Jump to content

Modding UFOs


SoulFilcher

Recommended Posts

Should I write a tutorial on a separate thread? I have the UFO mod almost ready now, but I won't upload it to the download section until the XCE update goes live.

Please new thread and put the download too with a warning.. like only for modders... or send me download link :)

Link to comment
Share on other sites

Incoming Great News!

A nice 3D modeler wanted to join my mod team!... He is modelling destroyer now.. he will continue to dreadnought after that.

That's good. The xenopedia orthographic views (even though they are small) can help him a lot with that. Luckily we have them for both ships.

Link to comment
Share on other sites

I got another crazy idea..

About default ufos.. making a version for each mission.. not for all but some specific ones.. for example;

Research mission versions: With more unique material, even alien tech prototypes and specialists crew for capture.

Ground mission: With much better geared alien crew, high ranked..

Terror-Base attack: much faster, armoured ufo with deadly crew

Scout: faster ships, nice items for interceptors..

suppy-construction: with much more alien allow, alerium.

I got this idea for unique research and manufature items in them wit specialist crew to capture alive. It would make an ultimate variety to game. I planned to make this for my mod, but every CE update gave me tons of ideas and things to add. Every new element mostly needs an overall plan and calculations too.. I hope i can handle all myself.. Ufo making/map editing is most weak point.

Link to comment
Share on other sites

That looks great, mate! Keep going :) You are able to put that in the game and it works properly, right?

I haven't tried to put these in the game yet but there shouldn't be any problems beyond a few possible submap bugs. Right now I'm creating more X-Com UFOs so I can check which tile combinations I have to fix or create artwork for. Because of how tiles work in Xenonauts the result is sometimes way off the expected. For example in the Large Scout UFO I had to create some new corner tiles and I'll have to modify the diagonal hull walls. The good thing is as I move to larger submaps most cases will be covered, I think only the asterisk-shaped UFO (Abducter or Harvester, I don't remember which) will give me more work to do.

LargeScout.jpg

LargeScout.jpg

LargeScout.thumb.jpg.10848978bb3d7252275

Link to comment
Share on other sites

They are all great but can u put big doors to entrance. Because it should be very easy to entrance..

My plan is to make them like they were in X-Com, so I won't change that. The only changes I have planned so far are datacores and other possible UFO parts such as weapons, crates and so on.

I already have the medium and large scouts working in game, but harvester is bugged, and do far I haven't been able to find why.

Edited by SoulFilcher
Link to comment
Share on other sites

As my personal few,

Xcom ufos are very simple and basic for this game. No engines not much interior objects.

Do you plan to make xcom mod?

Echoing this, I'd say that if you want to copy X-Com's UFOs you should add some more interior props. Part of that is for aesthetic reasons - the large scout looks really strange with most of it empty - but also for gameplay reasons, since no props means no cover. Also, keep in mind that in the vanilla game certain resources are 'stored' in certain props like torpedo tubes and power cores, so you might need to think about where those resources are going if you're not including props.

All that said, it's really cool to see some stuff happening with this. The tileset could do with an exterior door tile but I wonder whether you could take one of the wall tiles and recolour it or add some features, basically like the exterior doors in X-Com.

Link to comment
Share on other sites

Nice work SoulFilcher! I'd love to have modular ufos for this game. Just remember that if you are not willing to rework all the maps, the new ufos should fit in the old footprints (ie same size).

Edited by Skitso
Link to comment
Share on other sites

Xcom ufos are very simple and basic for this game. No engines not much interior objects.

Do you plan to make xcom mod?

Yes, I'm planning a X-Com mod, it will be called Classic Invasion, so far what I have planned for it are the UFOs and their crew compositions along the game. I know they are very simple, but the multiple rooms already feel better for the Scout/Large Scout.

Echoing this, I'd say that if you want to copy X-Com's UFOs you should add some more interior props. Part of that is for aesthetic reasons - the large scout looks really strange with most of it empty - but also for gameplay reasons, since no props means no cover. Also, keep in mind that in the vanilla game certain resources are 'stored' in certain props like torpedo tubes and power cores, so you might need to think about where those resources are going if you're not including props.

All that said, it's really cool to see some stuff happening with this. The tileset could do with an exterior door tile but I wonder whether you could take one of the wall tiles and recolour it or add some features, basically like the exterior doors in X-Com.

I'm planning more props, if the large scout looks empty to you the terror ship and harvester look even worse in this aspect. I also plan to have variations with crates in different positions so you never know where cover will be. I will try to add all props that provide items, you can't see from the image but the medium scout already has a datacore and a beam weapon in it (behind the southeastern hull walls).

The doors are placeholders, I do plan new doors that will match the walls.

Nice work SoulFilcher! I'd love to have modular ufos for this game. Just remember that if you are not willing to rework all the maps, the new ufos should fit in the old footprints (ie same size).

For now I'm reusing maps, including some of yours, but I think these UFOs would look better in X-Com themed maps, with those square random submaps in them. I don't know, first I need to get all UFOs working, then polish tiles, add damaged variations, maps will have to wait.

Link to comment
Share on other sites

For now I'm reusing maps, including some of yours, but I think these UFOs would look better in X-Com themed maps, with those square random submaps in them. I don't know, first I need to get all UFOs working, then polish tiles, add damaged variations, maps will have to wait.

I hope you have time and enthusiasm to work all the original Xenonauts ufos in modular system too. I'll help you. And I'm sure Kabill and others are willing to make this happen! :)

Link to comment
Share on other sites

I hope you have time and enthusiasm to work all the original Xenonauts ufos in modular system too. I'll help you. And I'm sure Kabill and others are willing to make this happen! :)

When I finish this mod the tiles will be ready to be used by other mods, so it would be easier to start modular projects. Kevin sent me his designs from the modular UFOs thread, so that's one way we can go. Could you guys help me with Classic Invasion?

I couldn't fit the terror ship submap in any of the original sizes but the battleship, I didn't want to use that one because it is way larger than it needs to be, so I'll have to work on that later (I think the supply ship will have the same problem). I already have 4 of the 8 ships working in game, and the terror ship waiting to be added. It wont take me long to have all them ready so I can move to polishing things.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...