An Alien Base Attack mission, based somewhat on the original game. You must destroy the tables in the Command Center and kill all the aliens to win. The only issues I have found are the architecture, and the fact that Chrysallids would rather go through walls than doors half the time.
Awesome, finally get to see what draxis has been up to ;D
The chryssalids going through walls should be fixable by changing their "Smash" value in entities.xt to "0". (That determines whether an entity will break through things if it's strong enough and the route would be shorter even with the extra time it takes to break stuff. Chryssalids are very strong, so they can tear through most materials if they have smashing activated.)
You'll still be tweaking this some more, or is this about done? (aside from the chryssalid issue, which can be resolved)
Post by Aves Dominari on Nov 4, 2012 12:35:45 GMT -5
Let's take a look at what you've been up to, eh? EDIT: You bungled the stairs in the loft. The down stairs are at the bottom and the up stairs are at the top ;p EDIT EDIT: Fuck chryssalids. EDIT EDIT EDIT: One thing I suggest is changing the color of the dirt walls to sepia_1 instead of Kyzrati's sepia_0. Makes the walls easier to see, in my opinion.
The earth was sepia_3 and _2, but I increased it one shade and it does look better now. As for chrysallids, they are definitely the most dangerous thing in the game - worse than all the random leaders with blaster launchers combined. I went with spawning the number from the original X-COM, but may end up reducing them so they are more of a paranoia-inducing thing than a practically guaranteed lose.
Great job so far! Maybe too many chryssalids, yes, though not so many it's impossible, so I guess it's really a design choice. Depends on how you want to create the difficulty of the level. I found it somewhat annoying, but fun, that more than once I'd suddenly lose my rear guard to something they didn't see coming ;p
In the end I got 'em all, though, including the 5-6 guys they zombified (4 of them in the first turn!).
Other notes: -No medic? -Motion scanner might be fun, but there're so many smoke grenades the combination of the two might make it far too easy. -I liked that everyone's got smoke grenades--good for putting up a screen when there's no time to do anything else. -Seemed like I didn't come up against too many enemies. That may be a good thing if you're going for atmosphere, which works nicely so far (esp. w/help from chryssalids), but there are maybe too many X-COM soldiers given what you're up against, so maybe needs either more enemies or a smaller squad. -Very nostalgic design, by the way.
How are the flamethrower soldiers? I put them in to help deal with the zombies and and area-denial, but I am questioning if they are worth it.
Medics do not always spawn, but they are a rookie with a laser pistol or a sergeant with a laser rifle when they do.
Ah, I hadn't had time for more than one go, so I didn't know there were multiple possible squad compositions. On my run I had a couple rocket launchers, and everyone else was laser-equipped with a lot of grenades and smoke.
I assume flamethrowers would be useful if you keep the number of chryssalids at the same number (I certainly had to kill enough zombies!), but if you reduced the chryssalids a flamer might not be so useful anyway. Having them explode sounds fun though!
New version: main changes being: - A possible Captain spawn with a psi-amp - 1 fewer Sergeants and Rookies - Major flamethrower changes - Between 3 and 6 Chrysallids now spawn, before it was always 5 - Rookies can no longer spawn with Rifles.
I ended up putting back the Chrysallids-through-walls because I like it and reduced the number of X-Commies, but made up for it with a better flamethrower, sometimes a psionic soldier, and better equipment for the rookies. The flamethrower will probably need a change, but it was pretty bad in it's original form.
The original flamethrower was directly from Cataclysm, so it was not really well suited for this mission.
Excellent, I'll check this new version out and post an announcement some time in the next few days or so. Didn't know how long your final version was going to be in the making, so I already posted something else to the blog earlier today!