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Author Topic: X-Com Chimera Squad  (Read 731778 times)

KingofstarrySkies

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3225 on: January 14, 2016, 12:43:38 am »

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Sean Mirrsen

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3226 on: January 14, 2016, 04:18:54 am »

Fallout? Starship Troopers? How about something a lot better? With a toolset and a game like that, someone could make a proper Stargate SG-1 mod. Or perhaps Stargate Atlantis. Just... make it a starsystem instead of a planet, and replace the Avenger with an Ancient city-ship. Fly out on puddle jumpers. Reclaim areas of the city as separate missions. Lots of aliens to fight, lots of people to free/make contact with/win the support of. Could be awesome.

(Shame I won't be able to enjoy the game for hardware reasons, but eh.)
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Graknorke

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3227 on: January 14, 2016, 04:31:59 am »

TL;DR Day 1 neko porn mods confirmed

Neko porn is all well and good, but how sophisticated is the jiggle-simulation in their graphics engine?
Beagle confirmed that vipers have jiggle physics after some testing.
I guess models can be altered to have larger owls.
If there's not a slider is it even worth playing?
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MarcAFK

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3228 on: January 14, 2016, 05:01:33 am »

I was inclined to mod the original xcom to SG1 but somewhat gave up after making a few weapon edits.
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Lightningfalcon

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3229 on: January 14, 2016, 09:56:08 am »

I wanted to make a Stargate mod but I'm still only on season 3 of SG-1.
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nenjin

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3230 on: January 14, 2016, 11:21:45 am »

Fallout? Starship Troopers? How about something a lot better? With a toolset and a game like that, someone could make a proper Stargate SG-1 mod. Or perhaps Stargate Atlantis. Just... make it a starsystem instead of a planet, and replace the Avenger with an Ancient city-ship. Fly out on puddle jumpers. Reclaim areas of the city as separate missions. Lots of aliens to fight, lots of people to free/make contact with/win the support of. Could be awesome.

(Shame I won't be able to enjoy the game for hardware reasons, but eh.)

*is amused at one nerd telling other nerds that their nerdom is superior*

Personally I thought SG was gimmicky as shit. Then again, so is most of sci-fi.
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Sean Mirrsen

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3231 on: January 14, 2016, 11:32:08 am »

I mostly meant it as thematically appropriate. :)

And then of course there's this lil' thing. ;D
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Flying Dice

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3232 on: January 14, 2016, 12:38:25 pm »

Eh, depends on what you mean by gimmicky. A plot device is a plot device &c. regardless of what genre it's in.

That said, even after 70-odd years it's still easier for bad writers to make it in SF than in traditional/mainstream fiction because there's still a smaller total pool of writers (and thus more room for bad ones to enjoy success).
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Chiefwaffles

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3233 on: January 14, 2016, 01:01:51 pm »

SG-1 is almost made for XCom though. It just fits so perfectly. Going on the away missions could be the bulk of missions, with some base defense/earth/spaceship missions of possible. There's still reverse-engineering of alien tech, plenty of enemies, politics, etc.

SG-1 is really like Xcom but with exploration and tech being the main drive instead of defending the earth.
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Metalax

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3234 on: January 14, 2016, 01:03:50 pm »

And then of course there's this lil' thing. ;D
And the fact Hotpoint was planning for a dimension hopping XSG-Com battleship being the focus of the next story arc after the conclusion of Atlantis/Terror from the Deep, with jumping to a world X-com lost/was losing being a planned jump, would actually fit entirely with the story. :P
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Krevsin

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3235 on: January 14, 2016, 01:50:23 pm »

You're all thinking about this the wrong way.

Half Life 2 mod.

Make it happen. Replace the Ranger's machete sword with a crowbar and you're golden.
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Jopax

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3236 on: January 14, 2016, 01:53:01 pm »

Wouldn't having a bunch of Freemans in your squad be kinda OP tho?

Also I wonder how you'd implement the gravity gun and all the annoying puzzles into it :D
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Toaster

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3237 on: January 14, 2016, 01:54:42 pm »

XCOM 3 mod!
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Egan_BW

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3238 on: January 14, 2016, 01:55:16 pm »

HL2 would be basically just a reskin though. :P
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Krevsin

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Re: X-Com 2: Less "Modding Tools", More "Open Source"
« Reply #3239 on: January 14, 2016, 01:58:48 pm »

HL2 would be basically just a reskin though. :P
You say that like it's a bad thing  :P
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