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Messages - TaxxiDriver

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61
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 07, 2014, 10:58:03 am »
I'm having a lot of fun using a variety of mods and making them up to my taste. Your mod is very user-friendly due to modularized rulesets so I think beginners can learn a lot from this and also quite a lot of other mods are also integrated in this so it's a very good starting point, indeed, I think.

So far no crashes nor bugs. Just one thing I hope...

I've used the Skywarden and it was... not good. The agents at the side doors were looking at the front so even turning around caused reaction fires. And overall, it has done more harm than good. I almost got completely eradicated on the following crashed UFO mission within a couple of turns (seems to be a terror ship, I guess).





I really wish if those side doors could be replaced by automatic doors or something. If not, rather just blocking them would be better IMHO. If only I had enough knowledge about terrain files, then I could just have done that by myself, but I think dealing with terrain stuff seems to be quite challenging at the moment  :(

Other than that, so far having no problem. I actually lowered the tank armor but still seems to be quite sturdy  8)

62
Work In Progress / Re: [CONVERSION] Higher resolution
« on: November 06, 2014, 07:56:28 am »
Got surprised by the real high resolution of those pictures... Those look awesome.

63
Suggestions / Re: Better path finding for civilians like avoid fire
« on: November 06, 2014, 07:53:19 am »
Not sure how difficult the programming would be, but perhaps an intelligent civilian option similar to the sneaky alien setting would be good for this.

Have them:
Avoid any path that ends on a burning tile
first move away from any visible aliens
if no aliens are visible move away from gunfire and explosions
...

...the next step from that would be adding police and armed civilians.

It would be really awesome, indeed. Those sound great.

I'd personally add that after they've seen the agents, they try to come close to the agents' side if all those previous conditions are not acting on that civilian, and ultimately near the Skyranger. That would make you feel you're really protecting those civilians (rather than just using them as a meat shield  ::) they shouldn't just keep moving like crazy)


64
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 05, 2014, 02:22:07 pm »
why yes it is...  :)

It`s always nice to see something NEW in this game, especially when it is made that good.

Wow! I haven't met with that UFO yet. I laughed a lot  ;D

65
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 03, 2014, 03:02:41 pm »
I don't know any technical things but I also really wish the aliens would stop shooting me inside the UFO somehow. It's really annoying  >:(

66
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 03, 2014, 02:57:56 pm »
I kinda solved my problem. I noticed that only buckshot ammo had the problem so just assigned bulletSprite 14 to that ammo and it doesn't freeze anymore  :D I think the laggy part is maybe due to my playing OpenXCOM with laptop. Anyway thanks for the information.

Today I was able to capture sectoid navigators and engineers in January, and even two of each! Just put the tank in front of the UFO and wait until they come out and use stunrods :D Well, this works only in TFTD damage formula mod since if not heavy plasma can quite easily even one-shot kill the tank...


67
Work In Progress / Re: [GLOBE] random desert world
« on: November 03, 2014, 02:42:20 pm »
Just amazing that the simple change of color can address so many great ideas. Hope there would be several fun mods on a uniquely different setting  :D I'd love it.

68
Released Mods / Re: [ARMOR] Combat Armor
« on: November 03, 2014, 02:34:44 pm »
Thanks. It works perfectly fine and looks awesome 8)

I suppose there are two ways to add extrasprites? Either splitting graphics into small pieces and manually assign them corresponding numbers or just make one big art and let it be assigned automatically? A bit confusing  :-\

69
Released Mods / Re: [ARMOR] Combat Armor
« on: November 02, 2014, 02:32:27 pm »
Alternate graphics:

No helmet, slightly more form fitting vest.

I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures. 

70
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 02, 2014, 01:46:26 pm »
Turns out that I have a couple more questions.  Are the Raven and Sentinel crafts fueled with elerium?

And about the Lightning.  I noticed its fuel capacity has been bumped up to 1200.  That sounds like a lot of elerium... unless that's been changed?

According to the ruleset, all of those ships seem to use normal fuel. I think Lightning also use normal fuel in this mod.

Well, I think there are some questions around here but could I ask you some technical questions, Arthanor? I tried to find out the relevant information but couldn't.

[1] In your XAE_Utility.rul file, some new items got bulletSprite number from around 13 to 17. I thought you have to define each Projectiles for each bulletSprite number i.e. 455 to 595 in the extraSprites column. But there is only one such declare:

Code: [Select]
- type: Projectiles
    height: 27
    width: 105
    subX: 3
    subY: 3
    files:
      385: Resources/XAE_Utility/ProjectileSprite.png

, which I thought it can only define bulletSprite 11. It would be really grateful if you can give me at least some clue how this works: even in UFO wiki and this forum I couldn't find more information.

[2] I was playing with your mods with a slight modification for practicing rulesets. I just made a new ruleset containing every standard weapons from your mod (shotgun, grenade launcher, taser etc). The problem was that shotgun and grenade launcher seem to have some problem. At first grenade launcher was OK, but after I've bought shotgun and used them together, their shooting animation became somewhat laggy and delayed (sound first, animation next). Sometimes it just works though somewhat delayed, but sometimes only sound works and with no hitting animation the game freezes. My speculation was that the code line in XCom_Armoury_Expanded.rul was conflicing with the code above

Code: [Select]
  - type: Projectiles
    width: 57
    height: 3
    subX: 3
    subY: 3
    files:
      385: Resources/XCom_Armoury_Expanded/SniperRifle/BulletSprite.png

since both uses #385 (it wouldn't have caused problem in your mod since they come as a seperate ruleset). The problem is that even after I have changed the SniperRifle's bulletSprite number and Projectiles number to a different one (20, 700 each) still the problem remains. Funny thing is that my sniperrifle has no problem at all... I was wondering if this is a bug in your mod or there is something I've done wrong.

I attach my ruleset just in case. I ask you this additional question just in case it might be a bug. (The only thing other than combining rulesets was deleting codes about RPGs. Maybe that was the problem?)

[3] This is not a question, just a thought. Avenger takes 0 Elerium for consturction while Sentinel takes 150... I know that Sentinel is a very good fighter ship but still Avenger seems to be the best. Maybe because Avenger uses Elerium for fuel? Well, I can understand but the difference 150 seems to be quite large to me.

Other than these, I have to say I'm having a lot of fun with your mod plus of course other mods on it. Thanks!

[Edited: I currently use 10-24 nightly]





71
Open Feedback / Re: Any way to put the tank in the back?
« on: November 02, 2014, 01:12:38 am »
@Arthanor: Thanks as always! I was always pissed off by how the lightning is inferior compared to other modded transporters. I really wish there is an upgraded version of lightning to replace the original similar to the Skyguardian in your mod.

72
Open Feedback / Re: Any way to put the tank in the back?
« on: November 01, 2014, 07:38:11 am »
I'm quite new to this game and I have fairly recently played the vanilla: once you get into the battle all the equipments are at the front just as like as in OpenXCOM.

By the way, another question ( ::) I have a lot of questions these days): Can I just increase the number of soldiers that can be transported by that craft? I haven't done it but since Skyranger has just enough rooms to hold 14 soldiers, I was thinking I might not try to increase the number higher than 14. I haven't used Lightning, but how about that?

73
Fan-Stuff / Re: Which mods/settings to make late game more difficult?
« on: October 31, 2014, 09:24:52 am »
Russia never signs a pact...ever.

Their deep cultural sadness and alcoholism and experience of being screwed by everything repeatedly means they are all but immune to Alien MC and also allows them to easily spot infiltrators.

"What you mean new comrade no drink Wodka? Well, maybe he get thirsty in gulag"...

Or

" Comrade, Is not Tolstoy the greatest of authors, so happy his books in give misery"
**Alien infiltrator shoots self after reading**
"Yes, Comrade.... you agree"

Or

" I feel uneasy, I better drink more"...

Only love to my Ruskie Bros though!

-HH


That was fun :D

But seriously, why the original developers let Russia as the last defense? I know nothing about Russia so wondering why. My best guess is also that aliens got frightened by vodka or something...

To be precisely...

(1) Was a plan to let certain countries uninfiltratable intentional?
(2) Was it also intentional to choose Russia as the only such country?
(3) If it was intentional, why?

I got the impression from several video games that France is often described as the last rebellious country (whatever the situation is) (ex. Deus Ex). Not Russia taking that role, though.

Well, back to the topic. I've thought more about my plan having more UFO appearances in the late games, but as NoelBuddy had said, unless the UFO battle or recovering UFO themselves become more difficult it would rather give more points to players  :-\ But if those problems can be modified suitably (there are many good attempts already out there I guess), with Russia being able to infiltrated, I think it would be one option to make game more interesting.

By the way,

the russian immunity to infiltration is not a myth, you can see it in the main ruleset: the aliens don't schedule infiltration missions in siberia.

if it is just a matter of aliens not having any infiltration schedule in Siberia, I can just assign such missions using current ruleset, am I right?

74
Open Feedback / Re: Any way to put the tank in the back?
« on: October 31, 2014, 08:56:05 am »
In the meantime, use a smoke grenade to cover your troop deployment. Enable Instant grenades and drop two smokes - one in the skyranger, the other at the bottom of the ramp. Or delay deployment to the second turn.

I do use the trick! (usually disable Instant Grenade and just delay the turn after dropping one smoke grenade). I was just wondering if my soldier at the back of the tank drops smoke grenade right below him it would be enough to cover the tank (since the grenade is exploded at the back of the tank the smoke might not be thick enough compared to the one exploded at the very entrance of the Skyranger). It is rather related to the smoke mechanics in the game, I guess.

1 - You can define deployment orders for your crafts as part of the ruleset. (Dioxine gave a good description of it here: https://openxcom.org/forum/index.php?topic=2808.msg30741#msg30741). The game goes down the list and places soldiers on the coordinates you defined in that order.

Thanks for the link. I might give it a try.

By the way, someone could also answer my last queston?  ;D

Also, though it is not relevant in this topic, I've heard that after you have researched alien artifacts such as mind probe or corpses you cannot gain points for retrieving those items. Is it still true in OpenXCOM?

75
Open Feedback / Any way to put the tank in the back?
« on: October 30, 2014, 02:03:58 pm »
One of the many reluctant reasons to use tanks in the battle is that it is always put at the front of the exit gate of Skyranger. As we all know, aliens have full TUs at the first turn so you have a very high chance of getting a full barrage of reaction fires if you move your tank for the first time (my record is 12 continuous reaction fires triggered by 4 sectoids just by moving one single tile...). I am also doubtful if when I let one of my solider to put primed gas grenade on the ground, it will safely cover the tank (I cannot see if the gas is covering the tank perfectly. Maybe less effective than doing the same trick using your front soldier without tank).

So I was wondering if there is a way to change the position using the ruleset. Or, any recommendation for the problem would be also great  :)

[Edited] New question: Is it possible for all the excess items loaded in the Skyranger to be put in the back? I sometimes adopt tactics using explosives near the exit and all the items get blown up  :'(

Also, though it is not relevant in this topic, I've heard that after you have researched alien artifacts such as mind probe or corpses you cannot gain points for retrieving those items. Is it still true in OpenXCOM?


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