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Post by 10101 on Apr 27, 2013 2:12:45 GMT -5
Version 1.0. As you can imagine this mod is about the Terrormission. I tried to add a little gimmick in enabling the evac of civillians, but it looks like it doesn't work at the moment. There are several things to be done, yet: - Scoring between rescuing, killing and abandoning civillians seems not to work properly, yet.
- Civillians follow you when you move by them. I'd really like if i could manage to make them follow you on command ('n').
- The spawn could need some tweaking, but that seems to have to wait until the map editor finds it's way into the game giving more flexibility in defining spawnareas.
Interesting part i've learned: I exchanged the arms of the PSI aliens so the PSI-ability gets into the manip1-slot as primary weapon, but they still seem to prefer their gun. Attachments:
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Post by Kyzrati on Apr 28, 2013 2:44:28 GMT -5
Ooh, another mod.
I'll release 9.1 soon which will fix the civilian follow on manipulate problem. Need to take a break from coding REXPaint to get that done.
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Post by 10101 on Apr 28, 2013 4:02:20 GMT -5
Version 1.1 with overhauled scoring. Attachments:
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Post by Kyzrati on Apr 28, 2013 20:41:46 GMT -5
Hm, I was just coding a few changes into 9.1 and got to the civilian follow issue. It does work, but I see in your Terrormission data that you're using the wrong trigger: It's supposed to be ENT_MANIP2, not ENT_MANIP, since the latter targets the user himself, so you're X-COM soldiers are trying to ask themselves to follow along (And since they have no AI to understand that request it crashes.) I do see in my comments that I consider those misnamed (among several other trigger pairs/groups, since I didn't foresee all the possibilities when starting)--the '2' version should be the one targeting the user himself, as the "standard" concept of manipulation is that the effect will be on whatever you're manipulating, but I have to go through all the places it's referenced to fix that, so I'll wait until next time I make a bunch of SA modifications and additions. For now, just change your SA to use ENT_MANIP2 and it should work as expected.
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Post by 10101 on Apr 29, 2013 0:37:00 GMT -5
New version with better scoring and Civilians only following you when asked to do so. That'll be the final Version for now. Attachments:
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Post by 10101 on Apr 29, 2013 13:33:34 GMT -5
Version 1.4 ready for R9.1. - Minor change on the map.
- Added some Motionscanners.
- Spawn adjusted.
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Post by Kyzrati on Apr 29, 2013 19:42:18 GMT -5
Haven't gotten a chance to try it out yet. I'll do that later tonight and upload it sometime soon. I'll also put a 9.1 version of Farm up, since it fixes the F10 sound bug.
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Post by Kyzrati on Apr 30, 2013 21:19:58 GMT -5
Good job on the terror mission. Certainly lots of terror units out there, though I was surprised there weren't more civilians. Only 4? I never even saw one of them--they were all killed before I got very far. Managed to take out all the aliens, but still ended up with a slightly negative score! Tough mission to do well on, but fun, especially with full sound since you can hear the civs being killed if you're not fast enough--very much the same feel as the original!
I'm happy to see new building designs, too.
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Post by 10101 on Apr 30, 2013 23:49:25 GMT -5
Ufopaedia.org claimed there would be 0-16 civilians. It's not fair to some extend as they are somewhat already in position while you have to enter the fray, but that's the point of the original mission. I could try to change the spawn trying to move them more or less in a single position as far away as possible from your startarea so it would be more of an race, but that are thoughts for another time.
The point i was mean about was to increase the negative points for killed XCOM members. To get a positive score i think you shouldn't lose more then 4 or 5 members (depending on which ones you lose) and do not lose your commander.
PS: Oh, killing civilians (for example to prevent them from being made into zombies) is no option here. You have to kill 4 aliens to get back the points of one civilian killed by XCOM.The point about that all is: It might be easy to win the fight, but you have to work for a good score.
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Post by Kyzrati on May 1, 2013 0:45:21 GMT -5
I think the scoring and spawning are fine. Just turned out I didn't have many civs to save in that run. (Didn't remember you could have as few as 0 in the original--interesting.) And my score came out slightly negative mostly because I unknowingly killed a civilian--though I didn't even see where! Must've been one of those explosions... ;p Otherwise it would've been positive, so that was my fault.
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Post by Kyzrati on May 1, 2013 1:08:55 GMT -5
Forgot to mention two things I see here in my notes: Your HWP missile explosion doesn't have any sound attached, and you have a wall called a "tall picket fence" which completely blocks vision. A picket fence shouldn't fully block LOS, so a more appropriate name would be "tall wooden fence."
I'll fix these myself when I do the post later.
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Post by 10101 on May 1, 2013 3:51:43 GMT -5
Version 2.0 (first one containing elements that weren't part of the original game)
Added those sounds.
Fiddling with sniper weapons in the lightningcrew:
Light Sniper Rifle: Weakest of those rifles. Only slightly more damage than the normal rifle. Slow but accurate aimingshot and an snapshot like the rifle, only a littlebit slower (best snapshot of the sniper rifles). 8 Shots per Magazine.
Laser Sniper Rifle: Superior to the light sniper rifle in everything but the snapshot which is horribly inaccurate as you have to aim while waiting for the beam to load. Damage ranges between laser rifle and heavy laser. Unlimited Ammo like all laser weapons.
Heavy Sniper Rifle: The mother of all sniper rifles. Due to being a big bulky gun the snapshot not only is very inaccurate, but also very slow. Aiming takes even more time time like with the other sniper rifles (90% TU) and you have to load every bullet seperate. On the other hand it is the third most accurate weapon in the game (after the blaster launcher and the HWP-blaster) and it's damage is as high as other weapon's high explosives (same range as the alien grenade and the small launcher).
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Post by 10101 on May 1, 2013 4:01:51 GMT -5
And again i should have added the file.. Attachments:
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Post by 10101 on May 1, 2013 14:04:41 GMT -5
Version 2.1 Added a 2x1 building. Had to remove rotation: ROAD as that can lead to some weird constructions. Attachments:
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Post by Kyzrati on May 3, 2013 21:28:43 GMT -5
I was going to release this a couple days ago but then you popped up with a new update. I assume it's considered done and ready for now? If so I'll upload it later today.
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