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Messages - Solarius Scorch

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11431
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!

11432
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.

11433
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 22, 2014, 12:01:07 pm »
It's perfect, thanks :)

11434
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.

11435
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.

11436
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).

11437
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).

11438
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.

11439
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. :)

11440
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.

11441
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.

11442
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).

11443
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.

11444
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).

11445
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

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