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Messages - Human Ktulu

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76
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 04, 2014, 01:19:17 am »
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Ryskeliini's Elerium Mace
Why not ?
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Clownagent's Mind Missile
I see extra guided-missile for standard rocket launcher, this is it ?
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perhaps Civilian's Heat-Ray mod
mmh, I dont know. I need to test it, and if this weapon use alloy and elerium, we need to found a good place in advanced weapon's tech tree.
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Of course I'm only talking about weapons here; there are other mods I consider worthy or even essential (for example Shadow's Power Suit Helm Off, or Civilian's various terrain mods), but we'll get there later.
Yes, we will see that more later with the other "extra addons" packs.

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If not I reconsidered the tech tree for vessels  ;D
This time I tried to play with mind prob research and Falko's idea for fuel.
Finnaly, I found too complex to use 2 or 3 alloy quality.

77
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 03, 2014, 11:18:42 pm »
Ok so, for advanced weapons we have :

- Alien Armoury Expanded
- Gauss Mod
- Scatter Laser (and maybe a little graphic mod for other laser weapons)
- Dart Rifle
- Fushion Torch
- Mind Missile (good or bad idea ?)

I think we can forget "Terran Plasma Weapons" ?
If not What else ?

78
Released Mods / Re: (Release v.1.0) Terrain Addons
« on: May 03, 2014, 10:50:48 pm »
I use it ! (in fact I use nearly all I can found  :P )

79
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 03, 2014, 08:24:38 pm »
I'm completly ok with you.  ;D

But if the laser's techs are developed tardily in game, which level of power you thinks that it must be ?
A little more of vanilla game or similar ?

There are interesting things in Flako diagram's, but broadly I found it too heavy and complex. I think that the challenge is to take the good ideas without overloading the game.

80
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 03, 2014, 05:46:20 pm »
I entirely reconsidered the advanced weapons to obtain something simpler and more coherent.

At beginning of game, I entirely withdrawn the laser technology with the profit of weapons Gauss, as natural evolution of the conventional human armament (after alloy ammo in dependency).

In parallel, the player will be able to develop the Alien weapons to gain in fire power, but with for counterpart the very expensive in Elerium.

The laser technology will come only tardily with the portable nuclear energy source.

I have to voluntarily separate technologies from the vessel of that of the weapons, because even if energy is similar are application is different.

81
Work In Progress / Re: [Request] Extra facilities for human base
« on: May 02, 2014, 08:41:38 pm »
I updated first post for add new requests.

But for moment I'm very interested to try simple corridor.  :P

82
Very interesting, I particularly like the idea of 3 alloys qualities and the technological tree for the vessels.

83
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 02, 2014, 04:22:29 pm »
I use DIA (superb software !) to make a little working and to thus better understand the approach of Solarius.
I replaced label "Alien power system" by "Alien technology" and connect it to plasma research.


84
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 02, 2014, 12:15:52 pm »
Hi, I return on Tech Tree  :P

About the "nuclear laser weapons", you thought of using the resources of the railgun mod ?

For UFO navigation, it will be well to pass by a interrogation alien, the navigator. If not the vessels "Sentinel" and "Thunderstorm" can beings too quickly discovered !

[EDIT] Hum, more I see your tree tech, and more i like it !  :-*

85
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 01, 2014, 11:11:24 pm »
Thanks for returns !

As Solarius said, the project is in preparation phase, for the moment we are defining the broad outlines. I will add in first post latest packages, but that remains WIP versions. As soon as the base of this mod is established, we will be able more easily to make a changelog.

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(I might change my mind since the "line sight only" psionic attacks option has been introduced recently, but I haven't checked it yet.)
+1

Moreover the question of extra passive equippements need to be cleared : it's possible or not ?

86
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 30, 2014, 08:33:19 pm »
Not bad !

After playing few times with this addon, I'm agree with you. Give +5 TU for basic uniform is a bad idea.

For the Psionic Armor, the goal is to help the weakest  soldier's in bravery and psi strengh resist a little more at psi attack, sort of mind shield. I wanted to avoid giving too much advantage by equipping the energy and flying suits with this function, but to give the chance to the soldiers who have only 10 points of bravery.

Best armours : I never use or produce Energy suit's. Why ? It's just a flying suit in less better.

88
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 28, 2014, 11:45:34 pm »
- Tree tech :

If I understand, Laser and Gauss can be developped at the same time. Bbut Laser focus to destruction with scater and Gauss focus to accuracy with sniper ?

- Stun tech :

Other thing, do you think to include the Dart Rifle in adv weapon ? We can lowered power of alien stun bomb and to develop research for each alien biology and make special dart for each species ?

I finaly try Tazer, I found It too much powerfull. 22-25 May more balanced value. And Stun grenade for 15-18 ?  :P

- Basic weapons :

Now I like shootgun with AC ammunition  8) But may rebalanced it with lower accuracy.

For Sniper Rifle acuracy is too high too, 120%-130% is easy to reach, even if soldier can fire only once time.

Flamme thrower : ouch ! need to rebalenced too. It useful in spaces will have been confined, but there is enormous collateral damage for the soldier who uses it. Finally I am not very convinced of the tactical value of this weapon.

89
OK I found my problem, It's not the mod, It's inside my file BATTLE.CAT (a moded file) for the line "hitSound: 54".

90
Work In Progress / Re: Maximum blastRadius?
« on: April 28, 2014, 09:54:52 pm »
It's maybe interesting to use it with a "auto-destruction" mecanics with an number of game  turn limited for trigger, for more stress.

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