DIARY (rants)

December 16th, 2004

The first version of Native for UFO is now ready at the mods section.

December 16th, 2004

Native now runs on the original UFO. It is still not perfect since most likely I will have to make adjustments on the routes and terrain to allow the aliens to move easier but the hardest part is done. I had played it several times in UFO2000 and so I had my first mission on UFO at night, which makes everything so much spookier. Blaster launchers, Chryssalids running towards you from buildings, hehehehhe, fun.

December 13th, 2004

3 months????? I hadn’t realized how much time I had passed since my last update here.

As you might have noticed the page has moved to another server, and there are also several new updates all around the place. Just look for the Alert signs on the sidemenu to check them.

First, there is a new section dedicated to terrains for UFO2000. I will later post some game screenshots of them because they are really different from anything seen on UFO or TFTD. I would wish it was possible for some to be playable on UFO, especially Native, which is one of the best terrains I ever made. It might be possible to use it to replace a Terror site using XComUtil but I just had this idea now and I don’t know if it would be possible, especially considering the routes for it. Wait, just made a little check….it might be possible to make an adapted version of Native for it. Most likely some maps will be impossible to use but I think I can do it. Hmmm, great just more work ahead.

The updated UFO2000 version of Area51 is almost completed (only some maps left to design). It will comprise 5 different terrains with additional graphics than the version for the regular game (which leaves me a little pissed off that I have to leave so many things out). There’s still work to be done on the regular version but that shouldn’t be much of a problem.

As you might have noticed, the screenshots section is being redesigned. Nearly all of the buildings of Area51 have been redesigned plus I want to add pictures of the UFO2000 terrains, which leaves the section a little bare.

Well that’s it for now. More news soon.

 

September 10th, 2004

The Area51 terrain for UFO2000 is almost completed but there are still a lot of things to fix before I can release it. Meanwhile I've started studying for my September exams so I won't have much time available but I will work on it when I can. 

I think I am going to take a break from terrain designing afterwards. I've spent the last 4 months modifying the existing terrains and I am starting to feel the need to write more, especially on the fan fics. During the past days I've finally come up with the plot for the 3rd novel, Nemesis and I finally found what I was looking for that sums the message I want to pass with the entire series. Obviously I won't say it here but like the characters on Dune would say: plots within plots within plots.

But first I need to restart writing on Abyssal and to set some short terms goals to progress in the story. I am finding it interesting to see how the events are starting to converge into a fulcrum on the story. The same thing happened on the Unknown Menace with the Russian laser facility and the underground alien base on New Mexico

Well, that's it. 

September 4th, 2004

I have been making extensive changes to the .mcd files in order for the regular Area51 version to use some of the new textures I've created. This has added some work since I need to redo the maps afterwards. But it's well worth it because the entire battlefield area has turned into something much more darker than before. It is not possible yet to use it during night missions because the UFO2000 version is taking all of my time but I am getting curious to see the final look.

What else? The terrain files are nearly completed although most likely there's still a couple of wrongly placed tiles around that I haven't been able to figure out. Another thing that will need to be done is to set map generation rules in order for the runways and taxiways to be properly alligned. But so far I've liked what I've seen on the hot seat trials. I've added more open spaces to help movement which should provide for a variety of randomly generated terrains. 

When the UFO2000 maps are done I am going to update (and sort better the files at the site) the pictures available. 

August 27th, 2004

I have been working on the new mcd file for the past days and completing the Area51 buildings. The new graphics look good. I have created or adapted several new textures for the walls and ground, and also objects. Overall I the UFO2000 version should become more somber because I am going to use grey and camouflaged tones more. It probably would look more menacing during night missions but that will have to wait.

I've been wondering what to do considering the regular game version. It will be impossible to replicate things on it like organized runaways or buildings larger than 20x20. Furthermore I've been designing and sorting out the whole 38 current maps like an unique group to maintain a certain pattern and style to it.

I am scrapping design on 60x60 maps for now because they are not worth the trouble. Even some of the 40x40 ones will be scaled down to make them simpler. Too much construction tends to lower down their unplayability

 

August 17th, 2004

Yesterday I finished the Skyranger Factory for UFO2000, hurray. It was hard to create such a large map but the work seems to have paid off. Furthermore I am getting ready to add the additional mcd file to make use of the tiles made vacant by the lack of the Skyranger to the Area51 terrain. 

This will add a little more diversity and detail to the maps. I have also redone some of the original objects in the past weeks to give them the dominant grey tone of the terrain. The new features include lifs, stairs facing South and East (all stairs on ufo face north or west, with the exception of the Skyranger ramp), animations for some of the objects and a couple new textures to place around.

Unfortunately those changes will only be possible for UFO2000 so it means that I have to create a complete set of new map files that use them then rework all available Area51 buildings into them. The good news here is that it might be possible to use maps larger than 20x20 on UFO2000, in which case I will be able to import the entire set to the multiplayer version without significant changes to the disposition of the map files.

The entire map pack is going to be very large, the way I am imagining it right now, with several new 10x10 and 20x20 maps, with a couple 30x30 and 40x40s. And the multiplayer version should allow for plenty of variety, including the Skyranger Factory subterrain and the others 60x60 maps I got planned.

And after it, it's simply a matter of graphics. The Apartment/City mod will benefit also from this process, and I am converting the Movie Theatre to a 40x40 version that will use additional graphics. 

August 13th, 2004

I'm removing the Area51 conversion to UFO2000 for the time being because I really need to rework the files and it's no good to have several versions of it around. I should upload a new version of the Area51 Terror Site mod for UFO in the next days but there won't be any new maps yet included, only corrections to the maps and tilesets that I've been doing in the past days.

I am completing two 60x60 maps for UFO2000: the HWP and Skyranger Factories. The Skyranger factory is getting pretty big, with 4 built levels like the HWP Factory and lifts to help getting upstairs. Right now I have completed the basic design and am adding furniture and other eye-looking features to it. I might be an interesting map for regular UFO but it is simply impossible to use it there at the moment for several reasons.

The HWP Factory is simply an enlarged 60x60 version of the one for UFO, although I am hoping to finish rebuilding a .mcd file to use the entries normally occupied by the Skyranger. I already have a wish list of several existing and new tiles to include, although they will only be usable in the version for UFO2000. The problem is designing the graphics, I have made stairs that face south and east (nearly all stairs on UFO are north and east, with the exception of the Skyranger and Avenger ramps) but they still need a lot of adjustments, plus there's several other new tiles than I want to add.

Overall, when the new .mcd is complete I shall use it to improve all existing and future Area51 maps for the UFO2000 version. I will end up developing three versions of it actually, one for regular UFO, one for XComUtil and another for UFO2000, which is giving me slight headaches and a lot of work during these days. Plus, I want to create at least one 60x60 cinema with additional graphics, which will be also a lot of work.

And finally, I am also working on the Assault mapset for UFO2000. I might create a version for XComutil later since some maps might lead into some interesting battles. 

Well, that's it. Later.

 

August 11th, 2004

Eh. Not much lately on the matter of updates on the site but that should change in the future. The Skyranger factory is half done and it should be the next thing I'm going to publish. The 60x60 Cinema is more complete but I need to revamp the tilesets and create new tiles before I release it.

One problem that requires my immediate attention before publishing more stuff for Area51 is to sort things out between terrains for the regular game, to use with XComUtil and to play in UFO2000. The set for the regular game only needs the upgraded terrain files since for the moment I won't create the Beta alternative set. 

The XComUtil version will contain some 33-35 maps, including a couple of the UFO2000 Assault mapset, basically 40x40 maps like paintball areas where the AI will be designed for quick and nasty battles. 

August 4th, 2004

The Area 51 mod is horribly late but I've been addicted to UFO2000 in the past days. Besides playing it I am designing a 40x40 version of the cinema along with a 60x60 Skyranger factory. I still have no idea if the factory will be playable on UFO2000 because of the mcd files but it will look nice. 

July 30th, 2004

What a mad month this has been. First the newest version of Scott Jones' XComUtil, which allows to play up to 40x40 buildings and now I've just discovered UFO2000. Somehow I even forgot to finish and publish the post below this one.

It's so much better to play against a human player because everything is so much more unpredictable and you're always coming up with new ways to deal with the terrain. Plus the tactics are completely different from an UFO game. Most of the same techniques still apply: kneel, maintain enough points for reaction fire, etc. But you have to really get ready for the worst and snickiest attacks, because you never know what the other guy might came up with.I love it because I like to include alternative paths and obscure corridors that allow for sneak attacks and locations for ambushes.

And probably it will possible to include some different maps, especifically designed for multiplayer, based on training ranges. I've been working on a couple of them and since it's unlikely that I'll use them (or even impossible to use, due to the limitations of the original game) on the game mod, work goes faster since I don't have to do the routes for the aliens. Another thing that is really a blessing is the specified starting areas for the players since there's no need for planes. This freezes up almost a quart of the MCD entries and although i'm not sure I can use them since I have no idea of how to add new entries to the MCD files, I'll find a way to use them. I've always wanted to add Skyrangers or other planes to the scenery of Area 51 but they took too much space.

Another possibility mentioned to me by the UFO2000 team is the inclusion of 8 level maps, which would add the game into something gigantic, approaching it to Apocalyptical dimensions. Still, even if those maps are possible they need to be very well designed, otherwise they'll drag for hours. So far my UFO2000 games tended to be very fast battles with lots of action, although I had quite a few interesting long ones. Of course, this is all wild guessing.

But due to it I haven't progressed as much as I wanted on the rest of the AlphaBeta add-on to Area51. Many of the buildings are already done graphically but I haven't started working on any routes. And I want to finish the tiles first so that I can try them before with UFO2000. 

July 20th, 2004

I've done the basic design of nearly all new buildings in the lists below. Set Alpha should be completed shortly after XComUtil 9.60 gets released and Set Beta soon afterwards. And afterwards I'll be able to also add new buildings if I have new ideas for them, although I'll soon get tired of the Tiles I'm working at.

It's amazing how much possibilities have been made possible with the new map dimensions, because of the geometric growth of the area available. A 20x20 looked big before, although it had an area of only 400 tiles. A 30x30 map has 900 tiles and a 40x40 1600 tiles' area! And there's always the possibility of 50x50 or 60x60 maps but with those there couldn't be a Skyranger and for now I'm having a great time with the 30x30 and 40x40 maps, which can still be combined with others. 

But now the problem is about the number of Tiles available for each terrain. 

July 19th, 2004

I've done some brainstorming to organize all of the buildings, current and planned, of the Area 51 mod. 

There will be two terrain sets: each one will consist of 5 10x10, 5 20x20, 2 30x30 and 2 40x40 buildings, together with 5 10x10 'Road' common maps. Although the 30x30 and 40x40 buildings will only be playble through XComUtil, the rest won't require it.

The already existing 10x10 and 20x20 buildings will be a part of the Alpha set, along with the HWP Factory and other large buildings. The Beta set will consist of expansions of already existing buildings, older ideas and new concepts. Each one will be playable without XComUtil, although only the 10x10 and 20x20 buildings.

And for those using XComUtil, one very likely possibility will be to use both Alpha and Beta sets together! That way the Battlefield will be composed from 5 'Road' maps, 20 10x10 and 20x20 buildings, 4 30x30 buildings and 4 40x40 buildings, at least! This doesn't mean an increase of the battle area, simply that there will be a lot more of available map choices to appear on a Terror Site. 

Here's a list of both versions. 

Size         Alpha                        Beta

10x10

Road

 

Road

10x10

Road

 

Road

10x10

Road

 

Road

10x10

Road

 

Road

10x10

Road

 

Road

20x20

HQ

 

Mod. Barracks

20x20

Bunker

 

Air Defense Center

20x20

Hangar

 

Repair Facility

20x20

Research

 

Armory

20x20

Heliport

 

Crate Garden

40x40

HWP Factory

Fortress

40x40

Penitentiary

Aircraft Terminal

30x30

Repair Facility

Mod. Hangar

30x30

Defense Complex

Mod. Heliport

10x10

Depot

 

Workshop

10x10

Outpost

 

Guard Tower

10x10

Storage

 

?

10x10

Barracks

 

?

10x10

C. Tower

 

?

 

July 19th, 2004

Work, work, work. I've just started overhauling the entire Area 51 mod to be able to introduce several different type and size buildings. Thanks to Scott Jones and XComUtil it will be possible to use 30x30 and 40x40 buildings on Terror Sites, which will allow several different combinations of buildings to be played.

This is the new project for the entire mod:

- 5 'road' 10x10 maps for the Skyranger to land

- 5 10x10 maps: Depot, Storage Area, Control Tower; two new buildings: Workship, Guard Tower

- 5 20x20 maps: Hangar, Bunker, Research Facility; two expanded (from 10x10 size) buildings, Barracks, Outpost.

- 2/3 30x30 maps: Heliport, HQ/Armory, Hangar?

- 2/3 40x40 maps: HWP Factory, Penitentiary, Fortress?

I still haven't definitly made my mind considering the number of buildings available.

Although the 30x30 and 40x40 will only be playable using XComUtil, the mod can still be played without it, although it that case only the 15 'basic' buildings will be used. But with XComUtil there will be at least 19 different maps, with combinations that go from a single 40x40 building down to several 10x10s. 

July 15th, 2004 

Yesterday I had one of the best news ever. I finally used a 30x30 building in UFO, thanks to XComUtil. Today I tried a 40x40 building also with success (the HWP Factory), although the larger the building the more difficult it is to get it, due to the randomness and the space occupied by the Skyranger

Nevertheless this is great since I've been wanting be able to design really large buildings for a long time. I've already done most of the HWP Factory, which was based on an early Factory design and also on the Research Facility of Area 51. Another building that I've already started working is a Penitentiary and another will be a Bunker/Fort.

Lots of work ahead but this is will be fun playing. It will require XComUtil to work, but only for the 30x30 and 40x40 buildings.  

July 14th, 2004

Just done the first revision of the City to correct a few terrain bugs. I still need to revamp the Routes to keep the aliens to the top floors. 

July 2nd, 2004

Took a break from working on the City because I've decided to take some time and play some games to relax a bit. I've started re-reading the Frank Herbert's Dune series of novels (I'm on #4, God Emperor of Dune) and because of it, I've played a couple of Dune 2 games. My first game was Mission #8, Harkonnen and on my first attempts I got myself squashed completely. The game can be really tough to a beginner, although after you understand the AI strategy it gets quite easier. After I the game as Harkonnen and Atreides I tried a mod called Super Dune 2 and there I give up after three attempts. I mean, enemy 3 Devastator tanks on the first mission? I think the designer overdid it a quite a bit on the difficulty side.

And yesterday I took a 10 man + 1 HWP squad back to Area 51 against Sectoids/Cyberdisks. That was one tough mission: 

Mission Successful: Battle reloaded from saved game, terrain unknown

XCOM saved game at Superhuman difficulty level (EXP:4) with $6414599

Bases: HQ, Resistance, Area 51, Outpost Afrika, Outpost Aussie

Killed: Sergeant Gamma Scout 19/12

Killed: Sergeant Delta Sniper 10/10

Killed: Sergeant Eta Sniper 14/9

Killed: Sergeant Theta Rifle 10/20

Killed: Sergeant Nu Assault 19/17

Killed: Captain Rho Assault 13/19

Killed: Squaddie Sigma Assault 11/10

Probable Base of Origin for Combat: HQ

Human/Power Armor: 10, Dead: 7

Tank: 1, Dead: 1

Sectoid: 21, Dead: 21

Cyberdisc: 8, Dead: 5, Wounded: 3, Stunned: 1

Civilian Male: 11, Dead: 7

All of the Sectoids were Leaders/Commanders (but with the Psi attacks deactivated). There's a Cyberdisk close to the LZ that kills my HWP and after it gets destroyedI had to assault an Heliport. A lot of aliens get killed in the assault, with a large cluster taken by one of their own grenades but as I move to collect spare clips and grenades there's still a sniper on upper room at the third level that kills 3 of my soldiers. Since there was no way to reach that room (the floor was busted) I had to take it out with grenades. It was annoying as hell because first I suspected that it was a Cyberdisk that had flyed upwards and now was hiding outside the building.

Afterwards I had to find and destroy the remaining Cyberdisks, and there I lost 4 soldiers, because their positions completely surprised me, since I know what patterns they seem to follow on the routes and I wasn't expecting them changing their position so much. At the end I only had 3 soldiers but I was a great game. 

June 29th, 2004

I'm almost completing the graphics and the building architecture for the City mod. The large buildings (20x20) are almost done and the 10x10 ones are in good progress. There will be a restaurant, a butcher shop, a bar and two others that I still haven't decided what they are. The most demanding part has been defining the graphics: overall I've completely redesigned the 4 terrains used in Urban maps. I had to create quite a few new ones, based on already existing UFO and TFTD tiles. I haven't perfected the process and they need a couple of retouching but for now they will do. The LOS files haven't been modified yet to correspond with the new objects and that will be boring and I've decided not to modify the Scang entries (that define what shapes appear on the game's overhead maps) because of the different colors used. Playing it on UFO will definitly look weird because I've used so many things of the TFTD terrains. 

June 25th, 2004

Phew....this has been tiring lately! I won't work more in the Hive for now because I'm not that happy about it and plus I've just found something else to entertain myself. If you haven't checked the Theatre on the start page, do so. This new City terrain is looking quite nice: I can't wait to start play testing it. 

June 16th, 2004

Yup, it seems that 9.50 is the definite version. More playtesting will be needed but otherwise the Maps and Routes are all done. The only thing left to do is to get some military uniforms for the civilians (it's a military base after all), which will take a godly amount of time to finish but I got it mostly figured out now. I'm planning to start working on other terrains by then. I still haven't made my mind about which ones I will use, although I'll be borrowing heavily from TFTD. One neat thing that could be done would be to transform the Mountain terrain into some sort of hidden Maya temple hidden in a jungle but I still have to check how many space these files have that I could use. 

June 15th, 2004

Just finished some major changes to the Routes. The aliens will now patrol more the inside of buildings instead of just lurking outside. I also changed the appearance of the Heliport. I just need to do a couple more testing and to edit some minor things regarding the objects' properties until this mod is complete. 

June 8th, 2004 

And yet another updated version (9.40). Last night I made an overhaul of some minor buildings (the Radar Outpost and the POL Depot), because they were rather dull, still with most of their original architecture. All buildings on the terrain now have three levels. 

One other thing that I redesigned completely was the nodes that link the different buildings. In the process I had to make minor changes to the maps but this way the aliens will be able to better move around the battlefield (or so I hope), rather than just lurking on the buildings. 

June 7th, 2004

And another updated version (9.35). I made a couple of changes on the alien routes in a couple of buildings because they weren't working properly. Even so, the AI simply doesn't use some of the routes, especially when it spots X-COM soldiers, because the aliens response is very limited. But since I can't do anything about it, I'll simply have to keep upgrading the routes to see if I can tackle the problem in a different way.

Still, on my test plays I have been having problems defeating the aliens. Some buildings, like the Command Center and the Bunker are simply a pain to clear of aliens, because usually stick close to the only staircase. Lately there hasn't been a single test mission where my soldiers didn't suffer casualties.

One hellish scenario is to drop down to a terror site, save it and then replace the aliens only with 30+ Chryssalids (to resemble the movie Aliens), using XComUtil. It usually turns into a big nightmare: I kill 7 to 8 aliens right on the first turn, only to have half my squad impregnated during the aliens turn. You can guess what happens afterwards (retreat! retreat!)

June 1st, 2004

A new version is available (9.32), with some minor changes/upgrades. Still no word about the editor to allow for big buildings on the game, but I've started designing some interesting (and large) facilities. I'm recreating the Research Facility, because lately I've been having some tough fights inside. 

May 29th, 2004

Not much in the way of updates lately but then I haven't made much play testing, because it gets tiring (although not boring) to play terror missions over and over. However, I've been trying some weird alien combinations like Mutons/Cyberdisks/Chryssalids or the ultimate challenge: Ethereals/Mutons/Sectopods/Chryssalids. It's simply nuts because you suffer psionic attacks, Chryssalids scrambling towards you, and the Mutons and Sectopods simply firing. Add the fact that I never take psi-amps or blaster launchers and the game really gets interesting...

That reminds me of something you should get ASAP to complement UFO and TFTD: XComUtil. It's an....editor? patch? mod? It's all that and more since it automatically fixes a couple of bugs while allowing you (if you have the patience to go through the documentation) to spice up your game.

Also, the next buildings I'm designing will require XComUtil to work. I still haven't been able to run a game in a 60x60 building but it might be possible to design large buildings and use them on the game. Most likely the maximum size will be 40x40 but that's 4 times the size of the largest buildings available on the Area 51 mod. Even limited to 4 levels, there's a lot that can be created and some of the concepts I've come up so far resemble the buildings inside Apocalypse, the third game of the series.

May 26th, 2004

Ouch! I was playing a game and trying to get control of an alien infested bunker. The upper floor was full of Chryssalids and Snakemen and they kept getting into cover so I decided to move several high-reaction soldiers inside to kill any alien that showed up before moving up the stairs. They killed two aliens but one of the Snakemen threw a grenade downstairs that ignited several of the barrels. Six of my soldiers died on that turn...

I think I've cleared the bugs on the alien placement, plus I made a complete rework of the bunker's walls, using my latest changes on the graphics. As usual, v9.25 is available in the downloads area. 

May 25th, 2004

There hasn't been much of updates lately but work is still progressing. There's still a number of bugs on the alien placement that need to be fixed when I have the time (concerning Cyberdisks stuck on walls) and I have completed the rearrangement of the terrain files, borrowing a lot of objects from the Port terrain of TFTD. More and more I found TFTD to be a complete blessing: the fact that the graphics files are identical to UFO allows a lot of new features to be added to UFO, like different walls, ground and ceilings and objects. I think one could use TFTD to completely replace the terrains on UFO: although it wouldn't add anything different in game dynamics, it would allow different settings to be played with UFO. XComUtil already allows Hybrid games, where you can play UFO missions on TFTD terrain and vice-versa, but because of the different palettes the colors came out weird.

One of the things that was really fun to do was to add all of the different barrel types existent on TFTD. The mod now has 7 different types of barrels, each one releasing a different smoke or HE explosion when hit. Overall, the mod now has features from Urban, X-COM base (UFO and TFTD), Port, Island, Cargo Ship and Cruise Liner and more than half of the original graphics have been replaced or their physical properties changed. I still have to add some of the new graphics I've added in the past days to the mod but it's almost like I wanted it.

You might have noticed the link to the .gif file on the start page. If everything works out, that will be the next project: to create a series of unique terrains that can be loaded into UFO using XComUtil and a program being designed by BladeFireLight. They won't be randomized (it's a single building for every map) but I hope that they will add another dimension to UFO (at this point they'll supposely only work on TFTD but they haven't been tested yet). 

Like you can see on the .gif, the 60x60 dimensions really allow big buildings to be designed. One of my gripes towards TFTD is the time to complete the ship missions, because of their size (two-part mission) and their complexity (all of the small rooms you have to check), which can be really exhausting and time-consuming. This way I hope a player will be able to fight in a large and somewhat complex building/ship/whatever. It will take away the random part but I'll try to create some hard facilities to conquer/defend from the aliens, like a fort, factory, etc. 

That's all. Back to work. 

May 22nd, 2004

And it's published! I wanted to make more playtesting before releasing the files but the new terrain is much better with the new graphics and object properties. I had no idea that the data of the reworked graphics doesn't get stored on a saved game. This way the full modifications can finally be played by everyone and I'll be doing the testing meanwhile.

Things literally went explosive on the terrain. I've made a couple of tries and it can get dangerous to shoot at some objects (surprise, surprise) at a close distance. All of the walls have been hardened against gunfire and blasts and now it's much harder to break into buildings (but not impossible). And there's barrels, oh there's lots of barrels indeed...

And, finally, I've include a uniform mod that Bagirov sent me that replaces the power suits with some neat urban camouflage. It replaces the power suit with standard combat clothing and helmet in grey and blue streaks. I'd like also to have power suits with the same camouflage pattern instead of their white color, maybe that's possible. 

May 21st, 2004

Just made an amazing discovery: an editor that allows you to change the properties of the tiles used in the game on the MCD files! This is something I had thought about before because of the possibilities it allows: reinforcing the strength of walls; adding more explosive objects and a bunch of other things possible concerning light, smoke and explosions! I've already used it to make several changes on the new version v.910s: more objects are prone to explode when hit now (some with potentially catastrophic effects) and it's much harder to demolish or open holes in walls. This is something I really wanted because a military base would be hardened against explosions and incoming fire. 

May 20th, 2004

I've just got entirely pissed off from the fact that I accidentaly blew up the stairs on the first level of the Bunker while trying to kill a Chryssalid three tiles away from my soldier. This has happened a lot and the end result is that there's no way to reach the second and third level afterwards. And the more frustrating is that the only way to kill the aliens inside is to literally demolish the building (took me nearly 50 turns using plasma/laser/explosives). 

I'm pleased (but my soldiers are not) to see how the AI uses the terrain and the height: grenades dropping into my soldiers out of nowhere; invisible aliens sniping at me from unknown directions; Chryssalids running downstairs from a room hidden from view and zombifying the troops....oh well.

Regarding the terrain, I want to release the files until the end of the month. I've started designing another modification of the Terror Site terrain, with a different flavor from Area 51. I've imagined a number of structures for buildings that might be fun (read: dangerous) for the Terror Sites. Unfortunately there's no more room for large buildings on Area 51, since the five 20x20 buildings allowed have been already occupied. 

And PCKView has this neat feature of allowing you to convert pictures from TFTD to the UFO palette, and use them to replace any objects on the UFO terrain. I've already added a couple of TFTD items to the Area 51 terrain: the green/blue chairs, the gray tables and the winch. By using the technique again, I want to combine the Terror Site terrain together with the Cruise Ship/Island/Port TFTD graphics to built a real City terror site. 

For now I have published pictures of the new buildings on the screenshots page. They're not much to look at (no furniture and I want to replace the walls/windows) but they give an idea of my goal. 

May 17th, 2004

Seems that the new AI has gotten a good start: aliens and civvies start where they're supposed to, but it still feels that the aliens aren't moving as much as I expected. The new version, v905e is the lastest to be finished and is ready for download for tryout. I think all the major work is done, and it only (what an understatement!) needs to be tested to see if the routing is doing what's supposed to. 

May 16th, 2004

Just completely reworked the AI on the major buildings. Version 1.13 (I need to get a better numbering system - next saved games will start with 9.xx something, otherwise it will look like it will take a long time finishing this thing) is the newest version with the redesigned AI. I still need to finish the AI on most of the smaller buildings (the reason why there's no aliens on the Barracks or the POL depot. I'm still trying to figure out some things about the AI though. 

One of the things that was a nice discovery is to see how the illumination plays a part on designing buildings. I've been playing nearly only night missions because it's fun to see the light effects that the street lights and the abatoirs make on rooms and the overall setting. Sometimes I get an eerie feeling approaching the Hangar, because all the entrance is pretty well lit but the outside hasn't any light source at all. Makes some buildings look scaaarry

I'm going to play some test missions tonight (I'm sending only soldiers at the time, and avoid contact with the aliens, if possible) to observe how the new AI sends the aliens on their patrols. Let's see how it works. 

 

May 14th, 2004

Well, the page isn't too well designed (it shucks, I know) but it fulfils its purpose. :P

I have finished the design process of the buildings last night. The old Base Mess is out, replaced by the Hangar and I created four new small buildings (Radar Outpost, Barracks, Control Tower and POL Depot).

I have only tried yet the Hangar but it was nice. I used XComUtil to increase the number of Chryssalids to 20(!) on the game before I played it, and accordingly I got squashed by the aliens by turn 10. But it was fun, because the Skyranger landed right next to the Hangar so I could try to hold the aliens inside and see how the building worked.

There are some nasty sniper positions on the hangar: the two rooms on the third level are killers for anyone there overlooking the hangar doors. But it can be a real pain getting to them: the catwalks are death traps if an alien outside can see inside the hangar. But the worst part was the beginning: five soldiers (!) impregnated by Chryssalids on turn three.

One of the things I have been noticing is how much the game is starting to resemble TFTD in aspects of game length and also of alien behaviour. It feels like the aliens now use more grenades and their snipers sometimes are a pain. I lose two or three soldiers without even seeing the alien, who is shooting from a window somewhere. That comes also from getting hit from a different level, which should  increase the chances of a head or below shot.

Well, more news later.