's very nice. :)
Lulz, I still think it needs something else. It's just a jumpsuit with bigger boots and gloves plus headgear.

Offline Solarius Scorch

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Re: [WIP] Chiko's Alternate Xcom
« Reply #245 on: November 13, 2016, 10:13:18 pm »
Lulz, I still think it needs something else. It's just a jumpsuit with bigger boots and gloves plus headgear.

Sure, these are simple designs, but it's an army, not a friggin' fashion show. :)

The_Funktasm

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Re: [WIP] Chiko's Alternate Xcom
« Reply #246 on: November 14, 2016, 04:12:18 pm »
Hmm... what about this for the Fire/Smoke proof armor fo units using the Spitfire?


Nice. Thanks for the info. I had a feeling it would affect acc.

Very reminiscent of S.T.A.L.K.E.R. scientists and SEVA suits from the same game. I might steal this like Solarius said, but swap the brown for a saturated XCOM palette green.


Also, though it's plain, that also is good. Plain can be considered generally rather human. Exotic is more an indicator of alien tech. Remember, opposites provide each other contrast. For every plain bit of XCOM equipment, the alien stuff "pops" and stands out more, and the hybrids are more obviously a mix of two different styles.

Also, having made a mod with a combat knife, I suggest enough power to kill a floater in one/two experienced stabs. I know it sounds cheap, but while a sectoid is mass-produced as-is, a floater seems like it could be disabled by cutting one or more relevant connective areas with contact to their anti-grav engine. But I'm anal about that sort of thing. It's hard to say one way or the other on that note.
« Last Edit: November 14, 2016, 06:41:15 pm by The_Funktasm »

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #247 on: November 15, 2016, 06:51:47 pm »
I gave it an almost transparent pattern so at least it looks like it's made from a different material. :P

Anyways... It's my first time adding a new unit type so I have some questions for those who know how it works. I know one way to get them is to "manufacture" them like with the advanced HWPs. That would be ok for androids but I don't think that should be the case for hybrids, IMO. Is there another way to spawn them? Also, is there a way for them to be either male or female at random, like when you recruit soldiers?

If not, then I guess growing them in vats would by engineers would be the only option.
Or maybe Hybrids could be a new enemy type made by aliens. So getting one for you could be to capture one alive and use it as a component to "build" one for you.

--- posts merged - Solarius Scorch ---

Hmm... is it possible to allow items to be used by certain agents? I want to make different types of field agents:

Soldiers:
-Better starting physical and combat stats.
-Can use heavy armor and weapons.

Scientist:
-Lowest combat stats.
-Can use medikit and other scientist related items.

Technician:
-Lowest physical stats.
-Can man HWPs and use technician related items.

Also, is it possible to allow an agent to "wear" a HWP as armor? One of the ideas I had a long time ago was for HWPs to be manned instead of being remote controlled.

Also, having made a mod with a combat knife, I suggest enough power to kill a floater in one/two experienced stabs. I know it sounds cheap, but while a sectoid is mass-produced as-is, a floater seems like it could be disabled by cutting one or more relevant connective areas with contact to their anti-grav engine. But I'm anal about that sort of thing. It's hard to say one way or the other on that note.
Hmm... well, a way to implement something like that would be like reducing a floater's armor against melee attacks so it affects them more than others. It would be cool if autopsy research would also add a permanent damage bonus against the researched creature.
« Last Edit: November 16, 2016, 10:00:41 pm by Solarius Scorch »

Offline ohartenstein23

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Re: [WIP] Chiko's Alternate Xcom
« Reply #248 on: November 15, 2016, 06:58:45 pm »
I don't think you can restrict items by soldier type, but restricting armors is certainly possible.  Setting item weights and certain armors to negative weight (so extra carrying capacity) can somewhat get around the item thing.  You can also give armors built-in weapons, so the scientist agent could use say, a medic armor or one with a built-in mind probe.

You can also make an armor that is a 2x2 unit, and only your technician can wear it, it might be a little finicky though with the turret.

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #249 on: November 15, 2016, 10:21:55 pm »
I don't think you can restrict items by soldier type, but restricting armors is certainly possible.  Setting item weights and certain armors to negative weight (so extra carrying capacity) can somewhat get around the item thing.  You can also give armors built-in weapons, so the scientist agent could use say, a medic armor or one with a built-in mind probe.

You can also make an armor that is a 2x2 unit, and only your technician can wear it, it might be a little finicky though with the turret.
Hmm... built-in weapons sounds like a nice alternative.

Soldiers could have a built-in melee attack so they can cause damage even when unarmed.
The built-in mind probe thing sounds perfect for the Hybrids I have in mind.
Maybe one armor type for Technicians could have a melee attack that does the EMP damage I introduced some updates ago so they are effective against enemy HWPs or enemies enhanced with electronic implants like floaters.

Is a built-in medikit possible?

Also, armor that can be a 2x2 unit gives me hope enough to try. :P

Edit:
*Gasp!* that gives me an excelent idea for Androids. Maybe they could be more like modular robots. So different armors could range from humanoid forms to a 2x2 Sectopod-like form. Maybe they should also be able to man HWPs like Technicians do.

--- posts merged. please don't make my life so hard :P - Solarius Scorch ---

Hmm... what about this reskin for the Alloy Heavy Armor?


Soldier and Droid in Alloy Heavy Armor


If "Wearable" HWPs is possible without issues, this will probably be how Technicians look.


Technician without armor and Technician manning a HWP


If I implement agent classes into the mod, I will color code them like I did in the technician example there. Red/Gold for Soldiers, Red/Green for Technicians and Red/Blue for Scientists. Hybrids will probably have a color code too, maybe Red/Pink.
« Last Edit: November 16, 2016, 10:01:32 pm by Solarius Scorch »

Offline Solarius Scorch

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Re: [WIP] Chiko's Alternate Xcom
« Reply #250 on: November 16, 2016, 10:06:55 pm »
*Gasp!* that gives me an excelent idea for Androids. Maybe they could be more like modular robots. So different armors could range from humanoid forms to a 2x2 Sectopod-like form. Maybe they should also be able to man HWPs like Technicians do.

Yes, I had the same idea! You manufacture an "AI core", which has some simple armour set as default (used when no other armour is assigned to it), for example the small threaded drone or something even simpler. They you can produce various robot hulls that functions as armours, be it HWPs, humanoid droids or Sectopod-like machines.
I'll do it when, uh, I have the time.

Offline Chiko

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Re: [WIP] Chiko's Alternate Xcom
« Reply #251 on: November 17, 2016, 01:17:55 am »
Yes, I had the same idea! You manufacture an "AI core", which has some simple armour set as default (used when no other armour is assigned to it), for example the small threaded drone or something even simpler. They you can produce various robot hulls that functions as armours, be it HWPs, humanoid droids or Sectopod-like machines.
I'll do it when, uh, I have the time.
There's one thing that is worrying me, though. That being if a 2x2 armor is detected by the game when loading units into a ship. I hope it does coz otherwise we will find ourselves with stuck units. xD

Edit:
I couldn't get the palette thing to work with the original vest idea so I had to make some adjustments:



The "Light Armor" is working in my game. The only thing to do now is to make the battlescape paperdolls, which is making me lazy already. I've seen some similar ideas in the mod library so I'm tempted to ask an author if I can use their work instead. xD

Next will be the fire resistant armor and I will probably release an update.

Edit2:
I'm having some issues with the armor... it works ok right until someone wearing it dies. It crashes the game and I can't find what's causing the problem. D;
« Last Edit: November 29, 2016, 04:22:19 am by Chiko »

misterx

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Re: [WIP] Chiko's Alternate Xcom
« Reply #252 on: January 17, 2020, 02:41:31 pm »
some nice content, at least the original plasma rifle alike and the research screen. Hope someone may want to reuse the aasets

Offline JeffreyHopkins

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Re: New weapon graphics
« Reply #253 on: December 06, 2020, 09:44:54 am »
Sure, I can make those shields. And no worries, I was thinking of shields more like the ones in Apocalypse. xD


Also, I have something a bit similar to those perk ideas in my Tech Tree of shorts. It's more like the "classes" and trainings in UFO afterlight.

Soldier
Scientist
Technician
Doctor

All of them being able to participate in Tactical Missions, some of them required for special missions. There are also new abilities, trainings and Specializations for each occupation. Naturally, there are new related buildings like Training Area and Medical Ward.

There's also a temporary occupation for idle personnel... they will be automatically assigned as General Workers. Generally, they slightly decrease Base maintenance costs. :P
Really, you are doing an amazing job here. Are you making your own characters because it would be amazing if you do so . Best of luck with your work.