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Messages - sambojin

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2206
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 22, 2012, 12:03:59 am »
Too difficult and annoying to implement so far. Things can see, but only on their turn. It gets too intensive CPU wise to check every move on who can see where, unless it's built into reaction fire.

It's a game, not a Doctor Who movie.

Still, this might be do-able. Low/no TU creatures that have to see you to act, easily destroyable with standard weapons, but....... Massive reaction fire percentage for them that gives a hyper-TU boost and semi-invisibilty(massive armour). If you see them, next turn they move, with a melee attack. You must seek and destroy them, or they'll be beside you next turn. Assume the "End Turn" button equals a blink.

Only way I can think of doing it.

At least I'm thinking.

2207
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 10:26:58 pm »
Cheers. I'll PM you my ACTUAL email address, so you can chuck it there. I've used Notepad++ a bit, but this'll be great.

I don't even know what email I used on your site. Sambojin Bojin-Sam my arse :)

2208
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 10:12:06 pm »
And as an aside, I'll start looking a bit at data structures, etc and see if a map-tile-maker tool is easily possible. A really basic one. No isometric projection stuff, just something simple. A mod tool-kit should be on the agenda by R12-R18 or so I think. It's about time I jumped back on the coding horse. I'm bloody horrible at graphics. But it might have to be semi-graphical. I wonder what iso-projected ascii even looks like?

Hmmmmmmm, aren't fonts currently used just graphic tiles in a sense.

***Not promising anything considering my bloody hopelessness***

2209
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 09:47:47 pm »
Sounds good. I always wanted to write a script. And to think I had delusions of taking it to Hollywood.

At least this'll be a better story :)

2210
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 09:36:20 pm »
Yeah, I was thinking armour would essentially be included in marine stats for now. Same with agent cybernetics. Just because it makes it a lot easier on me while I'm playing around.

As a thought, while it won't be totally Syndicate style (which would be too hard, X@com being turn-based and all), here's some current thoughts on combat drugs.

Red= extra TUs
Blue= extra accuracy (regardless of weapon used)
Baby poo= extra reaction fire probablity.

I'm thinking for a tester, each agent could have 3 pieces of equipment (speed, accuracy, brain), each with low TU costs for use and hand/backpack/belt/etc equipment movement costs and some lowish ammo. Little/medium/big ammo cost, for different boost levels. Snap/aimed/auto=little, medium, big boosts, different ammo costs for each. Regenerating ammo, but never quite negative. Possibly a negative effect if they bottom out on ammo though. Also possibly a multi-turn boost effect, so you don't have to reboost each turn.

It should hopefully represent the chemical boost effects of agent's combat drugs. Not sure how I'll run it in the current system, might have to make it a one-handed weapon (with all other weapons being one-handed as well), and maybe just have each boost as a fire-function (snap, aimed, auto=speed, accuracy, brain, low TUs, but I won't be able to have high/low boosts then. Think nitrous cylinder boosts rather than standard Syndicate sliders). Who knows. I'll see what can be done on the new modding release. I'll faff about with what's there already to check a few possibilities this weekend.

Do you think this is possible currently?

2211
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 07:01:53 pm »
Basic ideas for it. Could you tell me if any of this seems impossible currently?

New map, small randomised military base complex with a nice firing field somewhere. One building per map tile, a few weapon emplacements. A full squad (10) marines. Daemons enter from open field areas. Stupid goddamned daemons. Easy. Maybe some infiltrators in the base areas as well. Skulls/imps most likely.

Weapons: some as per normal or previously seen in other scenarios with stats tweaked. The shotgun and the BFG are the only ones I can see as remotely different from conventional Xcom style weapons.
BFG=mini handheld plasma nuke.
Shotgun=extended blast similar to plasma style, short range, different (black, small) particles, no projectile particle, no burn patch, crappy vs armour.
Shouldn't be too hard.

Armour: simple green, blue, red armours, stealing DoomRLs resistance scheme.

Enemies: Lots of enemies, several waves, finishing with a pair of bruiser brothers. Random enough to keep you guessing. The enemies will be easy to mod in, they'll just have to be tweaked for balance (although, this is a !!Fun!! scenario anyway).

The basic idea is to lose, but to put your score into positives by the amount of enemies you kill. Might have to put in knockback on a few weapons to keep daemon/skull waves back a bit. Mars will fall, but what a beautiful, bloody state you leave it in. The red planet indeed.

I'm keeping this one simple as my first mod, just to check on how hard it will be to put together. More advanced scripting etc can come later. Scaredy-cat scientists running from daemons, a base self-destruct that got auto-engaged, stuff like that. I'll have a go at a quick Syndicate mod to see how things like psi-mind-control (persuadotron) and augmentations/combat boosters work. (cybernetics/combat drugs: accuracy, TUs, something for brain). Those happy-killy combat drugs.......... Damn hippies.

2212
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 21, 2012, 06:42:26 pm »
You're a legend Kyzrati. I'll see what I can do with it. Actually, I've just recently quit my job (it was a shitty job both literally and figuratively) so I've got some spare time on my hands.

I was thinking of a WH40k mod originally, but now I'm slightly favouring a Doom style mod, "The Fall of Mars", as a mini-prequel thing to DoomRL. I'll see if I can knock one together and I'll u/l it so people can have an idea of where the engine is in a modding sense and to make suggestions. Mmmm, BFG-style plasma'y goodness.

Unless I get another job too soon of course. I'll do my best to remain as unemployed as I currently am for at least the next week or so. Shouldn't be too hard :)

2213
Other Games / Re: Triangle Wizard
« on: September 21, 2012, 01:36:00 pm »
It depends on what class/god combo and their mechanics on exactly what and how much you want to pick up. Some classes (dweomer-caster and elementalist) get a heap of free spell levels as they go up in level anyway, so you can pick up pretty much whatever you want. Worshippers of Azmodan also get free spell levels (especially priests), so you can afford to spread yourself around a bit, just boosting the spells you always use with Scrolls of Azmodan.

For everyone else, the advice in the previous post holds true. Between one and three main attacking spells, all of different elements, and a bunch of level 1 utility spells. Plus a summoning spell, although you don't necessarily have to level that one if you don't want to, it's handy at level 1 (especially empowered) just for the early meat-shields.

Most classes do get some free spell levels on their default attack spell (mostly up to level 10), which gives you reasonable chances of finding more power-ups for it no matter how jumbled your mix is. Less spells is better though, better chances to level what you want, plus you'll probably never use half of them anyway.

Best spells (IMHO):
Attack: Chain Lightning, Vaporize, Glass Spray, Ice Shards, Stoning, Shockwave.
Utility: Malediction, Haste, Healing Water/Remedy, Wind Walking, Invisibility.
Summoning: Conjure Elemental Servant (they're all good, but Fire is the handiest. More light and free Vaporize artillery), Summon Avatar of Darkness (yay regenning bone dragons), Summon Disciple of Light (healing, free crusades, teleporting unicorns).

The two best summons are actually Call Familiar and Call Hero, but they're pretty random on what you get. Familiars might seem hopeless at first, but no matter what you get, they're great. Give/buy them healing water with some spell regen for it and you'll always have a heal-bot on hand for when you need it (assuming you regen the familiar spell). Then dump all that crap that you'll never use onto them and be happy that it didn't all go to waste. I prefer my familiar or summons to do most of the heavy lifting in the healing/dispelling/enchanting department, so I can get on with killing stuff. Plus, sometimes the RNG gifts you something awesome as a familiar. Sometimes.

Oh, and try a Halfling Treasure-Hunter of Shaco some time. Every power-up is worth it's weight in gold. It makes the game feel very different (limited everything except run speed). Use haste, turn run on, and pray you find something good before your glass spray runs out. Lots of Fun in the new versions, and a fair bit easier than before. Shaco is better percentage-wise than Karma for item drops (200%x2 instead of 300%) and way better for spells, but Karma would probably give better items when they do drop.

2214
Other Games / Re: Triangle Wizard
« on: September 21, 2012, 05:11:31 am »
Well, I've played a fair few hours of the new version and it all looks good. Melee still isn't the slaughter-fest it used to be a few versions ago, but by the same token, it's not instant death for you if you're over extended. The new races and gods are cool, although I still have no idea about Raziel. Never play with the sun beating across your monitor whilst in a different dimension, I couldn't see a damn thing.

All the old-school builds worked fine, especially with the heigher weighting of class talents. Getting "Overcharge" as your first talent on an Efreet Energist of Ragnaros was amazing. Zappy-burning-explodey death for all :)
Same with "Whoever's something Trick" on a Djinn Dweomer-caster of Gemini. I only wish I'd not taken a portal early, that undead crown would have been amazing. 4x fast-bouncey-homing magic missiles as your basic damage spell would have been awesome.

As a stand out on the newish races and new classes, try the Spectre Zombie-Lord of Tir-jahar. It's like cheating. It really is. But it's fun in a way.

Anyway, nice update overall. There's almost nothing that's annoying left in the game, and heaps of cool new stuff. I'll have to have a go at some non-OP'd builds, just because the talent weightings still make them nice to play as. I can feel an ascension coming on.......

Any suggestions for something considered hard to play?

2215
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« 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.

2216
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: September 19, 2012, 07:30:37 pm »
It depends. Since both games are re-imaginings of Xcom, one in a totally different genre, one as a revamp, it's probably best to consider them in a parrallel universe sense.

We've got Xcom the original, and it's official sequels, which is the base "real" universe. Then all the others, which are similar but different. There's plenty of games that use similar lore or gameplay mechanics, that are trying to do a similar thing.

Xcom: The FPS is a possible outcome with this many universes to work with. It's like the bizzaro-world Xcom, where what was once a squad-based tactical game became something totally inverted to expectations for something carrying that title. First Person Shooter. Hmmmm. Xcom. Hmmmmm. That is bizzare. But still kind of cool.

But still, there are better re-imaginings in development. Faithful to the original with extensions and moddability. :cough:X@com:cough:

It's way better, and just got it's new tech demo out. Plus, no one whinges about it. They just help make it better. Check the thread if you want.

2217
Other Games / Re: Triangle Wizard
« on: September 19, 2012, 06:46:48 pm »
15.03 is out, so grab it while it's hot. Bugfix release for the after-AARP "I guess I'll fix it" section, that happens with pretty much all roguelikes. Some exploity item sorting algorithm bug that I never knew even existed. Pity, I could have used some help in Triangle Wizard.

Anyway, give it a go. And jump on the game's site, the developer loves suggestions. It's one of those wonderful games where your input actually does end up in the game if it's a cool idea. Plus it gets updated pretty reguarly, so it will probably end up in there quite soon.

If you haven't played Triangle Wizard yet, you haven't seen just what roguelikes can be.

Spoiler (click to show/hide)

2218
Other Games / Re: Triangle Wizard
« on: September 19, 2012, 06:39:53 pm »
Heaps of new stuff in 15.02, so read the spolier thingy for details. It's the AARP release (annual roguelike party) so you know it's good. And a wee bit buggy (see next post).


Spoiler (click to show/hide)

2219
Other Games / Re: Baldur's Gate Enhanced Edition
« on: September 19, 2012, 05:39:37 pm »
Yeah, NWN had the most amazing modding and DM'ing abilities. For a game that is currently cheap-as-chips, I still recommend getting it due to the massive amount of free content available for it.

I'm pretty sure there's still some multiplayer servers running with semi-active DMs about, which is pretty impressive considering the age of the game. The engine is a bit clunky, but so very well thought out for long term use.

I hope BG:EE comes out pretty soon. I was going to get it as a birthday present for myself. :-(
So I quit my shitty job instead, which made me pretty happy anyway. Now I've got so much free time on my hands, I'll be able to play some games again :-)

2220
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« 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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