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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122861 times)

sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #270 on: September 19, 2012, 06:20:22 am »

Nice one Kyzrati, it sounds like you got all those bells and whistles to work fine. Except the tutorial, but the original Xcom didn't have one of them anyway, so any "features" you add are just that.

I'll d/l it tomorrow and play the hell out of it all day. Then I'll make up a long and difficult to implement list of suggestions to help you slow down development of X@com to a crawl. But that's just to save you from having to work on the geoscape and base building sections, which will probably be fun, easy and quick to do. Don't you love user feedback?   :-)
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #271 on: September 19, 2012, 07:14:01 am »

I thank you in advance for saving me from the Geoscape and all the stuff there is still to do before even that...

I fixed the tutorial (which is really not much at present) in the 7.1 update, and everything else is working fairly nicely it seems. Haven't had any big issues.

Totally awaiting said long list of difficult to implement suggestions so I can integrate it into my already existing list of not-so-difficult but very time-consuming features! (Remember to focus on the mechanics and game features and not the scenario design itself, since that's just a testbed.)
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #272 on: September 19, 2012, 03:01:18 pm »

Slight typo I found. When you use a dead radio, "it emits nothing bit static."
Also, I'm poking around all of the data files and thinking about modding potential... the first thing I'm going to do is set the tac nuke's radius and power to zero ;p My question, though, is how exactly one would go about making new randomly-generated sites for Cataclysm. Besides the map data I can't find any coding for them all, so I'm assuming it's hardcoded.

10ebbor10

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #273 on: September 19, 2012, 03:06:15 pm »

Would it be possible to have boarding battles in mid Air. Especially Alien battleships should be large enough to be boarded and taken down by an elite force.(Or they should die trying). More points if destroying things inside actually does stuff, like shutting down the engines or weapons;...
Being capable of using airsupport in missions would be nice too. When you have an interceptor near the site, it should be able to fire some rounds/ rockets into the battlefield. Accuracy might be another problem though.


((Yes, I'm aware that the Geoscape isn't even started on ,but these are battlescape suggestions. ))
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #274 on: September 19, 2012, 03:53:44 pm »

Confirmed: Cataclysm can continue on without error after the tactical nuke strikes. An interesting side-effect is that you can see the entire map after the 'bomb' hits.

EDIT:
Holy shit. What the fuck is a Necrolord?
« Last Edit: September 19, 2012, 03:55:29 pm by Crazy Cow »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #275 on: September 19, 2012, 09:09:01 pm »

Slight typo I found. When you use a dead radio, "it emits nothing bit static."
Fixed for next update.

Also, I'm poking around all of the data files and thinking about modding potential... the first thing I'm going to do is set the tac nuke's radius and power to zero ;p My question, though, is how exactly one would go about making new randomly-generated sites for Cataclysm. Besides the map data I can't find any coding for them all, so I'm assuming it's hardcoded.
Hm, so you want to to take me up on the modding proposal... Is anyone else interested in modding Cataclysm, too? Or playing mods/additions that others make?

The list of areas and their properties, as well as object spawning, are all hardcoded, but I could fairly easily make those editable.

Do note that mods at this stage will not be futureproof, and they'll be somewhat annoying to make because there's no manual and it may require some trial and error. So only proceed if you really enjoy modding ;) (Simply adding a building and some new objects to put in it is actually pretty trivial, though.)

On the positive side, there are already data integrity checks for most potential problems. I can also give you access to debug mode which will go a long way towards solving issues and making sure things are working as expected.

Confirmed: Cataclysm can continue on without error after the tactical nuke strikes. An interesting side-effect is that you can see the entire map after the 'bomb' hits.
Yeah, you are allowed to continue on afterwards. In fact, even if you hadn't changed the explosion specs, it's still possible to survive the nuke if you're really lucky. I did that before and was like... oh neat, now I can walk around the town and see what's left... walked like 10 steps and a surviving gang member came out of the smoke and shot me dead ;)

I used a hack to reveal the entire map to you when the nuke strikes so you can actually see the explosion (otherwise it's mostly outside your FOV!) Since it's generally supposed to kill you I didn't undo the revealed area. I could also add a variable that allows you to disable the nuke entirely.

EDIT:
Holy shit. What the fuck is a Necrolord?
Hehe, the necromass does sometimes spawn things other than zombies. That's where the first chryssalid(s) come from, too, they're just much more rare than your average zombie spawn.

Would it be possible to have boarding battles in mid Air. Especially Alien battleships should be large enough to be boarded and taken down by an elite force.(Or they should die trying). More points if destroying things inside actually does stuff, like shutting down the engines or weapons;...
Being capable of using airsupport in missions would be nice too. When you have an interceptor near the site, it should be able to fire some rounds/ rockets into the battlefield. Accuracy might be another problem though.

((Yes, I'm aware that the Geoscape isn't even started on ,but these are battlescape suggestions. ))
Good call, this is definitely a battlescape-related issue. There will eventually be some forms of air support and other kinds of extra-battlescape support, with drawbacks of course to keep the balance.

Boarding massive battleships that take up an entire 60x60 map and are 10+ levels high? No problem. Or even divide the ship into multiple map sections and you can travel between them with your elite strike team. Think raid an Independence Day-style ship.

The idea of shutting down parts of the ship, among other highly interactive map features, is definitely coming--the examples of dynamic/scripted content seen in Cataclysm are just the beginning.
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quintin522

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #276 on: September 19, 2012, 10:17:20 pm »

Amazing work, and the future additions look great as well.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #277 on: September 19, 2012, 11:11:42 pm »

I, at least, would be interested in modding potential. Hell, just making the 'trivial' buildings moddable would be amazing. Honestly, I wouldn't get seriously into much more until the game got a bit more developed and mods would be more permanent, but it would be cool to fiddle around with stuff and see it have an effect in the game.
Also! The zombies that explode from the anti-necrosis serum don't count towards the end-game kills. It made me sad to set of a chain of ~20 zombies and not get credit for them ;p

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #278 on: September 20, 2012, 12:48:55 am »

I, at least, would be interested in modding potential. Hell, just making the 'trivial' buildings moddable would be amazing. Honestly, I wouldn't get seriously into much more until the game got a bit more developed and mods would be more permanent, but it would be cool to fiddle around with stuff and see it have an effect in the game.
Anyone else? We'll wait a bit and see who else shows up--some people are slow to respond, and some may not even know about R7 yet.

And I wouldn't expect any modders to be that serious since it's so early in development, but I'd like some commitment to providing enough content that others will actually enjoy so that the time required to make it moddable is actually worth it in the long run. I wouldn't do this purely so that some of you can fiddle with the system for your own enjoyment. (No offense intended! I would love to make it more moddable simply so a few of you could have fun, if only I had unlimited amounts of time... but as is I need to allocate my dev time to where it's most valuable.) I would definitely feature and host such mods on the blog.

For some context, I spent time making Cogmind quite moddable, and then no one did anything with it (there was one mod even *before* I did that, but nothing afterwards).

Allowing for some modding at this stage does have other advantages for everyone:
-I can get a little feedback on data organization and whatnot before I make the official modding tools and manual. (Even without direct feedback, just seeing what people do with it will tell me a lot.)
-Others will be able to play with cool new stuff that I don't have time to make myself, since I have to continue work on the game proper. There won't really be any new scenarios from me for a while, so whatever anyone can mod together to extend the life of Cataclysm would be great.

Also! The zombies that explode from the anti-necrosis serum don't count towards the end-game kills. It made me sad to set of a chain of ~20 zombies and not get credit for them ;p
Boo, no credit for chain kills :(

Technically since you weren't the direct cause of the subsequent explosions, the game doesn't consider you to be what killed them. It's not easy to fix this right now because the information passes through several systems (it's a special ability which actually triggers the explosion). I'd like to eventually correct this, but for now just be happy you took out 20 zombies in one shot ;)

Actually, because it passes through a trigger in the special ability system, I don't think the first one even counts!
Anyhow, that system still is incomplete...
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sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #279 on: September 20, 2012, 12:16:22 pm »

If it's not too difficult to release some of the data in an easy to mod format, that would be great. I'd even say that I'd attempt to muck around enough with it that I could document it a little. Even if it's all WIP stuff, it gives people ideas for that horribly long list of features that they want for the engine (that has nothing to do with Xcom, just with coolness).

So yeah, anything that's easy to release that we can break nicely sounds good to me. But it might be worthwhile just keeping the tech demos nice and easy and not-easily-modifiable for now, if only for your sanity and not having to answer too many questions. I'm cool with choppy-hacky-hex-edity mods for now. But if you want to give us a bit to work with, I'll do some documentation (even if it's redundant in the long-run), but it might be better closer to game-time rather than tech-demo time.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #280 on: September 20, 2012, 08:48:01 pm »

Well, most of the game data already is in an editable state, it's just not documented yet (though much of it is fairly self-explanatory). What we're talking about here is making the Cataclysm scenario itself moddable so you can add new structures and NPCs, and spawn new objects however you want. Even if several different people just make a few buildings, they could easily be combined into a single mod so everyone has access to a larger pool of random content. If someone was willing, though, they could theoretically use the system to completely change the Cataclysm level into something else...

Also, I wouldn't provide you with absolutely no documentation to go on for this, it just wouldn't include a detailed rundown of every file and all the variables like it will later on. I'll also give out my xt script editor with syntax highlighting, which makes looking at the data files far easier...

I'm probably going to do it (add Cataclysm modding), anyway, and soon, because it's not really that difficult. I did plan on eventually getting some modders on board before I finalize data structures and file layout, so may as well start that process now (it's been on the public roadmap for a while now, and not so far away...).
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1freeman

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #281 on: September 20, 2012, 10:51:45 pm »

Just had my first "successful" run on cataclysm, I managed to find  the good doctor's lab early on which allowed me to stock up on unstable compounds and a pair of useful companions. I made my way to the north western quadrant and found a certain pick wielding civilian who also joined me, then the good doctor got a little trigger happy and shot one of my guys with the explosives who died and set off a chain reaction killing another agent and most of the civvies including little billy and the doctor himself. the survivors then grabbed the doctors gun and the sledgehammer, the only weapons i had left. I desperately fought off the zombie horde and just when all hope was lost i revived a message from HQ informing me of the new evac zone which miraculously was nearby. then a crystallid pops out of a zombie like a demonic jack in the box, and kills the guy with a gun. I send my last agent to sprint to the evac site, leaving most of the civilians behind and with my points in the negative but hey I survived the !!FUN!! and came out a victor.
« Last Edit: September 20, 2012, 10:53:52 pm by 1freeman »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #282 on: September 21, 2012, 12:23:05 am »

Awesome, I love reading these. Anyone else have fun stories they'd like to share? I'm going to do a blog post soon and if there are enough interesting ones, I'll cross-post them over there unless anyone objects.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #283 on: September 21, 2012, 10:00:54 am »

Well, my latest game included the dud nuke mod. I sat myself in the police station, used my sledgehammer to knock out the floor tiles around the stairs, blew out the far wall, and shot as many zombies as I could. After a while my limited ammunition ran out, and I sat around lobbing unstable compounds at the necrospores if they came close enough. An unnatural shriek pierces the air, and I don't give a fuck because chryssalids can't fly. The bugger paths up to me, which I found strange, so I just stared at it for a bit. Then... the chryssalid tears through the shelves lining the wall and attacks my weaponless soldiers, killing two and zombifying one before my turn rolls around. >_>

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #284 on: September 21, 2012, 10:15:59 am »

Hahaha, yeah, chryssalids have pretty awesome strength and can tear through just about any man-made material.

Be careful of standing near the edge of a precipice only one floor from ground level, because beginning in R7 I allow melee attacks to also work upwards (including diagonally upwards), so even though chryssalids can't fly, they can still attack one level above them! This is obviously a departure from the original as you probably remember it. To get away from them you have to either be two z-levels away, or have an empty space between you and the edge.

In other news, I've already made Cataclysm areas moddable/extendable, and converted my data to a text file. That was the quick and easy part. Now I'm writing a simple scripting syntax which will allow you to specify what units, items, and other objects you want to spawn where, and assign them different parameters. This will take a little while longer. (It should be bug-free, though, since I'm converting all of the hard-coded Cataclysm stuff to the new script, so if Cataclysm breaks I'll know something's wrong. Once I release it, you'll also be able to fairly quickly figure out what's going on by just looking at how Cataclysm does it.)

Edit: Just curious, since you were hanging out in the police station: Did you free the criminals? Haven't heard of anyone doing that yet.
« Last Edit: September 21, 2012, 10:56:03 am by Kyzrati »
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