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-   -   X-Com Mod? (http://forum.shrapnelgames.com/showthread.php?t=8575)

leo1434 February 12th, 2003 04:06 AM

X-Com Mod?
 
Hello guys!

After, seeing about all the mods and tinkering a little with the txt archives (I did some modding to Proportions, added techs, weapons, components, I even think some of them are good original ideas)

I did a fairly detailed log of modifications with what's stolen and whatīs original,If someone tells me how, I can upload it, may be it can give some ideas to someone.

Well, after that, I though about creating an X-com Race, I have some ideas about tech and weapons, but I am needing help with AI and images, I have a lot of images of X-com devices, some of them would be nice components, but I donīt know how to incorporate them in the correct file shape/size. Where can I find info on how to make shipsets and new components?

Anyone interested in the idea? Any X-com Players over there? That game is still in my HD and from time to time I play it. Itīs great!

Iīm waiting for some input on this idea. Thnks!

[ February 12, 2003, 02:25: Message edited by: leo1434 ]

Instar February 12th, 2003 04:13 AM

Re: X-Com Mod?
 
man I remember X-Com 2... fun game

leo1434 February 12th, 2003 04:22 AM

Re: X-Com Mod?
 
Yes, X-com 2 was fun, but the first one was better!

Taera February 12th, 2003 07:28 AM

Re: X-Com Mod?
 
hey leo, my full support to you! X-Com rules, a pity i never got Interceptor. Still, all the rest are fun. And yes, X-Com 2 is better but X-Com 1 has that special feel to it.

QuarianRex February 12th, 2003 10:26 PM

Re: X-Com Mod?
 
For the love of God man, post it!

I'd love to see what you did to get an X-Com mod.

As far as uploading goes you just have to go to the new scenario/mod forum and post a reply in one of the appropriate threads (usually data/sound/graphic or AI races/shipsets). There is an upload button to use. When you are done you'll be given a string of computer code/techno-crap to coppy and paste into a messeag here (it provides a convenient link).

As far as the pic sizes and such take a look at the "Important SEIV Information & Stuff" sticky thread at the top of this forum. Scroll down till you see a bunch of links for a lot of good sites. The modding and shipset tutorial should help quite a bit.

Also ACDSee is a great program for adjusting pic sizes etc. You can drab the demo at download.com.

[ February 12, 2003, 20:42: Message edited by: QuarianRex ]

Rexxx February 13th, 2003 12:43 AM

Re: X-Com Mod?
 
Yeah, a X-Com race would be great. Love these games, still playing them from time to time.
I could offer some experience in AI modding if you are interested.

leo1434 February 13th, 2003 05:08 AM

Re: X-Com Mod?
 
Hi to all!

Good to know there is some X-Com members alive and kicking!

Well about the uploads:I will try to upload two files, one is a short note with some rough ideas about this X-Com mod (it appeared in my head some three days ago,more or less) and the othe one (bigger) is a detailed log of the modifications I stole or invented in my Proportions Modded Game.

Sorry I can give you some hard file info about X-Com in Space Empires, but for now is only an idea I have, but with your help we can do it!

Besides, i will try to cpy and paste the first (smaller) X-Com related file, just in case...

I would be enormously pleased to know what you think about it, and of course I will welcome ideas from everybody.

--------------------------------------------------
X-Com Ideas File v1.0 - February 12 th, 2003
--------------------------------------------------

X-Com Race:

I imagine this race as a splinter colony, long time isolated from terrans.

They inherited all the ufopaedia data compiled by their predecessors (the original X-Com
team of scientists, engineers, soldiers) So, they have some special technologies.

As they are strong in some areas, I think they have to be weaker in others: for example,
if they have very good armor (because of an "Alien Alloys" technology) they would have weaker shields.

My idea is not to develop an exlusive tech tree with technologies available only to this race.
Instead, I think they can have access to the same common technologies, but the X-com racial trait would enable them to research technologies which in turn give them MOUNTINGS to improve some of the components or facilities. On the other hand, some special mountings would be present to degrade their technologies in other areas, to balance the race and not to make them godlike. Itīs not my idea to make the "most powerful race to take all others by assault".

Quick IDEAS:

Areas in which they can be stronger than the average of other races:
(Having in mind the original X-Com game research tree)

Plasma Weapons

Armor (Alien Alloys)

Supplies consuption (As Elerium-115 based powerplants are very energy efficient, 99% of the matter is transformed to energy as quoted by the original game).
Difficulty in refining or sintetizing Elerium-115 can be represented by giving the race a low
radioactives refining percentage. Or, may be, an "Elerium Power Plant" element can be modelled,
having a very high cost in radioactives and the supplies generating ability to feed the ships engines.
This Last comp can be combined with the elimination of the supplies bays for this race.

Troop weapons (this will not be very useful because of the nature of ground combat resolution in SEIV)
But: I hope some future Version of S.E. WILL allow surface tactical combat with maneuvering units!!!
Of course, you will be able to switch this option off if you donīt like it and resolve ground combat as in the present way.

(Please: let everyone know about this Last thought in order to ask the people at Malfador to implement it!)

Gauss Weapons (they can be some kind of improved projectile weapons)

Fighters (?) As they intercepted so many UFOs, they would know a litle bit about making efficient interceptors!

Fusion Ball Launcher: A kind of guided projectile launcher, very powerful, but low rate of fire and bulky.

Some weapon to hit advantage: The use of improved communications improve the tactical combat coordination derived from the use of some "Hyperwave Decoder" component.

COMPONENTS: I would like to "import" some of the X-com images as components or facilities to use in SE IV.

Help in the race AI area will we be kindly accepted, as I donīt know anything about tweaking AI files.

I will try to learn and make a decent shipset (ugh!)

--------------------------------------------------

Of course, feedback and additions to this humble start wil be MOST WELLCOME!!

Let me know what you think about it, and best of all think some new ideas!

See you! http://forum.shrapnelgames.com/images/icons/icon6.gif

leo1434 February 13th, 2003 05:26 AM

Re: X-Com Mod?
 
Sorry guys, my computer have some problems related to javascript (or something) I canīt link from one page to another different one, only internal ones seems to work. In consequence I canīt open the "upload form" in the Data/Ai thread.

The two files are 1,6 and 6,6 kb txt files, I copied the smaller one in my previous post. If someone wants to read the other, I can send it by e-mail, providing you give me an adress.

Mine is: willip@uolsinectis.com.ar

I don't know if the other file is too big to paste in this forum thread, if someone know better, please tell me.

Thanks to all

Atraikius February 13th, 2003 03:44 PM

Re: X-Com Mod?
 
Here are a few pictures from a race I'm helping my brother with that is based on the lobstermen from x-com 2.

1045143792.zip

Suicide Junkie February 13th, 2003 04:13 PM

Re: X-Com Mod?
 
Try this link then:
File Upload Form


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