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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122769 times)

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #435 on: November 16, 2012, 12:03:03 am »

Oh, wow. 160% damage times the already insane damage the spit does? I knew that they were painful, but those little blobs of gak are just... bleh. (What would be cool is if Mutons threw them like grenades or something. Maybe I can add that...)
What are the IM and SM damage types, by the way? UFOpaedia doesn't mention either of them.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #436 on: November 16, 2012, 12:17:04 am »

What are the IM and SM damage types, by the way? UFOpaedia doesn't mention either of them.
SM is smoke stun, also from the original, but probably implemented as a special case back then; while designing my system I tried to make sure everything was abstracted/"systemified" as best possible, so mechanically smoke stun works like a form of damage and therefore resistances can apply (since armor can block it).

IM is impact damage, which I needed for collisions that X-COM didn't have, seeing as how X@COM has gravity. Units/props falling on other objects use that.

The standard melee damage types I added myself as well, though I've mentioned those before.

Later I'll add a way to define as many damage/resistance types as you want; for now mods can just re-purpose the existing list. For example, just consider PL (plasma) "arcane" damage, and use it that way everywhere for your spells and you could then have a "magic-resistant armor" which protects against PL. Until I make the list dynamic you'll just be limited by the number I've got so far.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #437 on: November 16, 2012, 12:27:03 am »

Interestingly enough I'm using smoke damage as my flechette damage ;p Seeing as the player can't actually see any of these names it really doesn't matter what they're called as long as they're consistent.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #438 on: November 16, 2012, 12:42:07 am »

Seeing as the player can't actually see any of these names it really doesn't matter what they're called as long as they're consistent.
Precisely, though in the future the player will see these names (or whatever you call them since they'll be dynamic), along with all the other information which is missing (just about everything).

Interestingly enough I'm using smoke damage as my flechette damage ;p
However... you're going to have to change this. I suppose you haven't tested it yet, because SM damage doesn't actually harm targets... at all... =p Both it and SP (special ability "damage") skip damage application, since they're for special uses. Stick with the others if you want to actually hurt things!
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #439 on: November 16, 2012, 12:51:27 am »

Nope, haven't done the slightest testing yet. Don't even have any blueprints; I'm just hammering out all the core stuff for now. Glad I mentioned it now instead of in a week when I realize that my snipers can't actually snipe ;p

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #440 on: November 17, 2012, 08:36:58 am »

Spoiler (click to show/hide)
Do you think this is possible currently?
Duration effects are also not possible, and I wasn't planning on adding them soon, though they are on the list for eventual implementation. (However, Cataclysm does have colored syringes, and some hidden potions, which modify your stats.)
Resurrecting some semi-ancient text here to say this is in R8.3--stat modifications and similar temporary effects of drugs etc will be doable on the next release.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #441 on: November 25, 2012, 02:11:45 am »

Draxis' mod, "Assault", is available on the blog now. Check it out for some good old X-COM alien base action!
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Greiger

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #442 on: November 25, 2012, 10:21:45 am »

Very nice, the mod is very nostalgic in a "Cryssallids everywhere" and "Everybody who entered through that other entrance died the first hidden movement phase" kind of way.  :D
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #443 on: November 25, 2012, 11:06:13 am »

and "Everybody who entered through that other entrance died the first hidden movement phase" kind of way.  :D
That totally happened to me on my first playthrough!

There was revenge to be had on the one I posted results for ;)
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #444 on: December 16, 2012, 08:42:40 am »

Roguelike of the Year voting has begun, so show your support for X@COM and any other roguelikes you liked this year! (You can vote for as many as you like. It's a roguelike likeathon! Or, since a fair number of roguelike-likes are included this year, it's also a roguelike-like likeathon...)

Voting
1) helps more people learn which games are cool
2) motivates me (assuming you are voting for my game ;p)
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #445 on: December 16, 2012, 11:49:10 am »

Of course I'm voting for you ;P

Drakale

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #446 on: December 16, 2012, 12:46:08 pm »

That list have so many good games, they should give more than one vote -.-
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Gamerboy4life

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #447 on: December 16, 2012, 03:54:54 pm »

Oh lord, this game is impossible.

I've never really played Xcom before though, so I wonder if that's the reason.

But I get the crew off the ramp and Crysallids or whatever they are called go around impregnating everyone and destroying the tank.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #448 on: December 16, 2012, 07:52:26 pm »

Of course I'm voting for you ;P
If I didn't get at least your vote, I'd probably just have my own ;D

Oh lord, this game is impossible.

I've never really played Xcom before though, so I wonder if that's the reason.
Right on. It helps a lot to have played the original, because at present this version is very unforgiving and throws you right into the middle of everything. That'll change and it'll be a proper play experience for new players once it's no longer alpha. All of the scenarios are on the hard side, but they're all winnable. (Even the default scenario, which wasn't really meant to be winnable--you're supposed to die--can be won with some luck.)

That list have so many good games, they should give more than one vote -.-
You do have more than one vote--you can vote for *all* the games you like, just click on more than one! I voted for five games, myself.
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sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #449 on: December 16, 2012, 11:49:25 pm »

You got my vote, and a comment. About that whole "X@com: the Fall of Mars, DoomRL prequel" mod/thing. Yeah, sorry, many ideas, not enough effort. No doubt it'll be released in 2013 some time. Because, we all know some things get released when they're done.

At least X@com and the engine behind it has at least two votes. If any normal bay12'ers that play a bit of DF read this, check it all out, as well a Kyzrati's blog and maybe forum. This will become something amazing, believe you me. We just need to add cats and a flamethrower. So easy to mod in now.........
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