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Author Topic: Ad Victoriam (XCOM 2 Mod, Side project)  (Read 6022 times)

XhAPPYSLApX

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Ad Victoriam (XCOM 2 Mod, Side project)
« on: February 12, 2016, 01:29:14 am »


A POST NUCLEAR MODIFICATION FOR XCOM 2


I'm gonna try and start working in my spare time, while also working with Unity and a couple of other things, on this, a mod for
XCOM 2 that I'm gonna try and make replicate Fallout as much as I can in the XCOM 2 engine.

What I plan on trying out first is creating classes based on all seven special stats. Each with their own respective perk trees.
I'm planning for the long haul, but that's pretty much what I've got right now, and I still gotta wait on the XCOM Dev Tools to download.
But yeah, if you have any ideas for what would be cool to implement in the mod, feel free to tell me what your idea is.

And look, I know it's a pretty big and ambitious undertaking I've got here, but man, I so want to be the one to make the first Fallout mod for XCOM.

P.S I know that the logo is a bit crappy, I just got a random pic of the insignia and slapped the "Ad Victoriam" on there,
but if this gets some steam, I'll definitely make an original logo for it.
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Dorsidwarf

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #1 on: February 12, 2016, 05:09:59 pm »

I like the logo, heh.

I hope you get this working, Fallout world V aliens sounds great!
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #2 on: February 12, 2016, 05:53:14 pm »

I like the logo, heh.

I hope you get this working, Fallout world V aliens sounds great!

I was actually planning on trying to make an entirely new Fallout game within the engine if I could, at least when I learn how to properly code.

But seeing as there are already a lot of tutorials on how to make brand new abilities and perks, I might not have that tough of a time doing it, hopefully.
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Amperzand

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #3 on: February 17, 2016, 07:25:02 pm »

While this is largely a PTW because this sounds awesome, I hope you realize that a fat man is absolutely essential.
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #4 on: February 18, 2016, 01:41:20 pm »

While this is largely a PTW because this sounds awesome, I hope you realize that a fat man is absolutely essential.

I do realize this :D and grenadiers will get it first.

But it would require all new animations, so it'll probably take a while.
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #5 on: February 18, 2016, 01:54:18 pm »

Btw, you're gonna be PTW'ing for a while, if this is any indication.

Spoiler (click to show/hide)

Hopefully I can get some help on this project.
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GiglameshDespair

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #6 on: February 18, 2016, 02:03:30 pm »

Much like a pirate's parrot, Brotherhood of Steel paladins have pet helmets that ride on their shoulders.
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #7 on: February 22, 2016, 01:13:14 am »

Progress Report #1 I guess:

I made quite a bit of progress in terms of helmets, I actually got a fully textured and rigged helmet in the game!

Spoiler (click to show/hide)

:D :D :D
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Amperzand

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #8 on: February 22, 2016, 01:33:47 am »

Woo progress!
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Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #9 on: February 22, 2016, 11:43:49 am »

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Teneb

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #10 on: February 23, 2016, 08:25:00 pm »

My congratulations! Do you plan to take it further? Make it a total conversion? And, if so, who is going to be the enemy faction?
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #11 on: February 23, 2016, 08:52:42 pm »

My congratulations! Do you plan to take it further? Make it a total conversion? And, if so, who is going to be the enemy faction?

For right now, I'm concentrating on adding more cosmetic items, but once I can get a good team together, I'll make it a total conversion.

And if I were to do so, the stand in for XCOM would be the brotherhood of steel, and the enemy would most likely be the enclave, or something much worse.
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Wysthric

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #12 on: February 24, 2016, 07:15:11 pm »

Why not have all the enemies? Supermutants, Ghouls, Raiders, Deathclaws, Enclave.
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XhAPPYSLApX

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #13 on: February 24, 2016, 07:24:46 pm »

Why not have all the enemies? Supermutants, Ghouls, Raiders, Deathclaws, Enclave.

Well, I would love to include them too, but I would want to concentrate mostly on the Enclave to begin with. Because they are, after all, the worst enemy of the Brotherhood.
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GiglameshDespair

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Re: Ad Victoriam (XCOM 2 Mod, Side project)
« Reply #14 on: February 26, 2016, 09:23:14 am »

I wonder what a deathclaw-chryssalid hybrid would be like.
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