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Messages - Solarius Scorch

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11446
Work In Progress / Re: OpenXcom - War
« on: January 24, 2014, 05:15:53 pm »
Are these resources available for other modders? I would like to play around with them a little, because these bigobs are so beautiful.

11447
Released Mods / Re: [WEAPON] Minigun
« on: January 24, 2014, 03:58:52 pm »
I don't like the idea of a minigun with wimpy bullets.. maybe you could also balance it in other ways ?

Well, we could give it only 10 shots instead of 20 and make it stronger, say power 35... But that would mean less fire suppression, and that's what minigun is supposed to do. It's not as much a killing weapon as a suppressor. So I wouldn't like going there, since we already have Auto Cannon.
Also, the real world minigun fires 7.62 mm ammo, which basically is normal machine gun ammo. But it also weighs 50 kg, so a human-sized weapon must be lighter (and is still really heavy).

11448
Released Mods / Re: [WEAPON] Minigun
« on: January 24, 2014, 10:15:54 am »
Isn't the auto cannon from the original game in fact a minigun? That's what I always thought at least

Yes and no. Auto Cannon indeed has multiple barrels, but it fires large, heavy bullets, while the classic video game minigun fires bullets that aren't stronger than a rifle, just a ton of them. This is what I was going for anyway (actually my minigun bullets are even weaker than rifle ammo).

11449
Released Mods / Re: [WEAPON] Minigun
« on: January 24, 2014, 09:10:11 am »
I'm getting "Error 503 Service Unavailable" when adding an attachment, please be patient :)

EDIT: Done!

11450
Released Mods / [WEAPON] Minigun 1.8b
« on: January 24, 2014, 09:06:24 am »
This is my very first project for Open X-Com: a simple weapon mod in the vein of Ryskeliini's works.

It adds a minigun, a human weapon that has a shocking 20 bullet autoshot. While this number may seem totally off the scale, the weapon isn't really overpowered, as the bullets are weak and rather inaccurate; plus the entire thing is heavy and cumbersome as hell. Still, it is fun to mow down trees with hail of ammo, so I hope at least some of you will like it. Also contains a big ammo pack.



All sprites were made by me, although the basic picture was heavily modified from some 3D artwork found on the net (author unknown).

Special thanks to Ryskeliini for his amazing work and providing the weapon sound!

This mod is available on mod.io.

EDIT 1: By popular demand, I added a similar, but lighter version, somewhat based on Warboy's ideas. I don't like the bigob yet, so I'll probably upgrade it soon; for now, enjoy what you have. :)
Also I admit it was put together in a hurry and not tested as much as I'd like. Please tell me if anything's wrong.

EDIT 2: Added a minigun HWP. For now it looks like the Tank/Cannon, but I'll try to do something about this. :)

EDIT 3: New sprites for the Light Minigun - courtesy of Wicked Wirtz, who allowed me to use his old X-Com mod: https://www.strategycore.co.uk/files/new-weapons-mod/

EDIT 4: Big changes!
  • Added Scatter Laser, which is a "laser minigun". Sprite made by Dioxine, based on Chiko's sprite.
  • Nerfed accuracy of all Miniguns by 5.
  • Added ammo need for Tank/Minigun (200 bullets max).
  • Added Tank/Minigun sprites (new turret).

EDIT 5: Fixes, new translations.

EDIT 6: New upload of the mod, since the old one was clashing with another mod on the page. Updated to the new mod system.

EDIT 7: Now the zip is also here, since reportedly the mod portal is being difficult.

EDIT 8: The portal is dead, dead and dead, so I've moved it the new mod portal (this one is actually good). Long live the king! I also fixed the handobs.

11451
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 22, 2014, 12:01:07 pm »
It's perfect, thanks :)

11452
Suggestions / Re: Make ufos smarter an tougher
« on: January 22, 2014, 11:50:44 am »
Well, I said six Avalanches, not three Avalanches. That's because I consider two Interceptors to be the norm.

Researching Plasma Cannons in January? What?! I'm in August now and I only just researched Plasma Rifle, skipping the Plasma Pistol. :D I have 30 scientists, working at 5 projects simultaneously (I form scientific divisions: biology, energy, equipment, interrogation and materials, or something similar). Sure, if I grind, hire 50 (or 100) scientists and throw them all on plasma research, it'd be a lot faster, but it would be unrealistic and definitely not fun.

The reason I'm typing all this down is not for the argument itself, I just want to avoid a mind track which would lead us to a point where the only viable choice is to disregard everything else and focus 100% of resources on air combat. Destroying players' choice would be a horrible decision.

Having said that, I would very much like the UFOs to behave more intelligently, try to escape faster or counter-attack. I would actually like if they attacked the Skyranger, and maybe even Interceptors.

11453
Suggestions / Re: Make ufos smarter an tougher
« on: January 22, 2014, 12:29:07 am »
Not that I'm disagreeing, but how on Earth do you want to down a Supply Ship or a Terror Ship with six Avalanches?
I understand you may have five planes in a base and send them all, but this is hardly a normal situation.

11454
Fan-Stuff / Re: Soldier names
« on: January 21, 2014, 05:35:18 pm »
Could we please include soldiers' nationality somewhere in the UI? I don't know where half my team comes from, they have names that don't tell me anything (and I consider myself rather knowledgeable in this respect, I did 3 years of culture studies :P).

11455
Released Mods / Re: [ARMOR] Combat Armor
« on: January 21, 2014, 05:11:29 pm »
I would like to raise another issue: if this armour is purely human and doesn't need research, why even make it a separate item?
All my life I believed that "unarmoured" X-Com troops wore something like Kevlar vests, seeing as they do have armour values (as opposed to human civilians, who have 0 on all sides). This armour makes this assumption void, though still doesn't explain why unarmoured agents have armour. Would this "combat armour" count as "heavy combat armour", while "no armour" counts as "light combat armour"? Then why do you need to buy one type separately but not the other?
The only way to fix this that I can see is to make the combat armour researchable and manufactureable. It would have to be weaker than Personal Armour, but available for research from the very start. On the other hand, Personal Armour is always my first go-to research, and you get Alien Alloys almost on day one, so I'm not sure I'd bother researching this (unless it gave some distinct advantages, but I don't know what they could be).

11456
Open Feedback / Re: Range based accuracy for grenades?
« on: January 21, 2014, 04:49:52 pm »
So range is irrelevant with grenades? Damn, I didn't know that.
Yes, this should be rectified, no questions asked.

11457
Suggestions / Re: Make ufos smarter an tougher
« on: January 21, 2014, 04:48:31 pm »
Even on superhuman where aliens are pretty tough in battlescape, UFOs other than the battleship still are completely defenseless and can easily be shot down with a single interceptor without inflicting damage or escaping (very rarely happens).

Just to clarify: you mean interceptors with late-game armament, yes? Because the most I can manage with starting weapons is shooting down a Terror Ship using two Interceptors, and likely losing one.

I like your ideas though, especially the first one. UFOs should behave more intelligently in battle, even if it makes air combat more frustrating (intercept - UFO outrunning Interceptor; intercept - UFO outrunning Interceptor; intercept - UFO outrunning Interceptor).

And regarding the entire thread: looks like air combat mechanics from UFO: Extraterrestrials would match your desires best (no air combat minigame, just RTS-styled fighter management). Or stealing the air combat minigame from the Xenonauts. :)

11458
Offtopic / Re: Your X-COM base names
« on: January 21, 2014, 12:33:40 am »
I've been reading Wayward Sons lately, so I named my current bases: Athena, Artemis and Aphrodite. Naturally, I keep mixing them up.

11459
Offtopic / Re: Introduce yourself
« on: January 21, 2014, 12:28:20 am »
Another Pole here. MichaƂ, 33 years old, living in Cracow. A sociologist by education, I spent most of my career in office environment. Now some friends and I are trying to enter computer game market, with results to be seen.

I am a zealous modder; my greatest success is the Forever Future mod for Civilization: Call to Power, which I made with Dioxine (also on this forum); you can get the mod Forever Future 1.7 for here. I am also a wannabe game designer, hoping to publish an RPG rulebook soon.

11460
Suggestions / Re: Inventory Access.
« on: January 20, 2014, 08:48:39 pm »
Well... by.... kneeling... I guess? :) I'm not sure, but such armour would have to be relatively nimble to be useful (think Sectopod).

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