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Messages - JustTheDude/CABSHEP

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46
Nice mod. Had a fun evening with that cool WWI aesthetic. Really looking forward for its development, menaged to hook me up after megamods became a bit boring after so many playtroughts.

Siege of Verdun is supposed to be the end of the game? That is what happens when you complete this three-part mission. Save file - 1
Game crashes when airship reaches Siege of Verdun, because "skybox" is too low to allow this craft.

There is also an issue with walls and ceilings, particullary on snow maps and martian flying crafts. Despite looking solid, soldiers and aliens can cearly see, shoot and throw grenades trough.

And a few words about balance. Open field battles become really trivial with highly accurate rifles and shooting outside of soldier view range. Aliens can't reaction fire and such. Penalty for shoots outside of view range would solve this issue.

It doesn't seem like there is any penalty for shooting enemies at point blank range (outside accuracy penalty for long-range rifles that suffer it on close range, but nothing on top). "Evasion" mechanic for both parties would fit perfectly for true trench-warfare feeling. Simillar to the one found in popular megamods.

Aliens straight up die from one to two unarmed fist punches. Not only it is making melee weapons and bayonets obsolete, its also a bit annoying to capture anything without killing them.

That is all I found, truly great mod with a lot of potential.

47
Resources / Re: JustTheDude (soon) Cabal of Sprites.
« on: January 27, 2021, 06:30:00 pm »
Thanks.

And now its time for first Scrin unit which is Disintegrator.

Wiki: https://cnc.fandom.com/wiki/Disintegrator

Designated anti-vehicle/armor unit shooting some kind of "cutting" beam out of its gun-mouth, or exhaust. Explodes when crushed by vehicle, so might as well probably explode when just killed with a gun too, atleast thats how spritesheet shows it.
Short range, but quite fast, not so good against infrantry.

It is supposed to be biomechanical insect-like.

I didn't had a chance to test the spritesheet in game, there might be small issues with unit position on the field, or with walking animation.

48
It would lead to deaths in X-COM Files, but leads to a ton of death of aliens if done in vanilla by rookies.

49
Tell me please, what is it that lethal injection strategy? Quick googling gave nothing useful and so did this forum's search.

Its just running up to the alien as close as possible and then shooting it. Bad aim rolls don't matter, because you will hit alien either way.

50
I don't recommend starting with X-COM Files if you ever only played vanilla. Final ModPack better introduces new mechanics, because there is way less of them.

For example popular "lethal injection" strategy doesn't work in X-COM Files.

51
Resources / Re: JustTheDude (soon) Cabal of Sprites.
« on: January 23, 2021, 05:19:12 pm »
For the Union!

Conscript which is basic Soviet unit in Red Alert 2.

Wiki article: https://cnc.fandom.com/wiki/Conscript_(Red_Alert_2)?file=Conscript_RA2_Art1.jpg


52
XPiratez / Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« on: January 19, 2021, 01:04:23 pm »
Thats why you should use SS to be pyros. Especially in cars.

53
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 20, 2020, 04:07:34 pm »
It already is in the game. Standard mounted weapon of space pod, available on missions in space when your soldiers don't have appropriate suit.

54
XPiratez / Re: A thread for little questions
« on: December 08, 2020, 07:09:52 pm »
There is also issue if this was really "night". Very early mornings, or very late evenings are pretty dark visually, but don't count as night for example.

55
XPiratez / Re: A thread for little questions
« on: December 07, 2020, 10:23:29 pm »
There are enemies who have very good night vision, there are some who have SPOT which is anti-CAMO, some have SENSE and don't require light, or even line of sight and there are some that act like sniper-spotters and can shoot you units from outside of their view range.

56
XPiratez / Re: [MAIN] XPiratez - L5A2 01-Nov-2020 New Energy v2
« on: December 06, 2020, 02:17:14 pm »
1. On top of being very, very hard (even impossible) to do on X-COM engine, it would be also unbalanced.
2. What "sand bags"? I can recall such item in the past, but it was deemed broken/unnecessary/something and removed, because it was just part of protective gear that gave your unit additional ressistances to few types of damage.

57
XPiratez / Re: New player, overwhelmed
« on: November 20, 2020, 09:51:01 am »
Well, X-Piratez isn't really a "beginner-friendly" mod. I would propose to start with something called "megamod" that is basically a base game, but with added guns, enemies, new crafts etc. Just to catch the base of mechanics.

Most of the base attacks follow nearly the same rule as in the original, some "vessel" has to scout your base for enemy factions to know about it and then one of them attacks. Early-game scouts usually come in form of multiple small/very small and slow "crafts" appearing close to your base in large numbers.
Very first base attacks are however more, or less scripted. "Academicans" in form of nurses and researchers fly ambulance to your base.
Later in the game, you might even encounter lighting quick vessels that you can't even react after spotting, having only base defences to save you.

The only shuttle you "shouldn't" shot down early game would be govts ships. You can catch a "glimpse" of what craft it is on the interception screen, there is one special button from vanilla game, where it will show you the sprite (or picture) of the ship and in that way you can determine what ship it is and to what faction it belong, without shotting it down.
I'm not sure if just shotting down govt ships incurs penalty in itself, but govt vessels flying around on their own actually generate infamy for you if I'm not mistaken, so its one penalty for sure.
Every other early-game vessel is free game.

Well, there doesn't exist a special feature that would let you know which targets are more important, generally rule of the thumb is that the rarer the enemy is, the more it is worth. So if you for example raid ratmans village, there is only one ratman in cape, so he has to be worth more when captured. Other than that, you have to judge by yourself if someone is worth more, or less, based on a sprite and name (middle mouse button click on a unit on the battlescape). Fancy looking dudes and dudettes bound to be worth more than common soldier.

Depends on the difficulty you play, there are some research options that lock something else etc. One the first playtroughts that aren't really meant to win the game, its fine to just research "for fun" to check out what sticks and works for you.
If you want, or need something specific, "middle mouse button" on research topics, or "q" key on geoscape is your friend here.

Early-game pogroms still incur some penalty, but its fairly small amount, while Mutant Alliance ones do like a -1000 if you don't atleast show up. -100 infamy isn't really a lot.

The only tip you need is to read bootypedia carefully and to not skip "pop-out" messages without reading them as sometimes you will receive some important news.

58
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 16, 2020, 01:28:49 pm »
Technocracy lacks any enemies, basically I can't remember any but Terminators.
It would be nice to see some cyborgs to fight with and as a shamefull self-ad, I got few sprite-sheets ready, with paperdolls that probably require a small bit of polish.

59
XPiratez / Re: [MAIN] XPiratez - L5A2 01-Nov-2020 New Energy v2
« on: November 16, 2020, 01:25:45 pm »
I especially like the fourth one, the "punk/pirate" style suits gals well.

60
XPiratez / Re: A thread for little questions
« on: November 13, 2020, 01:18:12 am »
Some of those events are probably scripted to happen more frequently, when you have a lot of cash in the bank, sounds like a perfect reasoning to keep cash in goods, gold and such.
Brainer one probably was "hidden" behind some research, or particular date.

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