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Messages - Solarius Scorch

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11446
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).

11447
Suggestions / Re: Inventory Access.
« on: January 20, 2014, 07:56:09 pm »
Seeing as a human weapon is extremely unlikely to be usable by just fixing it to a HWP with some barbwire :), I'd just limit this feature to interchangeable turrets. However, I'm also all for secondary weapon systems, or even medikits (medical droids FTW!).

As a sort-of-related afterthought, I've always wanted massive, 2x2 power armours to be used by X-Com. I think these would have to have access to inventory, so it would bring back all the problems discussed here... I think they would have access to all 4 tiles, as this seems most intuitive to me.

11448
Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: January 20, 2014, 07:43:11 pm »
I would be very careful with adding stuff from the first game to TFTD. The reason is that it would have to be a complex hybrid game, with a fully functional surface AND naval warfare, and both integrated into the research tree etc.
I never played hybrid games that just borrow aliens/terrain from the other, as they seem really silly to me: Snakemen who breathe underwater, Hallucinoids floating mid-air, not having rocket launchers available for surface warfare... I would love to see a combination of these games, with all the terrains, aliens and items available, but only if it's done seriously (and that's a huge game design project).

11449
Suggestions / Re: [CORE] Research affecting ruleset
« on: January 20, 2014, 07:33:45 pm »
I do like the feature of research that improves existing items, but actual implementation of it will always be controversial. Bonus against aliens is unjustified, like explained above, and besides most aliens have similar anatomy to us, so extensive research won't help the soldiers much ("When dealing with a Sectoid, aim at the head!" "Gee, thanks professor, that's so helpful."). And I'm not sure how X-Com researchers could ever improve our firearms, something that's been perfected over the last few centuries. New weapons are, of course, possible, as long as they use new physics or materials (see the alien alloys ammo mod).

As for armour for aliens:
Sectoids already have power armours, called Cyberdiscs :D Yers, they perform that role exactly. And Sectoid footsoldiers also wear decent armour, since they rarely go down from just one bullet despite being physically frail.
Mutons seem to be cheap, mass-produced cannon fodder, so giving them expensive, complicated power armours would be rather illogical.
Floaters: the same as Mutons.
Snakeman: yes, possibly. Snakemen seem to be the most "normal" race, anyway; they reproduce and probably have some sort of culture.
Ethereals: viable, but do wee really want this to happen? :D

11450
Suggestions / Re: Pact Recovery through base destruction.
« on: January 20, 2014, 07:04:46 pm »
While I'm not a big fan of recovering from a secret pact with aliens, I would be happy to see some additional layer of missions regarding broadly understood diplomacy. I've always wanted a covert operation against alien supporters: no armour allowed and you can only take pistols/knives. :)

11451
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: January 20, 2014, 06:52:43 pm »
Snap firing mode makes a lot more sense for a GL than a RL, so I wouldn't worry that much. A bigger problem is that the GL's innate stats are insanely good; basically it's the same as a small rocket, but waaay more handy (lighter, smaller, faster and more accurate), not to mention it has ballistic profile (which in most cases is an advantage).
I spoke with Dioxine earlier and after some deliberation we nerfed GL's power and made its ammo heavier (they were lighter than anything else in the game. :) ) After the changes the GL is still useful, but not so much of a game breaker.

Having said that, this is an excellent mod that should have been made. We just polished it a little, as it seemed unfinished.

A suggestion of the new ruleset is attached below.

11452
Work In Progress / Re: The Piratez Mod!
« on: January 20, 2014, 04:05:57 pm »
This could be the first in a long line of total conversion mods.
Open Space Hulk, anyone? ;)

11453
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 20, 2014, 01:45:32 pm »
Ryskeliini, would you mind if I use one sound from your collection? I would like to use it for my minigun mod if possible, please.

11454
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: January 17, 2014, 06:37:49 pm »
An other possibility for player's mind control : The game AI would play the controlled unit's turn. This would give much more varied situation than 'disarm the unit, look around, and walk to the firing squad'.

It's a splendid idea. I love it already - it would still be fun to psionize aliens, but not as broken.

I never found psionics fun at all. It's not fun being gunned down by your own soldiers, and it's not fun controlling the aliens either. Since it feels like an "I win" button.

I'd say it be toned down or maybe even both toned down and exclusive to the aliens..

Excuse me, some people here actually enjoy that. :P I agree it would be more entertaining if less of an obvious tactics though.

11455
Work In Progress / Re: Achievements mod
« on: January 17, 2014, 06:17:57 pm »
It looks so cool. Please, let us have this mod ASAP :)

11456
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: January 17, 2014, 11:12:55 am »
Thanks to the "X-Com graphics in 30 Minutes" guide provided by Moriarty and SubSuper, I am now master of palettes! :D Thanks guys.

I guess I'll post the mod soon. It's nothing big, but maybe someone will use it.

11457
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: January 16, 2014, 06:20:10 am »
Many thanks, Moriarty! I can't say it works perfectly, as I'm getting weird critical exceptions, but it's a big progress.
Now let's make some stuff. ;)

EDIT

Now I have another question - sorry if it's silly, but it's my first time modding X-Com. I'm making a custom minigun for fun now and it works fine... However, the palette is broken in Ufopedia while in the battlescape inventory picture it is not.

Battlescape pic (correct):



Ufopedia pic (broken):



Seeing as it's the same picture that is used in both places, I don't know why this happens. Help, please?

11458
Work In Progress / Re: Higher resolution mod
« on: January 16, 2014, 05:51:27 am »
This looks incredibly smooth. Obviously much work went into this screen. (Except the soldier stats, which look kind of unfinished, but I suppose you know that.)
Still, I must confess that what caught my eye the most were all those awesome new guns I want to use :D

11459
Work In Progress / Re: Newbie Questions
« on: January 15, 2014, 08:04:49 pm »
Hello Johnny,

Congratulations on your first post and welcome to the community! This comes from someone who first posted here, uh, two days ago. :P

1) That's right, all you need to do in order to add a translation is to include a relevant section in the ruleset file. Simply copy the entire fragment in English (or any other language), past it just below (also in the ExtraStrings section), change the type to German (not sure what the code is; for American English it's "en-US", while for British English it's "en", and insert the German text.

2) You can find a fully functional knife, made by Warboy1982, here. I'm using it myself.

3) This is something I could like to know myself :) I guess you can always revert to 0.4.5 if all else fails.

11460
Programming / Re: AI of close combat aliens
« on: January 15, 2014, 02:01:46 pm »
It's not a bug, it's psychological warfare. :)

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