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Post by Aves Dominari on Oct 18, 2012 0:53:06 GMT -5
//AGGRESSION\\ A total conversion of X@COM that takes place in a High Fantasy universe, where the brutal orcs constantly hound humanity. They have been silent for years, but it is only an act as the orcs gather themselves for the greatest battle in known history. You are the warlord chosen to spark this most glorious of crusades, to be the first aggressor in the coming war. Now a featured project! Get the full version over on the blog.
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Post by Kyzrati on Oct 18, 2012 2:27:24 GMT -5
Well, that was fast ;D Nice work!
I look forward to your improvements--definitely continue working on balancing and expanding this for a bit. Hopefully Bay 12 will be of help there. When you think the first version is more or less complete I'll put a copy on the main blog for general download. (In the past few days you've gotten 50 downloads for Cataclysm+, btw.)
You may want to wait until I've done the 8.1 update to start on your bigger project, anyway, since I'll be demonstrating features far beyond what Cataclysm showed! Some exciting stuff...
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Post by Aves Dominari on Oct 18, 2012 9:08:52 GMT -5
That's the plan. I'll be tweaking, expanding, and taking player feedback for a while yet; I don't want this to be half-assed ;p
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Post by Aves Dominari on Oct 18, 2012 17:58:41 GMT -5
Just a few tweaks at the moment. I'm going to do more playtesting myself and add some more blueprints, probably. Let me know if there's anything you're interested in seeing! I tried cutting down on the needless content, but it always ended badly as dependencies staked on top of dependencies and... yeah. It's a bit cluttered and needlessly large, but I see no reason to do anything about it yet ;p
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Post by Aves Dominari on Oct 18, 2012 18:31:42 GMT -5
Bravery spikes for everyone! It gets annoying when the guards break down and cry after you stab a few peasants. Also made slight adjustments to a few existing structures.
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Post by Kyzrati on Oct 18, 2012 19:14:07 GMT -5
I was going to create an alternate, cleaner version of the object files so you don't have to worry about figuring out dependencies while removing old data to make room for a total conversion. You'll have that available with the next modpack.
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Post by Aves Dominari on Oct 18, 2012 21:16:43 GMT -5
Monks now can Counter, always retaliating against melee attacks regardless of TU costs. The Captain of the Guard has a much more powerful weapon now, and will often dodge attacks (Monks share this behavior). Bows have been somewhat nerfed; instead of a half-dozen ranged attacks, an archer can only make three or four on his turn. The Orc Elder will now cast Hatred without the menu; simply pressing 'z' will suffice.
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Post by jaunmakenro on Oct 19, 2012 4:33:45 GMT -5
Nice work ! You could add catapult and balista using tank entities... and make a town siege scenario
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Post by Aves Dominari on Oct 19, 2012 12:39:50 GMT -5
Hmm... not quite the scale I'm aiming for right now, but that would be an awesome scenario. Once we have more control over map generation I certainly could make a siege-type game in the same vein as Area 51, but I don't think that's feasible yet... I could force a single 'road' to spawn and have the horizontal/vertical 'roads' actually be walls, but there would be no way to set what's on one side of the wall or the other yet.
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Post by Kyzrati on Oct 19, 2012 20:36:26 GMT -5
That's a neat idea for a tricky use of the road system.
The best you could do now for a siege would be to create a required 2x2 area, and have a bunch of required 1x1 areas that must be next to the 2x2 area. That would give you a total of 12 1x1 blocks all connected together, perhaps big enough to represent a castle and its environs. All the rest of the areas would be surrounding wilderness and contain attackers.
AGGRESSION would benefit more from increased individual encounters and interesting abilities like you've been working on. Also more local flavor in the various buildings. I like your towers! I haven't yet actually played though--I'd like to wait until it's mostly finished before trying it out.
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Post by Aves Dominari on Oct 20, 2012 2:12:12 GMT -5
That's my goal; quality over quantity. I don't want to throw a lot of random stuff at players, I want unique groups of enemies that won't just blend into a mass of 'things I spammed to death.' The guards are there for that, so for now I'll be specializing the non-standard enemies more than anything else. To that end I've weakened the guards pretty significantly and made the various monks, adventurers and the like stand out color-wise, and I'm toying with other things (like a 'Dreadnought' that has high armor but low health).
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Post by JacenHan on Oct 20, 2012 18:39:16 GMT -5
I think a few reinforcements later in the level might be nice, as I generally lose most of my mooks before I can do much.
EDIT: Just found out you can steal the mage's crystal wand. Awesome!
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Post by Aves Dominari on Oct 20, 2012 23:42:30 GMT -5
*Major enemy changes, including recolors for better threat assessment and totally new human soldiers *Scenario objectives have been changed to prevent retreat until the final wave *Updated readme to let new players know about all of their assets *The Elder's innate spell has been replaced with the Staff of Hatred to bypass a common game-crashing bug *New undead-themed sites JacenHanAh, but that would ruin the fun of it all ;p You've got to be careful with your flunkies or they won't be around to flunk for very long.
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Post by Kyzrati on Oct 20, 2012 23:47:45 GMT -5
Nice work, so the switch to a staff never causes the problem? That'll be more info to go on...
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Post by Aves Dominari on Oct 20, 2012 23:56:44 GMT -5
So far as I can tell, making it a weapon instead of a spell removes all crashes related to it. I'm not certain, though, so we'll have to see.
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