Author Topic: The X-Com Files - 2.5: Silent Run  (Read 1278087 times)

Offline Arthanor

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #585 on: November 08, 2016, 05:07:39 am »
Luger and other guns that give bonus damage for accuracy can sometimes bust walls. You agents "snipe" the beams from the walls ;)

I've seen that map in Piratez too.

Also, Solarius, I'll get a dog mod with armored and alloy vests to share tomorrow :) just a few things to fix.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #586 on: November 08, 2016, 03:37:57 pm »
Yes, the stairs bug was reported and fixed, will be added to the next release.

Also, Solarius, I'll get a dog mod with armored and alloy vests to share tomorrow :) just a few things to fix.

Damn, I really should go and do something about that dog race then... :)

EDIT: What names should dogs have? In what language? :)
« Last Edit: November 08, 2016, 03:40:55 pm by Solarius Scorch »

Offline Arthanor

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #587 on: November 08, 2016, 04:10:36 pm »
I went online and got the 24 most common dog names in English for both males and females. Seems sufficient. I left their last names as a space (will actually look if I can make it empty) as that's not really needed.

I'll give you the XAE attack dog mod by tonight. Just gotta fix the no promotion and no piloting stuff now, and also some carry capacity stuff.

The mod is made for OXCE+ since I don't want to maintain multiple executables and that's by far the best one. Especially once Yankees finishes the merging.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #588 on: November 08, 2016, 04:56:05 pm »
I went online and got the 24 most common dog names in English for both males and females. Seems sufficient. I left their last names as a space (will actually look if I can make it empty) as that's not really needed.

Exactly what I thought. But you're saying you have names in English, shouldn't X-Com dogs be multilingual?

I know! I'll ask people for popular dog names in their languages. So, people, please write your suggestions for the furry friends!

I'll give you the XAE attack dog mod by tonight. Just gotta fix the no promotion and no piloting stuff now, and also some carry capacity stuff.

Cool, whenever you're ready. I need to make the basic version first.

Offline yrizoud

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #589 on: November 08, 2016, 07:08:56 pm »
I know! I'll ask people for popular dog names in their languages.
The dogs I know mostly refer to each other as "Woof" 8)
More seriously, you can pick from here for a more international range, though this is unfortunately not in "list" format.
https://en.wikipedia.org/wiki/List_of_individual_dogs

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #590 on: November 08, 2016, 07:44:52 pm »
The dogs I know mostly refer to each other as "Woof" 8)

Dog language isn't supported yet. 8)

More seriously, you can pick from here for a more international range, though this is unfortunately not in "list" format.
https://en.wikipedia.org/wiki/List_of_individual_dogs

Yes, this is actually a good idea... X-Com dogs being named after famous dogs.

Offline Arthanor

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #591 on: November 08, 2016, 07:49:35 pm »
Exactly what I thought. But you're saying you have names in English, shouldn't X-Com dogs be multilingual?
Well, assuming XCom's working language is English (which would make sense for an international entity), I personally think it's fine to get English names. I went with most common English ones, but if you can find it, a list of most common worldwide one could work too. Also, maybe they're trained in an English speaking facility? :P

Quote
I know! I'll ask people for popular dog names in their languages. So, people, please write your suggestions for the furry friends!
See, I wouldn't even know.. I'm not a dog person. I guess that's sort of why going with a generic answer was fine for me.

Quote
Cool, whenever you're ready. I need to make the basic version first.
In theory, you could simply delete every reference you have to dogs in XCF and copy in the XAE ruleset and resources, I think. Just need to tweak a few things (ex.: I'm guessing you won't like the "scanners" I use, and you would probably want armored vests for dogs to become available only when you get armored vests for agents, amongst other things).

Offline Juku121

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #592 on: November 08, 2016, 08:10:05 pm »
@Arthanor: have you considered using the Guard Dog sprite from Piratez as base, since it's a bit better-looking than the 'regular' dog?

I'm also aiming at publishing the new version I promised before 0.4 either tomorrow or the day after, unless Solarius is again faster and puts out a new version before then.

Offline Arthanor

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #593 on: November 08, 2016, 08:48:19 pm »
No, I have done the work of putting a vest on the german shepherd a while back for the alloy vest and I very much dislike doing spriting work beyond recolors. I am not inclined to redo the work for the doberman type dog, especially as I'm not sure I'd say it's better looking. It looks very.. scrawny.

Edit: Here's what I have for dogs. Have fun plundering, Solarius ;)

Basically:
- Dog soldier type
- 3 armor types: None, Armored Vest (currently requires nothing), Alloy Armor Vest (currently requires personal armor)
- Bites with icons to match the armor (Built in weapon for each armors)
- A "doggy sense" motion scanner that enables dogs to remain sort of relevant in the later game as scouts (requires mind probe, built in weapon for each armors)
- UFOPaedia articles for each armors, the bite (it's the same for all armors) and "doggy sense"

This means dogs can't pick up stuff from the ground and put it in their "hands", you have to put it in the backpack. I personally think that's fine plus it completely disallows using items by having two built in weapons. You can of course remove the scanner too and recover the "default dog" pretty easily.

I am keeping the two built in weapons and will actually edit the mod to allow for dogs to have strength which will factor in bites and carry capacity, instead of the strength 1 "hack".
« Last Edit: November 08, 2016, 11:18:54 pm by Arthanor »

Offline mrbiasha

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #594 on: November 10, 2016, 06:40:10 am »
Yay! Separate subpage in Released Mods!

Also, may I ask what will be the next milestone and when can we expect new update? I'm of course have no intention to hurry you up, every bit of work you've done so far is awesome and fun to play, it's just I'm closing in to Cydonia mission and would probably like to start a new run of X-Com Files with higher difficulty as soon as any critical update releases.

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #595 on: November 10, 2016, 02:56:01 pm »
Also, may I ask what will be the next milestone and when can we expect new update?

Soon, but it's mostly bug fixes and such. Still, there will also be real X-Com dogs (with names, experience etc.), mini-icons for armour types in the craft UI, new Red Dawn unit and some new map blocks.

Offline Juku121

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #596 on: November 10, 2016, 04:51:56 pm »
I'm of course have no intention to hurry you up, every bit of work you've done so far is awesome and fun to play, it's just I'm closing in to Cydonia mission and would probably like to start a new run of X-Com Files with higher difficulty as soon as any critical update releases.

You're in luck!  ;D I just posted an altered version of the X-Com Files in a separate thread (an older version was in the middle of this one, but it's updated now, too). It has... lots of new stuff, and I hope some more of it migrates to XCF.

If you really want 0.41 or whatever it's going to be called, I'm going to update to that. No promises about 0.5+ right now, though.


Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #597 on: November 10, 2016, 04:55:06 pm »
Next version hopefully tomorrow. I've been delayed by working on goddamn space battles with Dioxine.

And I'm telling you, this is the most exciting thing I've ever done for X-Com. :)

Offline ohartenstein23

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #598 on: November 10, 2016, 04:55:48 pm »
Soon, X-Com Files.... IN SPAAAAAACE!

Edit:  By the way, I've been playing a zombie mission, and I swear these agents are even worse shots that vanilla X-Com soldiers.  A 75% aimed shot feels more like a 50%, with the other 50% being hitting your buddy a few tiles away from the line of fire.
« Last Edit: November 10, 2016, 04:58:21 pm by ohartenstein23 »

Offline Solarius Scorch

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Re: The X-Com Files - 0.4.2 alpha: Going Postal
« Reply #599 on: November 10, 2016, 05:27:50 pm »
Edit:  By the way, I've been playing a zombie mission, and I swear these agents are even worse shots that vanilla X-Com soldiers.  A 75% aimed shot feels more like a 50%, with the other 50% being hitting your buddy a few tiles away from the line of fire.

Condolences. :) But have you lost anyone? If not, then well, success.

Also, regarding dogs: everything's peachy, but I have two problems:
1) If I put a dog armour on a dog, I can't change it back to STR_ARMOR_DOGE.
2) Dog armour names aren't displayed properly, even though I gave them strings.

Arthanor in particular, do you know what could be wrong?

Here's the armours:

Code: [Select]
armors:
# dogs
  - type: STR_DOGE_ARMOR
    spriteSheet: DOGE.PCK
    spriteInv: inventory_DOGE
    customArmorPreviewIndex: 21
    corpseBattle:
      - STR_DOGE_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 0
    sideArmor: 0
    rearArmor: 0
    underArmor: 0
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.5
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]
  - type: STR_DOGE_ARMOR_UNDERWATER
    spriteSheet: DOGE.PCK
    spriteInv: inventory_DOGE
    customArmorPreviewIndex: 21
    corpseBattle:
      - STR_DOGE_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 0
    sideArmor: 0
    rearArmor: 0
    underArmor: 0
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    recovery:
      health:
        flatHundred: -1
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.5
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]
  - type: STR_DOGE_COMBAT_VEST_ARMOR
    spriteSheet: DOGE_COMBAT_VEST.PCK
    spriteInv: inventory_DOGE_COMBAT_VEST
    customArmorPreviewIndex: 22
    corpseBattle:
      - STR_DOGE_COMBAT_VEST_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 6
    sideArmor: 10
    rearArmor: 8
    underArmor: 4
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    damageModifier:
      - 1.0
      - 0.8
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]
  - type: STR_DOGE_COMBAT_VEST_ARMOR_UNDERWATER
    storeItem: STR_DOGE_COMBAT_VEST
    spriteSheet: DOGE_COMBAT_VEST.PCK
    spriteInv: inventory_DOGE_COMBAT_VEST
    customArmorPreviewIndex: 22
    corpseBattle:
      - STR_DOGE_COMBAT_VEST_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 6
    sideArmor: 10
    rearArmor: 8
    underArmor: 4
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    recovery:
      health:
        flatHundred: -1
    damageModifier:
      - 1.0
      - 0.8
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]
  - type: STR_DOGE_ALLOY_VEST_ARMOR
    storeItem: STR_DOGE_ALLOY_VEST
    spriteSheet: DOGE_ALLOY_VEST.PCK
    spriteInv: inventory_DOGE_ALLOY_VEST
    customArmorPreviewIndex: 23
    corpseBattle:
      - STR_DOGE_ALLOY_VEST_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 12
    sideArmor: 20
    rearArmor: 15
    underArmor: 7
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 0.8
      - 0.7
      - 0.7
      - 1.0
      - 0.9
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]
  - type: STR_DOGE_ALLOY_VEST_ARMOR_UNDERWATER
    spriteSheet: DOGE_ALLOY_VEST.PCK
    spriteInv: inventory_DOGE_ALLOY_VEST
    customArmorPreviewIndex: 23
    corpseBattle:
      - STR_DOGE_ALLOY_VEST_CORPSE
    visibilityAtDay: 30
    visibilityAtDark: 20
    heatVision: 20
    frontArmor: 12
    sideArmor: 20
    rearArmor: 15
    underArmor: 7
    movementType: 0
    drawingRoutine: 4
    overKill: 1.5
    recovery:
      health:
        flatHundred: -1
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 0.8
      - 0.7
      - 0.7
      - 1.0
      - 0.9
      - 1.0
      - 1.0
    units:
      - STR_DOG
    builtInWeapons:
      - STR_DOGE_BITE
      - STR_DOGE_TRACK
    loftempsSet: [ 2 ]

And here's the soldier entry:

Code: [Select]
soldiers:
  - type: STR_DOG
    costBuy: 10000
    costSalary: 800
    minStats:
      tu: 60
      stamina: 80
      health: 15
      bravery: 10
      reactions: 50
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 70
    maxStats:
      tu: 70
      stamina: 90
      health: 20
      bravery: 20
      reactions: 60
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 90
    statCaps:
      tu: 100
      stamina: 130
      health: 40
      bravery: 40
      reactions: 90
      firing: 10
      throwing: 10
      strength: 2
      psiStrength: 40
      psiSkill: 0
      melee: 140
    trainingStatCaps:
      tu: 70
      stamina: 90
      health: 20
      bravery: 20
      reactions: 60
      firing: 0
      throwing: 0
      strength: 1
      psiStrength: 40
      psiSkill: 0
      melee: 90
    armor: STR_DOGE_ARMOR
    armorForAvatar: STR_DOGE_ARMOR
    avatarOffsetX: 68
    avatarOffsetY: 48
    soldierNames:
      - delete
      - DogName/ZZZ_Doge.nam
    allowPiloting: false
    allowPromotion: false
    standHeight: 12
    kneelHeight: 12
    femaleFrequency: 50
    deathMale: 94
    deathFemale: 94