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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122819 times)

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #420 on: November 06, 2012, 02:35:21 pm »

Played a game of assault. Three soldiers left by round four due to unlucky chryssalid spawning. After hiding out in an entertainment room for many turns, a snakeman with a blaster launcher blew everyone up.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #421 on: November 06, 2012, 07:27:52 pm »

After hiding out in an entertainment room for many turns, a snakeman with a blaster launcher blew everyone up.
That'll teach you to hang out in the entertainment room when you're supposed to be looking for the command center =p
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #422 on: November 07, 2012, 12:07:04 pm »

Looking for a command center is nowhere near as enticing when there is an unscouted, snakeman/zombie/chrysalid infested, and generally unsafe path to it.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

coolio678

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #423 on: November 07, 2012, 04:12:38 pm »

I want to try modding something, but first I would need to be creative, learn how to do so, and have the focus to follow through on the idea. Maybe it'll be something I'll work on.
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Dwarves passing by get good thoughts from the mist of water and exploding felines.
Anyone of the equivalent to the royal bloodline in a nomadic group would have a sun tattooed on their hand, or a scrotum on their forehead (it's a little-known fact that fraternities are based off of long-forgotten tribes).

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #424 on: November 08, 2012, 12:52:07 pm »

I want to try modding something, but first I would need to be creative, learn how to do so, and have the focus to follow through on the idea. Maybe it'll be something I'll work on.
Focus is the hardest by far, trust me, and we're all here to help you out whenever you get stuck somewhere. The only thing you need to do is ask yourself a question: what isn't in the game that you want to be?

coolio678

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #425 on: November 08, 2012, 04:42:11 pm »

I want to try modding something, but first I would need to be creative, learn how to do so, and have the focus to follow through on the idea. Maybe it'll be something I'll work on.
Focus is the hardest by far, trust me, and we're all here to help you out whenever you get stuck somewhere. The only thing you need to do is ask yourself a question: what isn't in the game that you want to be?
well, I started reading through the modding guide, but not before getting distracted and making this bad boy right here for the modding notepad's icon
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Dwarves passing by get good thoughts from the mist of water and exploding felines.
Anyone of the equivalent to the royal bloodline in a nomadic group would have a sun tattooed on their hand, or a scrotum on their forehead (it's a little-known fact that fraternities are based off of long-forgotten tribes).

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #426 on: November 14, 2012, 12:38:19 am »

Oh, damn! You already released M3! I completely missed that ;p
Let's get my little project underway, eh?

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #427 on: November 14, 2012, 01:02:50 am »

I want to try modding something, but first I would need to be creative, learn how to do so, and have the focus to follow through on the idea. Maybe it'll be something I'll work on.
Focus is the hardest by far, trust me, and we're all here to help you out whenever you get stuck somewhere. The only thing you need to do is ask yourself a question: what isn't in the game that you want to be?
well, I started reading through the modding guide, but not before getting distracted and making this bad boy right here for the modding notepad's icon

:D

Oh, damn! You already released M3! I completely missed that ;p
Let's get my little project underway, eh?
Huh? Where you see that? The forum still says M2, which is where we're at. M3 isn't coming until the R8.3 update, which is still in the works. I want to accompany it with a TON of examples of how to do lots of fun things with modding, so that's taking a while, since while scripting all these things I'm also updating the game to fix errors (in things no one knows about yet, anyway ;)) and implementing/updating features for the SA system. (Life is also really slowing down progress lately...)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #428 on: November 14, 2012, 01:46:18 am »

Quote
will be included in M3
Oh... read that as "is included in M3," and coupled with the EmptyMod I thought it was already released ;p
The EmptyMod is what I wanted anyway.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #429 on: November 14, 2012, 02:31:00 am »

Yeah, it *will be* in M3, but I thought I'd release it early since it's already done and usable. Good place to start a new mod for anyone who's familiar with the system already, e.g. Andrew ;)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #430 on: November 15, 2012, 05:59:35 pm »

More of a request than anything else, but I was wondering how hard it would be to add damage resistances to armor. I was (among other things) putting together specialized ammo for sniper weapons that would tear up unarmored targets, and... I can't really do that ;p I imagine an entity would have resistances equal to racial ones averaged with armored ones, but if it's too much of a hassle to do then I can live without.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #431 on: November 15, 2012, 08:43:48 pm »

Request received... processed... retroactively implemented!

Good news: This has been in the game since the beginning. The X-COM mechanics are 100% complete, and this feature was an original part of the game (different armors protecting you more/less against certain attacks). Define as many materials as you want (materials.xt) and assign them to the armors (armor.xt)--material properties determine resistances.

Racial resistances are currently overridden by worn armor rather than stacking/multiplying, by the way (since naked humans themselves have no resistances this is not yet an issue).
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #432 on: November 15, 2012, 09:28:45 pm »

Ah, okay. I figured that there wasn't anything of worth in materials.xt; guess I was wrong ;p

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #433 on: November 15, 2012, 10:08:58 pm »

(since naked humans themselves have no resistances this is not yet an issue)
They actually have a vulnerability to all melee damage types and AC damage, whatever that is.

EDIT:
Ah, fuck. Posted instead of cutting the quote :|

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #434 on: November 15, 2012, 11:36:52 pm »

Oops, you're right. I forgot about that (did that stuff last year--my does time fly). Naked humans *do* have [negative] resistances (that's for civilians), though not the normal racial kind that you might think would stack with armor, like a carapace or whatever an alien might have. Combining resistances could be something to add for aliens wearing X-COM-designed armor later on, when some of them join your or something like that.

"AC" is acid damage (celatids), which hurts like hell ;p
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon
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