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XCOMUFO & Xenocide

Clones Or Uniform?


fabre

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I love xcom but I hate the fact that on the battlescape all soldiers are blond with that "guile" haircut.

 

So 2 questions:

1. Is there a graphic package that would replace the first 2 uniforms?

Something where they would wear a helmet, mask, cap or whatever as long I won't see those yellowish hair anymore.

 

2. in case there is no positive answer to 1. a clone theme, only 1 portait, the blond guy obviously, and serial numbers instead of names, like Agent 1001 and so on.

Don't mind the fact those clones won't have the same profile.

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  • 1 month later...
some of them are women, and some of them are darker than others. And just get power suits and you never have to worry about that again
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  • 2 months later...

Mmmm, I don't like those approaches, I'd prefer to see who's who in the battlescape.

The only chance would find that with filenames and PCK offstes it does the same as for the portrait in the equip soldier screen: instead of having a common body and then files for each head and hands, each file has the whole soldier. So if somewhere in the exe or archives were everything for each type of soldier it could be modified the non-blondes so the game show each with different look.

I have to watch it.

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You'd have to edit the source code of the geoscape and the battlescape and edit the graphics package (assuming that's a seperate file, it probably is).

 

All of this is, as you might guess, more trouble than it's worth. Otherwise, if you change the blonde guy to a dark-haired guy, all the guys will have dark hair.

 

Change the blonde gal to a middle-aged sheila, and all the gals are middle-aged sheilas (to use an Australianism).

 

So, them's the breaks.

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  • 2 weeks later...

Funny. We call it laziness where I come from. ;) Ah, when everything else in X-Com is so great, who cares that your guys all look like they came from a cloning facility?

 

Guess the Commander of X-Com has some strange mix-match ideas...

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Never got to play Aftermath, unfortunately, and due to reviews and lack of good availability around here, I probably won't ever get the chance.

 

Bah, I don't think Xenocide will have a problem with that. Polygons, man, polygons. ;)

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Well, to be honest, I only played the Demo, enough to see the gameplay was cool, especially the soldier equipment/developpment, but the human weapons are unbalanced, they are really efficient when in packs, but a soldier alone have no chance to kill a single thing past the critter level... And all the monsters are the same color palette... hard to differenciate between them...

 

But then I discovered Xenocide, and the good old Original XCOM CE... :D

 

Yep, full faces in-game is a must in Xenocide... ^_^

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Wonder if we can go a step better and do that "random-faces" thing like they're supposedly using in Half-Life 2 (for the numerous civilians and such). I'm thinking that it should be transparent enough not to become a gimmick, but realized enough to add that extra little bit of personality to each soldier. Worth persuing latter, I guess.
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Well i suppose that changing the code for random faces would mean effort and less time down the pub for the programers :beer: , maybe the programers just had a thing for blonds? (by the way anyone notice in the manual it says u have access to the best of the best soldiers but their all rookies and blond?) :wacko:
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Uh, randomizing Xenocide's faces was what I had in mind. Actually, it's not as difficult as you might think, according to Computer Gaming World. Just some shape adjustment variables that are shifted about in random increments, a couple color changes, and that's it. Instant randomized faces. Well, that's what they're doing with Half-Life 2, again, anyway...
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Well, things like that would tie down our artists quite a bit, and if you look at Aftermath's generated faces, they are not terribly good and do get repetitive; I don't see us doing a better job right now.
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Well, things like that would tie down our artists quite a bit, and if you look at Aftermath's generated faces, they are not terribly good and do get repetitive; I don't see us doing a better job right now.

 

 

Aftermath's faces aren't randomly generated. There are around 200 premade faces.

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Yeah, it's just a detail thing that's really not incredibly necessary at the moment. Maybe we can slide that one by after V1. I can see it being difficult now.

 

Note--apparently, the heavy armors have faceplates now, rather than full-on helmets. Can't hide the laziness with that one. :)

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Well, if I knew anything about 3d modelling (which I unfortuately don't, but hey--I'm willing to learn sometime), I'd gladly do the "grunt work" myself. Heck, sounds like "fun" to me, in a sense. Even pre-generated faces would be great if they came in high quantity and seldom repeat (not to mention high quality, as well). Worth pursuing later on, I suppose.
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Aftermath's faces aren't randomly generated. There are around 200 premade faces.

OMG, then they did a pretty bad job with them! They have a couple of base 'types' from which they seem to be derived without much care.

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Not THAT bad IMHO, just... pretty much similar...

But then again, I think the aliens that all look alike was worse, they're all the same color palette... Pretty boring...

then again, that's the failings of a commercial game on tight deadlines, especially if it changed hand 2 times during developpment...

 

Here's to MODDABLE and OPEN SOURCE games such as Xenocide!! :beer:

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Maybe, but never as much, as say, CivilisationII or Space Empires IV !! :D

(btw, the V is comin'up !!)

 

My point is, it could really easilly be far easier to be moddable, with text files for the rules for instance, or having the 3D textures as plain editable images...

It just takes the wilingness of the programmers...

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Having parused one of the active threads about the alien names or whatever (I couldn't post this there or I would'a), at least it seems they're gonna put stuff like that in a text file we can edit ourselves.

 

Editing certainly helps liven things up a bit no question, so I guess in that sense anyway, it doesn't really matter what they call things at time of publish if we're able to tweak to our heart's content :)

 

Taking that example and applying it to other areas of the game and who knows what the possibilities would be. Its why I came back to X-COM. With the love so many have for that game, you can count on a mod or utility of some sort every so often.

 

I don't envy the programmers who have to make their project so open, but they do tend to become very popular if they can pull that off so they got my respect (and sympathies :D)

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Maybe, but never as much, as say, CivilisationII or Space Empires IV !! :D

(btw, the V is comin'up !!)

 

My point is, it could really easilly be far easier to be moddable, with text files for the rules for instance, or having the 3D textures as plain editable images...

It just takes the wilingness of the programmers...

Of course, at the time of X-com, modding a game wasn't so common as it is today (and just look how common it is today in commercial games :rolleyes: )

CivII was quite the exception at the time, I don't know many games that age that can be modded to that extent.

SE V is still a year away though, plenty of time to start modding yourself on SE IV :D

edit: from what I've seen Locomotion is pretty moddable too ^_^

 

Different faces is pretty low on my priority list for Xenocide though :)

Edited by j'ordos
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