Author Topic: [WIP] Tech-Com - Terminator series  (Read 73675 times)

Offline Gordonmull

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Re: [WIP] Tech-Com - Terminator series
« Reply #90 on: February 07, 2018, 08:29:06 pm »
Looking and sounding awesome so far. Some serious game wizardry going on here!  :) :)

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #91 on: February 07, 2018, 10:23:34 pm »
Here's a gif of an aerial encounter


Offline The Think Tank

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Re: [WIP] Tech-Com - Terminator series
« Reply #92 on: February 08, 2018, 04:11:51 am »
This does look quite fantastic thus far, best of luck to you, Hobbes!

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #93 on: February 09, 2018, 11:57:06 pm »
Wow, this seems just awesome! I can't wait to try the Battlescape.

Just an request: could be possible to add the A-10 Thunderbolts from Terminator: Salvation?
They are very capable to kill HKs and it seems to be the only fixed-wing combat aircraft of the Resistance. It would be great to seek and destroy HKs with some Warthogs.  8) It even has more sense to fight HKs with these, compared to an Osprey.

https://www.youtube.com/watch?v=eT9k7mGze4I

This is a video with all of the scenes of the A-10 from the movie.  :D

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #94 on: February 10, 2018, 02:55:18 am »
Wow, this seems just awesome! I can't wait to try the Battlescape.

Just an request: could be possible to add the A-10 Thunderbolts from Terminator: Salvation?
They are very capable to kill HKs and it seems to be the only fixed-wing combat aircraft of the Resistance. It would be great to seek and destroy HKs with some Warthogs.  8) It even has more sense to fight HKs with these, compared to an Osprey.

https://www.youtube.com/watch?v=eT9k7mGze4I

This is a video with all of the scenes of the A-10 from the movie.  :D

The A-10 (aka 'Hawg') has already been added - I just haven't gotten the proper sprites for it yet. :)

Here's the current UFOPedia description:

"The A-10 was originally designed to kill enemy armor and survive anti-aircraft fire.  Its durability has made it also a favorite of the Resistance's pilots, allowing it to engage and shoot-down HKs with its cannon or missiles and still returning to base after sustaining heavy damage.  Most of the Hawgs flown today by the Resistance are recovered pre-Judgment Day models that have been recovered from destroyed military bases or crash sites and have been rebuilt several times over the years.

However, the Thunderbolt also suffers from a disadvantage while intercepting HKs due to its slow speed and it has a much lesser range than the V-22, limiting its role as a transport escort."
« Last Edit: February 10, 2018, 03:16:40 am by Hobbes »

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #95 on: February 12, 2018, 09:49:19 am »
Wow! Sounds awesome! I can't wait to chop some HKs with GAU-8 Avenger.  8)

This mod could be played in Android?

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #96 on: February 12, 2018, 04:46:29 pm »
Wow! Sounds awesome! I can't wait to chop some HKs with GAU-8 Avenger.  8)

This mod could be played in Android?

You'll to ask elsewhere about if OXCE+ works on Android

For now I've finished adding craft, here's a list of available craft:
* A-10 Warthog
* A-37 Dragonfly
* S-3 Viking (air to air radar)
* E-1 Tracer (air to air radar, no weapons)
* E-2 Hawkeye (air to air radar, no weapons)
* OV-1 Mohawk (air to ground sensors, can detect Skynet bases)
* OV-10 Bronco (air to ground sensors, can detect Skynet bases)
* MV-22 Osprey
* CMV-22 Super Osprey

Most of this craft are older models or converted - the idea is that the Resistance has to make due with whatever it can recover from destroyed military bases and aircraft boneyard, and that it has lost the ability to manufacture or support supersonic aircraft.
« Last Edit: February 12, 2018, 04:48:48 pm by Hobbes »

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #97 on: February 13, 2018, 06:17:28 am »
The devil's hands have not been idle... ;)

Time for more pics of the most recent work, to distract me for the insane amount of work still ahead.



This is the initial topic on the Tech-Com Craft & Armaments section. Might add a couple more of those, explaining some features like:
* Radars and craft speed/range are real life and much smaller than in XCom
* Bases (Skynet and Tech-Com) can only be detected be specific craft
* Radar planes (Tracer and Hawkeye) air detection is much more powerful than radars mounted on fighters (Skyhawk, Tiger, Lion)
* Paratroopers



There are currently 16 crafts and 13 craft weapons, divided into several categories. There are roughly two tech levels, although the difference between them isn't overwhelming and by the nature of the game, crafts will always be hard to get so nothing gets obsolete.



The last image displays the maximum range of several of the transports, with the outermost circle being the Canadair (VTOL), the middle one the Osprey (VTOL), and the smaller one the Twin Otter. The Bronco, Twin Otter and Sherpa all deploy their soldiers using paratroopers - still figuring out how to implement that one, but I have some ideas already.

As you can see the ranges are quite limited - you'd need 2 bases to properly control North America, otherwise Skynet might build bases on the locations where you can't reach. Some regions like Asia or Africa even might require up to 3 bases, but you'll need to be careful or you might be placing bases right in the middle of Skynet territory and risk detection. Regions have also been consolidated - instead of the 16 found in XCom, there are now only 8, them being the 7 continents plus the Arctic.

Resistance crafts and craft weapons should be done at this point, next will be the aerial HKs, and then after some testing I'll release an alpha for people to try the new air combat game over North America (none of the other continents properly work at this stage)
« Last Edit: February 13, 2018, 06:20:01 am by Hobbes »

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #98 on: February 13, 2018, 11:11:13 pm »
I like the new background of the Geoscape, seems too "strategic situation room". It's awesome!

About the transports, there is going to be another "lander" helicopter, besides the Ospreys? You know, like UH-1 Hueys or MH-6 Little Birds.
The idea of paratroopers sound great, you could just put some "spawn tiles" (I don't remember the correct name of that squares were your soldiers start at the begining of every mission) and in the center, some kind of beacon. Maybe an smoke grenade or flares. And when the mission is over (or Skynet is kicking your ass too hard), just return you troops to this landing tiles and get out, simulating that the Osprey/Huey/Little Bird/Superman/Batwing evacs you.

https://i.imgur.com/0a1CMW5.jpg
Just to exemplify this.  ;D

About that Android thing, yes, it seems to be possible to play Tech-Com on phones, I just found the link of Meridian's post with the apk of OXCE+ for Android. :D

https://openxcom.org/forum/index.php/topic,5258.0.html

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #99 on: February 13, 2018, 11:27:15 pm »
I like the new background of the Geoscape, seems too "strategic situation room". It's awesome!

I need to do some recoloring of it ;)

Quote
About the transports, there is going to be another "lander" helicopter, besides the Ospreys? You know, like UH-1 Hueys or MH-6 Little Birds.

Yes, there is another VTOL plane like the Osprey (the Canadair Dynavert - the UFOPedia states that the Resistance recovered the prototype from a museum being used a refugee shelter), and regarding helicopters in general, I don't plan to add them because their range & speed are too limited.

Quote
The idea of paratroopers sound great, you could just put some "spawn tiles" (I don't remember the correct name of that squares were your soldiers start at the begining of every mission) and in the center, some kind of beacon. Maybe an smoke grenade or flares. And when the mission is over (or Skynet is kicking your ass too hard), just return you troops to this landing tiles and get out, simulating that the Osprey/Huey/Little Bird/Superman/Batwing evacs you.

I've already implemented a similar solution to what you're describing in some maps in the Area 51 expansion. I'm still not entirely sure about this idea, we'll see how it goes later.

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #100 on: February 14, 2018, 02:53:36 am »


I need to do some recoloring of it ;)

Yes, there is another VTOL plane like the Osprey (the Canadair Dynavert - the UFOPedia states that the Resistance recovered the prototype from a museum being used a refugee shelter), and regarding helicopters in general, I don't plan to add them because their range & speed are too limited.

I've already implemented a similar solution to what you're describing in some maps in the Area 51 expansion. I'm still not entirely sure about this idea, we'll see how it goes later.

I just google it, the Canadair Dynavert looks awesome. If the Resistance found it in a museum, then it means we're only have one, right?

About Area 51, are you going to add armed civilians in this mod, too? That's one of my favorite things of Area 51.

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Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #101 on: February 14, 2018, 08:55:51 am »
The battle for control of North America is in progress...



A quick explanation of the symbols:
* The red Vs are Hunter-Killers
* The red square is Skynet itself
* Pink symbols: inverted  V - Work Camp, V - HK Base, square - Factory, antenna - Lab
* Green symbols: circle - Supply Drop, square -Abandoned Base
* The cyan T is a Tech Com base and the yellow circle a craft (there will be specific icons for each craft type later)

Geoscape is nearly done, still have to fix some issues regarding fuel, range and weapons balance. Over the next days I should get a few of the combat missions operational, although several (Base Defense and Skynet Base Assault being the most important) will still require a lot of work.

I just google it, the Canadair Dynavert looks awesome. If the Resistance found it in a museum, then it means we're only have one, right?

Probably.  My idea at this point is that you won't be able to buy any craft (and other equipment), since you'll have to recover it all from Supply Drops and Abandoned Bases, at least until you learn how to manufacture craft in your workshops. When you recover craft from such a mission you'll get like 2 fighters, plus a transport and a support craft, all determined randomly, but you'll still need to get them operational in your workshops.

Quote
About Area 51, are you going to add armed civilians in this mod, too? That's one of my favorite things of Area 51.

According to John Connor, there are no civilians in the war against the machines - "You become a volunteer for the Resistance the moment you took your first breath in defiance of Skynet"

You'll only encounter unarmed humans will be if they are prisoners in a Workcamp or are doing slave labor in one of the machines' reclamation efforts. Everyone else in a mission will carry weapons or will start in a position where there are weapons available to be picked up and used.
« Last Edit: February 14, 2018, 07:41:18 pm by Hobbes »

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #102 on: February 14, 2018, 03:01:20 pm »
The battle for control of North America is in progress...


A quick explanation of the symbols:
* The red inverted Vs are Hunter-Killers
* The red square is Skynet itself
* Pink symbols: V - Work Camp, inverted V - HK Base, square - Factory, weird - Lab
* Green symbols: circle - Supply Drop, square -Abandoned Base
* The cyan T is a Tech Com base and the yellow circle a craft (there will be specific icons for each craft type later)

Geoscape is nearly done, still have to fix some issues regarding fuel, range and weapons balance. Over the next days I should get a few of the combat missions operational, although several (Base Defense and Skynet Base Assault being the most important) will still require a lot of work.

I like the new symbols, they seem very useful. Haha I can't wait to try this.

Quote
Probably.  My idea at this point is that you won't be able to buy any craft (and other equipment), since you'll have to recover it all from Supply Drops and Abandoned Bases, at least until you learn how to manufacture craft in your workshops. When you recover craft from such a mission you'll get like 2 fighters, plus a transport and a support craft, all determined randomly, but you'll still need to get them operational in your workshops.

I like this idea, It forces you to carefully plan the air strikes and interceptions of HKs, so you do not throw your fighters at the first target that appears.

I assume that this restriction of supply will also apply to arms and ammunition, right?

Quote
According to John Connor, there are no civilians in the war against the machines - "You become a volunteer for the Resistance the moment you took your first breath in defiance of Skynet"

You'll only encounter unarmed humans will be if they are prisoners in a Workcamp or are doing slave labor in one of the machines' reclamation efforts. Everyone else in a mission will carry weapons or will start in a position where there are weapons available to be picked up and used.

Sounds logic. Well, in that case, will there be armed allied NPCs? I'm thinking about some Skynet assault on a Resistance base (basically a Terror Mission) and when Tech-Com comes, you encounter Resistance soldiers already fighting the machines. Haha in Area 51 there are some of this kind of missions, that's what I like it so much. ;D
« Last Edit: February 14, 2018, 06:42:33 pm by efrenespartano »

Offline Hobbes

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Re: [WIP] Tech-Com - Terminator series
« Reply #103 on: February 15, 2018, 07:34:59 am »
Sounds logic. Well, in that case, will there be armed allied NPCs? I'm thinking about some Skynet assault on a Resistance base (basically a Terror Mission) and when Tech-Com comes, you encounter Resistance soldiers already fighting the machines. Haha in Area 51 there are some of this kind of missions, that's what I like it so much. ;D

Yes, there will be plenty of armed allied NPCs :)



Air combat is nearly done, needs a lot of testing, and I already started working on some ground missions. I should release an alpha in the next days :)
« Last Edit: February 15, 2018, 07:37:40 am by Hobbes »

Offline efrenespartano

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Re: [WIP] Tech-Com - Terminator series
« Reply #104 on: February 15, 2018, 03:18:45 pm »
Yes, there will be plenty of armed allied NPCs :)



Air combat is nearly done, needs a lot of testing, and I already started working on some ground missions. I should release an alpha in the next days :)
That's good news! I hope it will be a public alpha, so I can try it too. :D I can't wait to kill some T-600s. >:)

About the HKs, they will be hunting our transports o just patroling/doing missions like the normal UFOs?

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