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Messages - pilot00

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406
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 15, 2015, 03:23:43 pm »

Where the hell did you find a Sectoid Guardian? O_o They're not supposed to appear in this game at all! (Not assigned to any mission yet, though the unit is there in the data.) But I'll fix it.

Speaking of which I found a Muton Pretorian (nice graphics BTW). But so far (I am in mission), got it stunned and it works without problems.

407
Suggestions / Re: Base Defense Mechanics
« on: April 15, 2015, 02:44:25 am »
Should also take into consideration amunition problems though I dont know if it is possible to link it somehow. Perhaps the power building module that was suggested in another thread could be used as a balancing factor to counter spamming defenses?

408
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 14, 2015, 03:46:17 pm »
BTW I upgraded successfully, so can confirm: No saves were hurt durring the update :P

The only thing that happens, is that for some reason, Gauss, Plasma, Fusion and Laser weapons as well as the alloy scatter need to be researhed again even though you have access to them already. Wonky but I dont think it causes problems.

EDIT: One thing I noticed about the Alien drones (the hybrid terror weapon): It can be stunned and it panics, dont know if this is intentional but its supposed to be a mechanical unit right?

409
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 14, 2015, 03:26:05 pm »
I think you're right... I guess I'll use some alternative sources too. But you'll still need several autopsies, including high-level aliens.

It doesnt have to be easy, just to get out from the "Ok, I researched it, but it has no value in this game phase" area.

Another question: Are there any after effects from Ignoring MIB missions (except the score loss)? Like the Alien infiltration for example has a permenent effect.

I very much liked the implementation of the MIB base mission, very nice execution. Their commanders are really tough b#*&^@#s and they dont want to stay down if stunned :D

410
Suggestions / Re: Base Defense Mechanics
« on: April 14, 2015, 03:09:25 pm »
I have a.... radical way of doing this. Though I dont know if its possible code wise. So as Jstank said I am throwing wild donuts:

Seen as the 4 buttons concide with our four available defense types (plasma, missiles,lazer, fusion) why not hard code each one to be "linked" durring the "interception" screen to one of them? Effectively switching which one will fire (as oposed to all of them firing together). Each one should have a number of shots according to how much you have of each.

And we can cram the X-Com logo in place of our interceptor status screen.

411
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 14, 2015, 02:47:05 pm »
Just for the record, I'm fine with AP and alloy shotgun rounds being single-shot (which, now that I've read up on shotguns I realize is a perfectly legit kind of shotgun ammo).

My "problem" with that is that the game/mod  has an abundant number of single shot long/medium ranged weapons and the shotguns were a Godsent short range burst weapon, for your blindass rookies. Plus it makes it close combat quarters a blast (litteraly :P). Storming a UFO was never more fun. So transforming it into another rifle was not something that sat right with me, I was litteraly using shotguns to snipe cyberrdiscs two screens away. Not that its impossible to have a single shot round. But those are my 2 cents and not an opinion, not something I try to enforce. Seems though Solarius like the good sport he is, took care of tastes in the best possible facion :D

Some remarks regarding the Harpoon rifle:

I believe the intial stun damage is quite spot on. After all you dont want to make the stun rods obsolete by the get go. However there is...a mess? On how to progress up the cycle to get the second clip. I know it unlocks with autopsies but I dont know if there are any specific needed or a tottal number accumulated? Assuming it is less or equal to 5-6 (which with the proliferation of races in the mod) it is an easy matter to deviate outside your research path and doesnt make the stun launcher useless (however it is a mystery to me how to unlock the ammo for it).

That said the c clip is a whole lot of trouble to get hold of. I believe it requires all the autopsies right? That is really bad imho. I can understand the theory behind it but....By the time you do this there is no reason to have the c clips. You might want to adjust the path a bit. It would make an excelent decision making tool:
Use the stun bombs/grenades who are aoe and cost elerium or use the less expensive and single target rifle?

BTW I assume the new version is ok with the old versions saves right?


  • Added scatter ammo made from Alien Alloys (it isn't visible in the Ufopaedia, because it's the fourth ammo type and only three are allowed).


You might want to do it the way the autocannon does it for example. A new entry directly after the cannons specs. Or the plasma weapon clips.

412
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: April 13, 2015, 05:54:29 pm »
No no, I meant the actual Zapp Brannigan from Futurama. I'm sure Horst is a good commander :)

Brannigan has Lady luck and admiral awesome on his side (according to his words). I cant stop laughing every time I hear this quote :D

413
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 11, 2015, 11:16:00 pm »
I made it a bit further down the line in the mod and I have to say one big word:

IDK how you pulled it off dear Sir(s), but the balance is there and it is good, despite a few small shortcomings. From a mod that adds such a huge amount of things one could only excpect tragic mistakes, not in this work though.

My only concearns are the alloy cannon and the Dart launcher though.

More on this tomorrow though.

Good job mate(s)

414
Released Mods / Re: [WEAPON] Weapons Melee Tech
« on: April 10, 2015, 12:37:48 am »
BLOOD FOR THE BLOOD GOD!

Ahem, this mod will be quite enjoyable I must say. I already can think of squads totting plasma pistols and those beuties. BTW we need a mod to recolour power armor red now.

415
Hey Captn' fine mod ya build over yonder. Its so blasted hard too, I sometimes wanna chew my old 14 inch monitor (fer us older fellers). Props boss you desrve it. First time I play an X-com run and I have cash problems outside Apocalypse.

Now a question: Can I has a tutorial on how the heck slavery works and what I am supposed to do with the maidens I got (asside from selling them)?Do I get anything else except slaves to sale?

Sorry if this has been answered but I might have missed it.

416
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 09, 2015, 11:16:08 pm »
a electrical dog


mmmmmmm Pokemon........

Power armored and cyber assisted dogs? With plasma cannon mounted broadsides.

Ok seriously Nobody mod that.

417
Suggestions / Re: Base Defense Mechanics
« on: April 09, 2015, 11:14:08 pm »
Pfiu,...... At least I am a big sucker and I always forgets Aprils fools. I was scared there for a moment.

418
Troubleshooting / Re: Some custom music tracks not playing
« on: April 09, 2015, 11:13:16 pm »
I took the tracks I wanted to use, renamed them and put them in the sound folder. This link here should help; https://www.ufopaedia.org/index.php?title=Audio_Options_%28OpenXcom%29#Custom_Music

Thanx!

419
Suggestions / Re: Smarter Civilian AI?
« on: April 09, 2015, 11:12:11 pm »
Honestly I find it a bit too much to directly control them.

420
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: April 09, 2015, 01:12:44 pm »
Sad day for humanity indeed. We lost so many good soldiers there. My character should feel depresed right now. Its not easy to lose so many men, so many friends....

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