My intention for these is mobile fortresses, others in the community just want them for 2 stage Alien Bases, other may just want to have some variety in the ufo selection, All will be supported (eventually)
Really looking forward to this project, so much so i have just download some Map editor files for it ( will see if they actually work next weekend). Hoping a few people from these forums head on over to the project forums and offer there support, its a big undertaking.
OK thanks to SupSuper cleaning up my Ruleset and adding some fixes into the Codebase, you can now add in extra races into OXC ( so far i have only tried Instant battle but i have not see any reason why Full game wouldn't work also)
Sounds like some of this MAY already be possible, i need to build a ruleset and see what does and does not work, then i will PM the DEV team with some suggestions or Issues, they love it when i do that
Now personally i am against that option for anything other than Mutons ( as clearly they do have a Commander Rank as per the startup video) as i look on this as a CHEAT as i can then clearly see his rank. I would prefer to make it more like the red floaters are the normal crappy ones , the Green ones are the elite trained ones with improved Floatation device , etc and make them a different strength . Then you can have full Ranks in both groups , but if you come across the green ones you better watch out
I will repost this question in my "Colour replace aliens" folder, for all i know , it may already be possably within the rulesets, i spend 99% of my time modding OXC, i only play it once every few months- generally speaking , i don't play games much at all these days)
Different colour aliens will work , you just need to replace the existing ones with the new graphic files (all colours are from standard UFO colour pallet) , to my knowledge there is no way to add extra aliens yet.
Alien Inventory images are setup in Bomblokes toolkit .
My expanded ufos wont work as they need extra MCD set info.
Also Expanded Terror sites wont work because of the change in street level and the extra MCD info.
Space Voyager, on 27 August 2013 - 07:26 AM, said:
My memory feels drained... What are those three empty squares on both sides? Love the looks though! And that shield in the previous post. How is it supposed to work?
RIght now i am just toying with the concept so it's still very,very, early days on this Fantasy version.
Empty squares would be quick access inventory slots, the idea is to have potions , scrolls, magic rings , etc , accessible from these instead of going into the inventory and manually placing into the HAND slot to activate it.
Idea for the shield is as follows : Increase armour to units Front face by default, also have it as a separate skill to get greater beniftis, for example, a person trained in the use of the shield would have a % chance to stop a melee attack in combat.
SO i am thinking about a major Mod next year for Openxcom , i would like to make a Fantasy version of OXC . I have a lot of ideas for the tactical side of things as i spent a large part of my Teenage years playing Mordheim and warhammer but the geoscape side is proving a challenge.
The easiest option is a simply scripted single player mode, mission after mission with a story connecting them together but this feels like a complete insult to the xcom game as the Geoscape and Base management were such a large part of it. If anyone has any interesting ideas, please add them into my modding section or send me a PM.
For those who are interested, i have just updated my Mod page with more Alien colours and a updated OXC compatible inventory screens, ALso the next edition of my UFO Upgrade is ready for testing , this should only be a few weeks away ( it depends on how much time i spend avoiding my study commitments )
This week i have done a Cyborg and a New Chrysalid , only the Cyborg is uploaded on the MOD site