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Post by flockofthese on Jan 10, 2015 21:05:35 GMT -9
My friend and I are going to try adapting the 2HourWargames "Reaction System" to X-COM, but with a ton of modifications made to it. to get started with terrain I wanted to build GhostofMan's Skyranger. I really wanted it to have an interior though, so I bashed on it. Here are some photos of it. My tablet died, and I have a crummy camera so sorry about the quality. I have done some toying with mod tools and think I will be able to make paper figures from the sprites. When I get around to it I'll post pictures, but im not too sure about being able to share them. Perhaps I will work around that by using the sprites as a guide to draw new versions, but that remains to be seen. Worst case scenario, I put up a tutorial on how to do it yourself. I have the hard part figured out I think. I just need to get a good workflow.
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X-COM
Jan 19, 2015 0:41:44 GMT -9
Post by flockofthese on Jan 19, 2015 0:41:44 GMT -9
For the time being I'll just point people at the program you can use to extract the sprites. its at sourceforge.net/projects/xcmapedit/ You want to use the PckView executable. In the main game folder you should find a folder named UNITS. That's were the files you want open with PckView are. You can save the sprites, or sprite sheets as a bitmap. From there your on your own. I'm not so great at what comes next, especially since the dudes are broken up into individual body parts that will need reassembling.
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X-COM
Jan 19, 2015 2:59:01 GMT -9
Post by flockofthese on Jan 19, 2015 2:59:01 GMT -9
Oh, and in case it wasn't obvious to people who have played the games, this is the original X-COM im talking about. Its has the dash after the X. You won't find the sprites in the new dashless XCOM version.
If you beat me to making a miniature out of the sprites be sure to post a picture. It might inspire me to get off my but and do one too.
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Post by cherno on Jan 21, 2015 1:06:02 GMT -9
I'm fairly sure I saw double-sided standees made from the game's characters and aliens, with the frontsides taken from their UFOpaedia interrogation entries and their backsides being custommade from their frontside images. Maybe this will yield some useful stuff. www.boardgamegeek.com/boardgame/18206/x-com-tactical
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X-COM
Jan 25, 2015 15:56:47 GMT -9
Post by flockofthese on Jan 25, 2015 15:56:47 GMT -9
I'm fairly sure I saw double-sided standees made from the game's characters and aliens, with the frontsides taken from their UFOpaedia interrogation entries and their backsides being custommade from their frontside images. Maybe this will yield some useful stuff. www.boardgamegeek.com/boardgame/18206/x-com-tacticalThanks for the link Cherno. I have kind of changed my mind, and would like to make the game more of an X-COM inspired clone. It would be more fun to make up our own aliens and stuff. My friend was pretty dead set on using the X-COM sprites though. Right now im working on more generic stuff, so I haven't yet pitched my ideas on that to him. I haven't looked through X-COM tactical yet, but ill get around to it. What im working on isn't a head to head game though. Its taking a lot of inspiration from the solo rules of TwoHourWargames. You could battle someone else, or work together, but at its core it will be a solo play game. The enemy forces and placement will rely on a lot of random stuff so very unfair things may happen to you in the course of a battle That's how the original X-COM worked too though, so it will be okay. Im pretty conflicted about going with a grid or not. I like the idea of using a grid from a gameplay standpoint, but I don't like seeing the grid on all my terrain. It gets used as decoration, and a grid would ruin that.
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X-COM
Jan 26, 2015 1:12:49 GMT -9
Post by cherno on Jan 26, 2015 1:12:49 GMT -9
I'm fairly sure I saw double-sided standees made from the game's characters and aliens, with the frontsides taken from their UFOpaedia interrogation entries and their backsides being custommade from their frontside images. Maybe this will yield some useful stuff. www.boardgamegeek.com/boardgame/18206/x-com-tacticalThanks for the link Cherno. I have kind of changed my mind, and would like to make the game more of an X-COM inspired clone. It would be more fun to make up our own aliens and stuff. My friend was pretty dead set on using the X-COM sprites though. Right now im working on more generic stuff, so I haven't yet pitched my ideas on that to him. I haven't looked through X-COM tactical yet, but ill get around to it. What im working on isn't a head to head game though. Its taking a lot of inspiration from the solo rules of TwoHourWargames. You could battle someone else, or work together, but at its core it will be a solo play game. The enemy forces and placement will rely on a lot of random stuff so very unfair things may happen to you in the course of a battle That's how the original X-COM worked too though, so it will be okay. Im pretty conflicted about going with a grid or not. I like the idea of using a grid from a gameplay standpoint, but I don't like seeing the grid on all my terrain. It gets used as decoration, and a grid would ruin that. Consider using area-based movement and combat; 2HW rules support it too, and it makes for very quick gameplay. I recommend having a look at the Gears of War boardgame, which has very sleek mechanics, including AI, and is area-based. Some areas have cover spots that provide cover versus any areas opposite to the barrier they lie behind. A figure can either be anywhere in the zone or at one of the cover spots. I don't know how good it would work for large, open spaces though, but I think it might prove interesting to have a length of street as a zone and a wrecked car on it that has cover spots along it's sides. Zombicide is also area-based.
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X-COM
Jan 26, 2015 5:15:11 GMT -9
Post by cowboyleland on Jan 26, 2015 5:15:11 GMT -9
An alternative to grid is something I've experimented with that I call "chain based movement." I can't find any pictures now but basically I built little "chains" of paper. Each "link" was an inch long and 3/4 of an inch wide. there was a "binder ring sized" hole punched in one end of each link and a "T" at the other with the arms of the "T" being long enough to hold onto the whole. It is handier than a ruler because it bends and it is easier than string because it does not roll or loose its shape. Little tabs sticking up every couple of links makes it easier to adjust and pick up from the table again. I use 1" length because that is the minimum increment in Pathfinder and I use 3/4" width because it seems to me that that although a person can easily control a 5' square, you actually need less than a 4' space to run through without bumping into anything. Just a thought, because I obviously feel more like "talking" than working today
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