Recent Posts

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XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by gunderson on Today at 09:07:01 am »
Thanks for the advice on finding necroplane parts.  I eventually had some luck, but it ended up just being that I downed a shipping on some ice and picked up 20-ish parts.  In practice, I think the Little Bird just isn't a great necroplane part hunter, since the most reliable target with them that it can down is the sand crawler, which is kinda a pain to deal with and only drops 4 necroplane parts.  Thunderbolts just run away when they take enough damage.  And when you've finally got some decent light weapons and a craft that can use them, it's not really a big deal to get the parts unlock anymore (though picking up a bunch of them still seems difficult).

In practice, I think I'd classify necroplane parts more like medical supplies: provides a useful unlock, you need a pretty big pile to do much of anything useful with them in the early game, but you can buy some soon enough that you might never need to hunt for more than the first one.
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The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Last post by psavola on Today at 06:45:31 am »
The damage of sporting rifles is puny, you always require at least two shots to kill. You need ways to avoid enemies spotting you and firing back, for example the smoke or good luck. For what its worth, crossbows are also sporting gear and they pack a bigger punch than sporting rifles. So it's a tradeoff which long range weapons you bring along. Crossbows and heavy crossbows (if you get lucky to get them) are otherwise the ultimiate weapon for special missions, because they are acceptable in beach conditions as well.
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Hello, reaver
I'm currently playing your mod after xcom files and really enjoying it. I really like the extended tech tree and the smaller maps, like the outposts, which make the middle and late game less of a chore. I guess I'm close to the end, after the three stretches.

Thanks for putting do much work in this mode! Will it have more updates?
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The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Last post by Czibo on Today at 02:00:30 am »
Yes, those missions (ski resort) are complicated. I believe I used a smoke grenade (or similar), and play exclusively during the night.
I believe there are some spots for hiding inside the winter cabin. I usually wait for the enemy to get closer, then knife him or shot him with a crossbow, and grab his weapon. I only send soldiers with large HP, else they might not survive the encounter.

Buy and bring sporting rifles, their pre-req is the same as spawning ski resort, cover: sportsmen
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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by carazo1985 on May 21, 2024, 11:57:34 pm »
wow, I hope that in the future they created a mod it would be the best mod.
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40k / Re: [ADDON] ROSIGMA
« Last post by Simi822 on May 21, 2024, 09:13:38 pm »
Question,

is the Fletchette gun with Keller Ammo (75) snap shot 3x the strongest single hand weapon...or is the Master crafted Plasma pistol or its the Tigrus bolt pistol with master crafted ammo? which one you prefer? and witch one is the best for a Shield carrier (Ogryn, Arbiter, Beastman, Astartes) ?

just and Idea after watchin Toad today...
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Work In Progress / Re: [WIP] Xeno Operations LEGACY
« Last post by B1ackwolf on May 21, 2024, 09:06:21 pm »
### Development News Update ###

TL;DR: If you prefer to skip the detailed explanation, feel free to check the attached pictures and their descriptions. They should be (hopefully) self-explanatory.

Hi everyone!

As I mentioned previously, the next patch will come with significantly improved features. I wanted to showcase some of these updates while I continue to finish the remaining tasks.

I've completed the next tier for the second tier of armors [1]. I'm finally happy with the result, using parts from HALO REACH MOD and some original assets created by Hans Woofington. This new armor tier will have a different role. Being bulkier, it will significantly differ from the basic armor to avoid it becoming a no-brainer choice. This also extends the viability of the initial armor, which was saddening to see last less than a single month, especially after its previous visual upgrade. The pilot variant will receive a different chest piece and a unique helmet to further differentiate it. Additionally, to enhance the distinction [2], I've followed Neoworm's designs and changed the general color palette of pilots from blueish to scarlet red, similar to the PS1 version. With this change, the PS1 assets mod from N7kopper is now straightfoward compatible, coinciding with all the pilot-related cutscenes.

In the screenshot of the pilot[2], you'll notice new sprite work for some weapons. Some are new, and others are updates of previously available weapons. All melee weapons received an extra pass, so every tier now consists of a knife and a bigger blade of the equivalent technology. Some assets were borrowed and kitbashed from Woofington's assets. Alien blades received a new appearance inspired by shredder gauntlets/Yautja wrist blades from the Predator franchise.

Inspired by the demolition charge mod by DBarizo, I've introduced three breaching charges [2] to be used solely against UFO walls to create extra entrances and assault from more creative angles. These come in three varieties with increasing portability and reduced weight, although they function practically the same.

Next, we have the newest soldier type, the Tank Driver [3]. With the help of efrenspartano and using other mods as guidance (especially GWotW), I implemented the mechanic where tanks are "armors worn by specialized units." This system is simply better than the archaic and aging vanilla tanks system. Note that while the system is in place, the artwork is still placeholder as while I struggled to understand how it worked. A better sprite will come soon, with the drift suit based again on Neoworm's assets.

As an extra note, I managed to "smooth" the fur of dogs[4], making them look less pixelated. I can now create different fur patterns, so expect some variations in our four-legged friends' appearances. I'm also working on ideas related to them to add nuance to the mod's lore.

Additionally, I'm experimenting with a portable ballistic shield[5], thanks to efrenspartano's suggestions. I'm using the HALO REACH MOD kig-yar gauntlet shield script to simulate its functionality as an independent item that can be dropped, tossed, or exchanged between troops. There are three variants: XCOM basic ballistic, an Xelloy improved version, and an energy variant. The last two are functioning in-game, but their sprites are placeholders.

In other news, I found the master file that controls the palette and colors used for the interfaces, thanks again to efrenspartano. My plan is to unify all menus[6] and interfaces into a coherent and consistent theme. Currently, I've only changed the main menus[7] and the geoscape sidebar. I'll wait for feedback from you (readabilty?, pleasant color choice?, general thoughts) before investing more time into this change.

And finally, after some discussion, I decided to follow efrenspartano's advice and include the use of filipH's "ammo sprite scripts." The idea is that every weapon will have a series of different sprites that change based on ammo count[8] (empty mags), special ammo[9][10] type chambered (AP,HE,Standard,overcharged, etc), inventory status (grenades being primed/unprimed, swords being off in backpacks but glowing in hands of troopers), etc. While this requires extra work, it's worth the effort. I've already finished about one-third of the weapon tiers, and now the hard part is implementing the script correctly. My plan is to finish all sprite work within the next week before focusing on the ruleset.

That's all for today's showcase. Thank you for your patience, especially if you made it through my detailed post. Stay tuned for more updates and showcases in the coming days.
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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Juku121 on May 21, 2024, 08:16:46 pm »
I recall some fella trying to make a limited 'play as aliens' mod, but they were not very good at it and I don't think they got very far nor published anything.

Otherwise, several mods offer some limited alien-ish soldiers, including Solarius's own. But there is indeed no real 'play as aliens' mod.

Otherwise, you'll just have to make do with the old-school method of mind-controlling your Aquatoid minions. :D
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Open Feedback / Re: Are there any mods to recruit Aquatoid?
« Last post by Solarius Scorch on May 21, 2024, 08:08:03 pm »
I don't know of any such mod, and I honestly doubt it exists.

Would making it be hard? Nah; just a bit of work. The hero could be you. :) The community is very helpful, too.
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Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by Xilmi on May 21, 2024, 04:30:50 pm »
Hi Xilmi. There is such a suggestion: add reaction shots when opening doors (maybe as a switchable option).
 The fact is that enemies, especially with aggression 0, really like to ambush behind doors and it would work if the fire trigger worked. It looks something like in screenshot 1
Of course, they will be killed due to the lack of a rocket shot, since the right to the first shot is always with the one who opened the door.
Knowing this, I will just ambush a little to the side of the door and thereby kill the enemy anyway.Screenshot 2
 That is, the absence of a fire trigger when opening doors almost always works in the player's favor.
I don't really want to change the game-mechanics and get rid of the "mutual-surprise"-rule, which is what suppresses reaction-fire when two units see each other at the same time in cases such as someone opening a door. This would make reaction-fire a lot stronger and lead to a different and likely rather stale camping-meta.

I think it would be better to analyze why the AI does what it does and try to teach it to play better.

I think the issue here is that the AI doesn't really grasp the concept of how a seemingly decent cover can be turned into no cover at all by opening a door. That's actually something I can have alook at.
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