[Progress Update] UFOXCOM Ufo Xtended COMbat

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Kierk
Posts: 115
Joined: Wed, 30. Oct 13, 16:38

[Progress Update] UFOXCOM Ufo Xtended COMbat

Post by Kierk »

I like xcom.

Anyway, I've made some progress working with ship AI, enough to have a basic framework to start with. If anyone is interested I uploaded a video to
http://www.youtube.com/watch?v=X7imj1o ... =youtu.be

please forgive the noise and low quality video. I hope to have a testable version up on nexus tomorrow.[/url]
Deleted User

Post by Deleted User »

a quick list of what happens?
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

I'm sorry, I didn't see anything what wouldn't happen in vanilla either way, only that popup notice at middle-screen as "target is xxxx ship".

I suppose your mod is not just doing this... ;)
Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 21:07
x2

Post by Thurmonator »

What does this do? Does this add an 'attack my target' command or something?
Kierk
Posts: 115
Joined: Wed, 30. Oct 13, 16:38

Post by Kierk »

I'll see about making one that shows it off better later but there are a few things.

Firstly this is an extension of the UFO mod so is using the aggressive behavior from UFO to run attacks. Default UFO does not use missiles, so this is one thing thats different. Secondly defauly UFO sends ships directly toward enemies regardless of ship type while the video above is supposed to show different movement rules depending on ship type.

Basically what I was trying to show off was the Balor staying at missile range and the Taranis moving in to plasma jet/plasma turret range.
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

Kierk wrote:Basically what I was trying to show off was the Balor staying at missile range and the Taranis moving in to plasma jet/plasma turret range.
Oh, now I got it. Cool! Will you implement "attack my target" option?
Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 21:07
x2

Post by Thurmonator »

Cool. Looking forward to its release.

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