Author Topic: Battlescape development  (Read 248987 times)

Offline Daiky

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Re: Battlescape development
« Reply #180 on: December 13, 2011, 06:58:51 pm »
Probably, I might have explained it wrong. The different resistances to types of damages, morale loss or fatal wounds don't actually have anything to do with large units, now that I think of it. They can be configured independent of each other and for any unit size.

Offline gchevallereau

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Re: Battlescape development
« Reply #181 on: December 13, 2011, 09:05:28 pm »
By the way, i have uploaded a video showing some of the 0.4 features here https://www.youtube.com/watch?v=226Yso3XKi8

This was done with the unlimited_ammo test(for laser rifle) and medikit.

Offline Daiky

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Re: Battlescape development
« Reply #182 on: December 14, 2011, 12:55:45 am »
A tank equipped with a medikit ! :D Nice to see on video how much work I still have :p

Offline Daiky

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Re: Battlescape development
« Reply #183 on: December 14, 2011, 04:48:36 pm »
Reaper arent biological? you can fear them and probably stun.

If a reaper is biological, can it bleed from fatal wounds and can be healed by a medikit? Hmm..
Also, a biological unit, even when it is a "large unit" could probably carry equipment and throw grenades...
So, it seems I have to make a load of flags there, one for each ability I mentioned .

edit:
"Cyberdiscs take damage from Stun Rods and Stun Bombs" - ufopaedia

« Last Edit: December 15, 2011, 05:45:59 pm by Daiky »

Offline Daiky

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Re: Battlescape development
« Reply #184 on: December 31, 2011, 07:20:56 pm »
Yesterday I added the alien deployment rules, which was on my todo list for a while. I can properly celebrate year's end and new year now :p

Offline hsbckb

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Re: Battlescape development
« Reply #185 on: January 01, 2012, 11:12:22 am »
Daiky, Happy New Year!

 Can you tell us more about the deployment rule? Is it more realistic? more similar to that of X-Com?
« Last Edit: January 01, 2012, 01:06:08 pm by hsbckb »

Offline Daiky

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Re: Battlescape development
« Reply #186 on: January 01, 2012, 11:57:43 am »
Happy new year to you too :)

With the "deployment rules" I actually mean that data like: how many aliens and of what ranks and with which weapons will spawn at certain types of UFOs or other missions. I had this data temporarly hardcoded in a rather ugly way. So now it's all neatly described in the famous "ruleset", which will become a text file eventually. So modders can have fun tweaking the game. (or add new UFO types, or give aliens more grenades, or whatever your wishes may be)

The numbers are taken from the original X-Com, so yes, it will be not just similar, but exactly that of X-Com.

My openxcom goals for 2012:
- finish the battlescape
- tweak the battlescape further so it works with Terror From The Deep data
- release my own reworked music & sound FX pack
- ...

Offline hsbckb

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Re: Battlescape development
« Reply #187 on: January 01, 2012, 12:14:31 pm »
nice to hear that, especially your 2012 goals.
« Last Edit: January 04, 2012, 07:48:36 am by hsbckb »

Offline luke83

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Re: Battlescape development
« Reply #188 on: January 01, 2012, 12:21:36 pm »
Sounds like this next year  of openX is going to be awesome  :D

Offline Daiky

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Re: Battlescape development
« Reply #189 on: January 09, 2012, 12:19:35 pm »
I'm going to put a deadline on the battlescape development for myself on august of this year. So don't panic if you see 0.5 features appear in the 0.4 beta release :)
« Last Edit: January 10, 2012, 11:37:59 am by Daiky »

Offline michal

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Re: Battlescape development
« Reply #190 on: January 09, 2012, 12:45:18 pm »
I hope you don't want to abandon openxcom after august ;)

Offline Daiky

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Re: Battlescape development
« Reply #191 on: January 09, 2012, 01:10:06 pm »
No, I will be certainly around, of course for fixing bugs in my own code, etc... and I guess my work in openxcom is not finished after the battlescape is finished... there is still lots of fun stuff to do... we'll see.
« Last Edit: January 10, 2012, 11:39:51 am by Daiky »

Offline Daiky

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Re: Battlescape development
« Reply #192 on: January 31, 2012, 11:03:33 am »
Base defense mission is almost implemented (only missing the logic of the aliens trying to destroy the facilities and actually removing the facilities from the base, and a few other details :p).

I'm planning to continue getting all the mission types working, then looking for a general system of "mission rules".
I know, I work backwards :p
But hey, at least I'm still working on openxcom :p Otherwise it would probably be an abandoned project.

To give you an idea what will be possible by changing only rulesets:
- make the ufo alien base attack a two-part mission
- make the tftd alien base attack a one-part mission
- create other terrain types for terror missions, alien bases, UFO's (the system will choose a random terrain type when multiple types are linked to one mission or one UFO)
- change the size of all maps in all missions except base defense (there is no limit to the map sizes or number of objects on a map, but beware the "alien turn" will take some time if you put thousands of aliens on a map :p )
- change  the number of aliens in all missions, their ranks and what items they carry
-  ...

Offline luke83

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Re: Battlescape development
« Reply #193 on: January 31, 2012, 12:22:53 pm »
 "create other terrain types for terror missions, alien bases, UFO's (the system will choose a random terrain type when multiple types are linked to one mission or one UFO)"
Daiky , you know just what a nerd likes to here ;)

"change  the number of aliens in all missions, their ranks and what items they carry"  QUESTION: Will this include arming civilians?

"But hey, at least I'm still working on openxcom :p Otherwise it would probably be an abandoned project."
I am so glad you have not given up, as we ( the x-com community) NEED a real version of x-com 8).   
« Last Edit: January 31, 2012, 01:19:32 pm by luke83 »

Offline hsbckb

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Re: Battlescape development
« Reply #194 on: January 31, 2012, 01:07:26 pm »
Base defense mission is almost implemented (only missing the logic of the aliens trying to destroy the facilities and actually removing the facilities from the base, and a few other details :p).



This is what I want to suggest in the forum!!!

Damaged base facilities cost  repair time and repairing fee. This can prevent X-com operative to use something like blaster bomb in their own base. 3D explosion can also make base defense more realistic but the difficulty will increase a lot.
« Last Edit: January 31, 2012, 02:43:09 pm by hsbckb »