OpenXcom Forum
Modding => Released Mods => Topic started by: clownagent on April 11, 2015, 08:51:57 am
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EDIT:
This ruleset reduces the TU-cost of walking down the skyranger, avenger and Lightning ramp to 5 TU. So that the auto-pathfinding will not always send the X-com agents to jump off the ramp halfway.
Download at the Mod-site:
https://www.openxcom.com/mod/fastramp
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God bless you, my dear friend.
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This tiny ruleset reduces the TU-cost of walking down the skyranger ramp. So that the auto-pathfinding will not always send them to jump off the ramp halfway.
This effect should also apply when walking up the ramp.
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Yes, the movement cost is now always 4 TUs, no matter from which direction you enter.
I think it is not possible to make going down the ramp fast and going up slow, or is it?
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I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.
The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.
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I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.
The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.
Yup, a second entrance or access to the roof would be good.
For game tactics the ramp is surely no problem, but it is killing the immersion somehow when you order your troops to walk straight out of the skyranger. Then they jump off the side and then they walk back diagonally to the end of the ramp.
And most of my troops only walk out of the skyranger, only in very rare cases someone walks back ;)
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Have to agree about more exits from the Skyranger, possibly 2 1x1 side doors would be tactically useful as u cud open them and have a look around b4 stepping out. Unfortunately my modding skills are not good enough to do this but I'm sure there is someone who has the skills.
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I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.
The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.
I guess you haven't tried assaulting a Skyranger on my Redux mod. It can be a pain to get out but it is murderous to try to approach the single exit.
But back to the ramp, I always only move down 1 step on the ramp, then next move is either laterally or diagonally and step out of the ramp (to save TUs and get better shots). Walking down the full ramp is something I'd never do.
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Aldorn submitted alternative skyrangers with side doors:
https://openxcom.org/forum/index.php/topic,1145.msg21389.html#msg21389
Or you can take the DIY approach with Ran's fusion torch
https://openxcom.org/forum/index.php/topic,1837.msg17068.html#msg17068
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Or you can take the DIY approach with Ran's fusion torch
https://openxcom.org/forum/index.php/topic,1837.msg17068.html#msg17068
[ThreadJack]
Try as I might in my last LP, I couldn't bust through Skyranger walls with the Fusion Torch. ;)
[/ThreadJack]
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Modified the the ruleset, so that the ramps of the skyranger, avenger and lightning take 5 TUs per tile.
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[ThreadJack]
Try as I might in my last LP, I couldn't bust through Skyranger walls with the Fusion Torch. ;)
[/ThreadJack]
I do believe that is because the Skyranger is completely INDESTRUCTIBLE to all forms of damage. Probably the Avenger too. Considering that the heavy laser can cut through the alloy walls of a UFO the devs were probably aware of "alternative" methods of breaching the craft but decided not to do the same for our aircraft. Probably never crossed their minds people would want to try.
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They were pretty much aware I think, that's why X-Com plane mcds are designed to loop on themselves (any destroyed tile is immediately replaced by the same tile). These tiles also have an armor value of 255, which would require weapon power of about 350-400 at least to destroy, which was impossible as the power was single-byte... but to be double-sure... :)
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The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.
This should be on the UFOpedia to lift the soldiers morale.
I always saw my relationship with this craft akin to a farmer and a donkey. The donkey does its job but its too stuborn to do it exactly the way the farmer wants to.
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I always saw my relationship with this craft akin to a farmer and a donkey. The donkey does its job but its too stuborn to do it exactly the way the farmer wants to.
You could also see the craft as the farmer...
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You could also see the craft as the farmer...
Doubtfull since I dont carry the troops into battle on my back :D
Still IDK what I did to deserved that though....