Author Topic: [Aux] OCP mod (Update May, 6th)  (Read 8155 times)

Offline new_civilian

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[Aux] OCP mod (Update May, 6th)
« on: April 20, 2016, 10:42:53 pm »
Well I was watching an Universal Soldier movie today and remembered an old mod for the original XCom I had made for myself some months ago and I slightly changed and updated it. This is not meant as a very serious mod, more like a proof-of-concept for myself, but I thought someone might like to see/test it.

Readme:

This is a tiny addon-mod for Dioxine's XPiratez Total Conversion v. 0.98E

It adds two units, one that can be bought after you have researched plastasteel, the other appears later in the game as an upgrade to the first one. They do have low/average stats, a very limited inventory, are rather expensive, BUT:

The first unit can be revived!
The second unit is invisible!

That means if you can collect the body of the first unit (either by dragging it into your craft before aborting or by winning the mission) you can, with the help of a special kit, and 1 plastasteel, revive it in your workshops. The body can be easily destroyed by explosives and other weaponry, so beware.

The upgraded unit can not be revived, though. The invisibility comes at a price....

Feel free to use these files in any way you see fit, but check the credits, as the Stealth Armor files are not from me.

civilian 2016

thanks to Dioxine, Meridian and everyone else involved in making XPiratez. And legionof1 for his upgrade idea.

special credits:

The Stealth Gal files are based on the excellent Stealth Armor mod (for default XCom) from tollworkout.
I merely edited those files slightly.
The original mod can be found here: https://www.openxcom.com/mod/stealth-suit
The forum thread here: https://openxcom.org/forum/index.php/topic,3471.0.html

Note: The stealth gal has good resistance against lasers (laser=photons=light)




have fun with the old crow project, ahem old crew  project  ;D
« Last Edit: May 06, 2016, 06:29:37 pm by new_civilian »

Offline legionof1

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #1 on: April 20, 2016, 10:45:24 pm »
Your inventory pic is just black screen around the paperdoll for me.

Offline new_civilian

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #2 on: April 20, 2016, 10:51:27 pm »
Well, yes, i forgot to take a picture in game... Anyway, the unit has only the two handslots the "nude" armour has, one is pre-occupied by a smoke-grenade-like weapon which dissappears after it has been used once.

The death sound is from the Celatid fwiw, I wanted to make them sound non-human, but biological.

Offline Dioxine

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #3 on: April 21, 2016, 05:04:24 am »
Interesting stuff :) A bit shame you're using user-unfriendly .pcks, that's some good battle sprite there :)

Offline new_civilian

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #4 on: April 21, 2016, 07:05:36 am »
Interesting stuff :) A bit shame you're using user-unfriendly .pcks, that's some good battle sprite there :)

Here a BMP. The pck might be user-unfriendly, but they save me one entry in the extraSprites section...  :)


edit: 0.98d changes the inventories a bit, so the units accidentally have a 1x3 backpack now, I decided to leave it at that...  :D
« Last Edit: April 22, 2016, 10:16:35 am by new_civilian »

Offline Dioxine

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #5 on: April 22, 2016, 01:20:22 pm »
You can use flag allowInv: false to simply disallow the player to access inventory. Un-needed, though, since I think Meridian fixed the issue of HWPs 'stealing' items.

Offline new_civilian

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #6 on: April 22, 2016, 06:03:05 pm »
Yes, he fixed it. However, the "new" 1x3 backpack really helps to make the unit a bit more useful, I like that.

Offline yrizoud

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #7 on: April 22, 2016, 06:15:03 pm »
This concept reminds me of the "Nodwick" webcomic : A poor henchman is used as a decoy by adventurers, the cleric resurrects him after each death.

Offline The Think Tank

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #8 on: April 22, 2016, 07:00:07 pm »
This looks awesome, and could provide a replacement to the current standard-issue Tactical Ablative Armor (tm)
  ;D
Rooks are becoming too expensive for me to maintain my fleet of meat shields.

Offline legionof1

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #9 on: April 22, 2016, 07:02:30 pm »
The meat shields swabbies have there place but dogs/parrots are cheaper. My parrot death toll is quite extensive.

Offline The Think Tank

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #10 on: April 22, 2016, 07:09:20 pm »
True, but parrots and dogs don't tend to take a laser shot or two too well, Rooks aren't much better but they can at least take a shot. And you can only take two dogs per mission, so their utility in that regard is somewhat limited.  ;)

Offline legionof1

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #11 on: April 22, 2016, 07:25:38 pm »
Unless you really have to meat shield shots parrots and dogs are usually sufficient given there massive TU pool. Unless your on a exposed map is pretty easy to go out spot a few guys and then duck back behind something. Smoke grenades also are a boon to survival rate. Ai is too stupid to adequately penetrate a cloud to regain vision.   

Offline new_civilian

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #12 on: April 22, 2016, 10:35:35 pm »
The old cr(e)ow decoys have the advantage of being able to use things like guns or rods, that's why I made them in the first place. I like the parrots and dogs, they have their own place but I wanted something different. And I also think the balance is ok, they can be resurrected, yes, but not after an overkill, so they are not too useful mid/late-game where that happens quite often to them.

Sidenote: The mod was inspired by the Universal Soldier idea in the first place, but also by the XCom 2 mimic beacon....  ::)

Offline legionof1

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #13 on: April 22, 2016, 11:40:34 pm »
Im not discounting the need for meat in the way sometimes. Just trying to point out that swabbies may not be the most cost effective option for the actual need.
« Last Edit: April 23, 2016, 09:19:46 am by legionof1 »

Offline new_civilian

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Re: [Aux] OCP mod (Old Crew Project)
« Reply #14 on: April 23, 2016, 09:02:41 am »
I agree. That and they have a bad effect on the team's morale when they die.

updated the file a bit (gave them 2 smoke-grenades)
« Last Edit: April 24, 2016, 11:00:14 am by new_civilian »