Author Topic: Re: The X-Com Files - 3.5: Whispers In The Dark  (Read 2446081 times)

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2370 on: March 10, 2019, 01:34:09 pm »
Thanks for the featuring my images.
By the way, would you considering changing the floorops of the shadowbat? The current one looks like a rifle was left on the floor. I got confused so many times, walking one of my units to pick it up.  :)
I made one that resembles more the item's bigobs.

Hmm, but honestly, your file looks completely like a fighter to me. :)
I thought it was a basescape icon at first, but the orientation seemed weird.

And what happened to the last three options

https://openxcom.org/forum/index.php/topic,6880.0.html

Offline Alex_D

  • Colonel
  • ****
  • Posts: 498
    • View Profile
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2371 on: March 10, 2019, 10:39:56 pm »
Hmm, but honestly, your file looks completely like a fighter to me. :)
I thought it was a basescape icon at first, but the orientation seemed weird.

Hahaha. Okay, back to the drawing board.

What about this version ?

Offline Stoddard

  • Colonel
  • ****
  • Posts: 485
  • in a fey mood
    • View Profile
    • Linux builds & stuff
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2372 on: March 11, 2019, 12:24:48 am »
Hahaha. Okay, back to the drawing board.

What about this version ?

This is some serious moustache. Reminds me of Nails from JA DeadlyGames / JA2.

The floorob on the other hand looks like a rat decided to suffocate itself in a plastic bag, but forgot which end goes where.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2373 on: March 11, 2019, 02:30:30 am »
Let's face it, black objects suck.

Offline Stoddard

  • Colonel
  • ****
  • Posts: 485
  • in a fey mood
    • View Profile
    • Linux builds & stuff
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2374 on: March 11, 2019, 02:50:29 am »
Let's face it, black objects suck.

Idk what this shadowbat is but ketchup-spraying never hurts. Even squashed mosquitos look better with a bit of blood.

Offline Alex_D

  • Colonel
  • ****
  • Posts: 498
    • View Profile
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2375 on: March 11, 2019, 03:25:18 am »
Idk what this shadowbat is but ketchup-spraying never hurts. Even squashed mosquitos look better with a bit of blood.

With Ketchup, this time.

For reference, the original floorobs. Looks like a gun that was dropped by one of the NPC :)

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2376 on: March 11, 2019, 06:50:29 pm »
OK, this one looks nice. Thanks, taken!

Offline Alex_D

  • Colonel
  • ****
  • Posts: 498
    • View Profile
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2377 on: March 12, 2019, 01:28:43 am »
OK, this one looks nice. Thanks, taken!

Thanks.

I had a mission in the middle of the jungle, and I wished the Machete (or other similar one-handed weapon) was able to cut through the foliage.

What if the machete was able to do so? Not as effective as the pickaxe, but just enough to cut through items of 20 damage, which comprise most of these nature objects?

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2378 on: March 12, 2019, 04:09:07 pm »
I also had this idea. It's just, balancing these two types of attack is a bitch. :)

Offline Alex_D

  • Colonel
  • ****
  • Posts: 498
    • View Profile
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2379 on: March 13, 2019, 05:37:10 am »
I also had this idea. It's just, balancing these two types of attack is a bitch. :)

I tried to balance one myself. Please see attached, for peer review: the Gurkha Knife !

I want it to be a one handed weapon, but the chop animation (firing) for one handed stuff doesn't happen. I don't know much about scripts. Please see the ruleset for additional notes and comments.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2380 on: March 13, 2019, 11:41:19 am »
OK, thanks - I will check ASAP. (Hopefully this week... It's a busy week.)

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2381 on: March 13, 2019, 11:39:52 pm »
Fantastic job! It's in.
As for the UFO breacher, I am still thinking about how to refactor all this and whether I should strengthen the walls themselves...

And anyway, 0.9.8h is out.

- Cultist loot redone: now it is hidden in containers, openable at the base.

Look at that, another version is up! Do you have to open said containers in the Workshop, or as a "Research Topic"? Just to know, I'm considering to start this over once the Cult of Apocalypse is done, or at least the next version is up, I'm not sure yet.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2382 on: March 14, 2019, 01:28:05 pm »
First you need to examine the box as a research topic (this doesn't destroy the box), and then you can open it in the workshop. The research only needs to be done once per container type.
A for the Cult of Apocalypse, I am actually working on it right now, but I don't expect to "finish" it any time soon... This arc is a "filler", meaning that it is not required to complete the game, and not even well defined. I have certain loose ideas which I will be implementing as needed/wanted.

Offline karnaugh_map

  • Sergeant
  • **
  • Posts: 39
    • View Profile
Re: Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2383 on: March 17, 2019, 09:11:24 pm »
Just played the Black Lotus Shrine Mission, and the newly shielded avatar is tough! I went in with UAC rifles and armored vests, but trying to do over 120 kinetic damage in a single turn at range through the jungle to get past the shields and armor was nearly impossible. Had to charge in, losing a couple soldiers, to do enough single turn damage. Way different strategy than taking on the Red Dawn Coordinator where you can slowly take him down from range in the relative safety of your armor.

On a separate subject, the new crates are a bit fiddly since it essentially bypasses the end of mission auto-sell and all the obsolete weapons need to be sold manually.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Re: The X-Com Files - 0.9.8: X-Cool
« Reply #2384 on: March 17, 2019, 09:19:43 pm »
Just played the Black Lotus Shrine Mission, and the newly shielded avatar is tough! I went in with UAC rifles and armored vests, but trying to do over 120 kinetic damage in a single turn at range through the jungle to get past the shields and armor was nearly impossible. Had to charge in, losing a couple soldiers, to do enough single turn damage. Way different strategy than taking on the Red Dawn Coordinator where you can slowly take him down from range in the relative safety of your armor.

Great to hear! I've been worried she was too easy, despite her attacks. Now it's better.

On a separate subject, the new crates are a bit fiddly since it essentially bypasses the end of mission auto-sell and all the obsolete weapons need to be sold manually.

Yeah, but on the other hand you get the gun with proper ammo.