Recent Posts

Pages: [1] 2 3 ... 10
1
Released Mods / Re: [Addon to FMP 1.9.4a] Kjotleik's Addons to FMP
« Last post by Meridian on Today at 12:03:13 pm »
The changes are in the spoiler box.
Or did you mean something else?
2
If you want to be gamey give all your soldiers primed Heavy Explosives. Throwing is more accurate, and HEs do big AoE damage, and any aliens caught in the blast (even if not killed), will also count towards firing accuracy improvements. This way you can have a bunch of guys with high firing accuracy really quick & then if you want, you may switch some to use guns etc.

I personally also recruit guys with at least 50+ reaction- the goal to have super team with high reaction and firing accuracy- this really pays-off later in game (as long as you play to keep casualties low).
3
Can you add details explaining what changes your mod makes?
4
Piratez Extended / Re: [MOD] PG13 Version (Less NSFW) 99F1.74
« Last post by KBGhost on Today at 10:54:27 am »
Also @Ivan, I'm not attacking you, no need to get so defensive, really. I'm always pro-modding but I can't take you 100% seriously with such examples of 'nudity' you're removing, as attached; you have said making this more friendly to people who dislike nudity was the goal, that's how you got my agreement to include it in the distribution package. Now, seeing it's clearly just a secondary concern for you, I have no choice but to cancel that agreement. No hard feelings, please. It's just not what we agreed upon.
I'm even more puzzled by this, how is it such a problem that Ivan decided to change other things besides the nudity?
Assuming that the mod can be activated and deactivated why is it such a big deal?
Seems like a knee jerk reaction.
5
Modding/Experiments / Re: Reaver's Alien Mix
« Last post by The Reaver of Darkness on Today at 10:39:30 am »
Version 0.3.0

Lots of important changes and fixes, getting close to version 1.0!


I fixed the issue in which alien bases had standard crews instead of base crews. Turns out I had forgotten to apply the changes to Alien Base mission crews! Now you'll find the Alien Base crew on any new alien bases made after you install version 0.3+ or in any ships that are involved in an Alien Base mission. Old bases should continue to have the same old crews they got when they were formed.

I changed the alien race layouts a bit:
Sectoid bases now have sectoid commanders, and floater bases have sectoid commanders. Mixed Terror now has only 1x1 terror units appearing in Medium and Large Scouts involved in terror missions. These scouts will now come with sectoids in addition to chryssalids, silacoids, and celatids. Mixed Terror has sectoid leader rank placed at soldier rank position so that more of these will spawn. You may experience psionic attacks on mixed terror missions. The terrorist units have plenty of sectoids along to manage them.


I am developing some fan lore suggesting that Sectoids are a middle-management leader race acting fairly independently under the rule of the Ethereals. The Sectoids are often seen working with Floaters or terrorist units. The Floaters are a loyal race that can be made to perform moderately skilled menial labor. Snakemen, on the other hand, are useless for skilled tasks but are excellent combatants. To that end they are paired with the frighteningly aggressive Chryssalids, and the two are more or less left to their own devices, being inserted wherever the aliens wish to inject some chaos. The two are essentially a type of biological weapon. Mutons operate in close quarters with Ethereals, acting as guard and muscle to their overlords.



Further changes:

I removed a lot of redundant data as I sorted out what changes I wanted. The file should be significantly smaller now.

I changed the spawn rates of UFOs. I felt that mediums were way too uncommon, now you'll see way more of them. Abductors will now spawn in infiltration missions as well as abduction missions. Harvesters will spawn in research missions as well as harvest missions. Battleship spawns have been reduced and now only spawn in alien base and retaliation missions. Mediums should feel more generic now, and battleships should feel more special.

Terror ships had a couple slots removed, but now some of the retaliation missions will use terror ships instead of battleships to attack your base. Unfortunately I cannot currently change retaliations that spawn as a result of you shooting down alien craft, but time-based (about 1 year in) and research-based (after completing Martian Solution) retaliation will usually be a terror ship. There is now a purpose for having even a few defense facilities, as it won't take much to shoot down a terror ship.
(I haven't tested the defense facilities against a terror ship yet)
6
Piratez Extended / Re: [MOD] PG13 Version (Less NSFW) 99F1.74
« Last post by Dioxine on Today at 10:30:02 am »
The current bootypedia art is pretty bad, this mod tries to improve that.
One of the reasons why is because the art is inconsistent in quality.
Another reason is that some of the pictures are really weird, not even the funny type of weird.

It is you who is funny. I don't care about the so-called quality. Weird? Well of course, weird, gritty, and dirty. This mod is done for the Horde, and in the name of camp cinema. Smooth elven ladies and polished white knight armor makes me sick, and my art choices are aimed at people who also feel sick when watching such stuff.

Also @Ivan, I'm not attacking you, no need to get so defensive, really. I'm always pro-modding but I can't take you 100% seriously with such examples of 'nudity' you're removing, as attached; you have said making this more friendly to people who dislike nudity was the goal, that's how you got my agreement to include it in the distribution package. Now, seeing it's clearly just a secondary concern for you, I have no choice but to cancel that agreement. No hard feelings, please. It's just not what we agreed upon.

EDIT: I haven't forgotten you've always been an important contributor. We can talk and come to new terms, but you have overstretched the original agreement, that's what I'm saying.
7
Version 1.3.2

A couple important changes:

1.) I increased General Stores storage from 50 to 100. I want this to go into my Reaver's Facilities mod, but I really can't wait for it so I stuck it in the startingBase folder. As usual, take the rulesets into the main folder to gain the startingBase changes.

2.) More importantly, I removed the increase to monthly funding. Turns out I didn't have the funding bonus installed all along, and when I felt I was getting paid too much, that was the default values. I guess the pay is way different when you're good at the game. I remember when I was younger, the monthly funding was pitiful compared to my bills.

Well there's still ways for you to make lots of money, and my mods make it more difficult than vanilla but give you enough options that you can probably make even more money than in vanilla.
8
Piratez Extended / Re: Bugs & Crash Reports
« Last post by Dioxine on Today at 10:10:24 am »
Purple turtle claims to have capacity of 12 and indeed 12 gals can fit in, but only 9 units spawn on the battlescape.

IDK if bug or not, but red codex unlocks three different crafts, while gray and golden only get one of them.

I'll check that deployment again...

Also it's not much of a 'bug' than the reality - I can't conjure resources and crafts out of thin air, strange, eh? :)
9
Released Mods / Re: [UFO] Reaver's Air Weapons
« Last post by The Reaver of Darkness on Today at 10:03:14 am »
Reaver's Xcom - Air Weapons Version 1.1.0:

changelog:
# 1.0.4: Increased Fusion Beam Defense costs
# 1.0.5: Buffed Pulse Cannon, Plasma Autocannon, and Stingray; nerfed Laser Beam
# 1.0.6: Increased range of Medium Scout, Abductor, Harvester, and Pulse Cannon
# 1.1.0: Increased HP of medium and large UFOs by 50%, very large by 100%


After playing a while I noticed a distinct trend: long range weapons were still dominating over short range. I had no need to use pulse cannons and even when I did, the improved DPS was never enough to spare craft hit points over a long range weapon that can fire sooner. So I reduced Laser Beam DPS and increased Pulse Cannon and Plasma Autocannon DPS. Now they damage several times as fast as their long range counterparts.

I also found that UFOs were still easy to shoot down with avalanche missiles. In trials, a craft with two weapon slots was able to shoot down a Harvester almost every time before running out of avalanche, sometimes it had a couple left over. I had also been noticing that plasma beams easily shoot down terror ships and supply ships. I increased medium and large UFO hit points by 50%, and battleship hit points by 100%. Finally I increased Fusion Ball ammo capacity. I also increased medium UFO range.

Here are the new updated descriptions:

Cannons: they still suck, I'm still trying to find a way to make them relevant without putting them too far above Earth technology

Stingray: same range as medium scout, enough damage to down an Abductor with only one rack

Avalanche: outranges everything except battleship, has enough damage to down a Harvester with two racks

Pulse Cannon: outranged by everything, but applies good DPS with high ammo capacity, and usually won't destroy a small scout

Laser Beam: outranges medium scout and abductor, very low DPS but very high ammo capacity

Plasma Autocannon: excellent DPS and outranges medium scout, can take out larger ships pretty quickly and has high ammo capacity

Plasma Beam: outranges everything except terror ship and battleship, low DPS but has more than enough damage for one rack to take out a terror ship, or for two racks to take out a supply ship

Light Fusion Ball: high DPS and has same range as terror ship, can take out a terror ship in two volleys

Heavy Fusion Ball: high DPS and very high volley damage, same range as battleship, may carry enough damage to take out a battleship with two racks


You'll be getting shot back a lot more, and the larger ships will take significantly longer to shoot down though air combat is still usually very rapid. Avalanches and Plasma Beams sometimes run out of ammo before you're finished shooting down your target, so be mindful of what you're up against.

UFO Hit Points:
Small Scout: 50
Medium Scout: 180
Large Scout: 250
Abductor: 750
Harvester: 900
Terror Ship: 1800
Supply Ship: 3300
Battleship: 6000


I doubled base defense facilities' defense value to compensate for the increase in Battleship hit points.
10
Piratez Extended / Re: [MOD] PG13 Version (Less NSFW) 99F1.74
« Last post by KBGhost on Today at 09:59:17 am »
Never said he's doing a bad job, but the intent isn't that clear :)
The current bootypedia art is pretty bad, this mod tries to improve that.
One of the reasons why is because the art is inconsistent in quality.
Another reason is that some of the pictures are really weird, not even the funny type of weird.
Lastly there's the NSFW aspect (not neccessarily bad but really oversaturated in this case), it turns off a lot of people from X-piratez and I'd bet it would have been more popular if the bootypedia wasn't crowded of softcore porn.
Though, there's some really good pictures as well, but they're overshadowed by the others.

Pages: [1] 2 3 ... 10