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Messages - AlienMuncher

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1
Work In Progress / Re: Color suit edited
« on: June 28, 2014, 09:03:18 pm »
Remember that movie, Reservoir Dogs?

ROTFL. Thanks for bringing back memories.

My initial thought was:

"Colored armors? Maybe finally I get the pink one"

Cool job shadics. How about "camouflage armor"? Something as in Ryskeliini's (or Warboy1982's?) armors but implemented in Power Armor technology?

2
Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 08:47:55 pm »
This doesn't explain why they get a heart attack after running 100 m

They don't get heart attack. Right before they get one, their TU's are exhausted. ;)

Aaaanyway. All explanations work for me. I'm like Mulder. Believe in almost anything. :)

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Work In Progress / Re: [Request] Extra facilities for human base
« on: June 28, 2014, 08:34:28 pm »
Thanks! It is nice you like it. I'll keep working.

can you elaborate?

By all means. :) It is not about testing (job easy and done ;) ) but adding as in mod per se. What I meant - maybe I misspoke - is I don't know easy way of making rules file containing all necessary rules for only new facilities. My problem is only with battlescape part - basescape is easy and works fine. I was hoping for just couple of rules without the need of going through all of xcom facilities (as in tnarg's rules). I've tried several ways but all don't work - new blocks are filled with dirt from XBASE_20.MAP. It looks to me engine looks for XCOM facilities only under name XCOM as defined under terrain. If for example I add something like:

terrains:
  - name: NBASE
      mapDataSets:
        - BLANKS
        - XBASE1
        - XBASE2
        - XBASE3
     mapBlocks:
        - name: ADV_RADAR
          width: 10
          length: 10

it doesn't work.

If the only way is going through all of the XCOM facilities it would mean that any two mods meddling with them will always be incompatible.

4
Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 01:36:05 am »
Might have been easier to mod Jagged Alliance info UFO EU. :)

5
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 28, 2014, 01:26:47 am »
Meanwhile... I've managed to come up with final versions of my idea of advanced radar system and reactor. Made sprites (still need some touches) for both facilities and added some new research leading to radar facility.

Hopefully later this weekend I'll be able to put it all together and test it, although I fear it might take a little longer...

I wish there was easy way of adding those facilities to game -> Base Defence.

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Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 28, 2014, 12:46:48 am »
I like the idea with some kind of radar pod increasing craft's ufo detection range!

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Work In Progress / Re: Map Modding Questions
« on: June 26, 2014, 11:41:23 pm »
Is it possible guys to put 2 crafts in one hangar with corresponding sprites on the basescape?

8
Playthroughs / Re: The Base Defense Disaster(attempt at a narrative)
« on: June 26, 2014, 11:01:09 pm »
Well, there is only one thing to say to Death's face: not today. I guess Death must have had trouble hearing your guys down there...

Seems to me wherever your crew is, mayham swiftly follows... ;)

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Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 26, 2014, 10:51:45 pm »
That's great Yankes! Love it! Is there relation between weapon pod number and its placement on tactical screen? (during ufo angagement) Like 1-2 on top, 3-4 on bottom?

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And you know, aliens can be buffed too in many ways. :)

Good to know! Looking forward to fight against worthy muton/etheral succesors!

11
Personally I vote for "filling the gaps" route, as it seems to me that by additional training (received in Training Facility) and natural progression, additional stat boost by some kind of exoskeletons would lead to superhuman soldiers. I'd rather see this quality in some kind SuperAdvanced HWP (human driven even better, but I'm not sure if this is supported by the game engine)- being extremely costly but with excellent stats.

I guess it comes to ones particular gameplay style and affection for soldiers: tamagotchi vs cannon fodder, but I think there is something in the idea of humans being inferior to aliens...

I love though Raidau's version of psionics. In this regard psy-armour is cool idea, although personally I'd rather see this executed solely by modification of helmet part of the armour.

12
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 25, 2014, 03:41:34 am »
Something like this maybe?

13
Released Mods / Re: [WEAPON] Dart Rifle
« on: June 25, 2014, 01:57:31 am »
I was thinking about TUs reduction for x turns, but there are so many other factors - alien size, strength... Actually any even half wit alien should be able to free himself just by shooting through net...

With your Glue Gun concept you reminded me of anything that could actually freeze in place those pesky civilians...

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Work In Progress / Re: [Request] Extra facilities for human base
« on: June 25, 2014, 01:43:27 am »
Did you find the way to create corresponding map for Base Defense ?

I was only playing around with editor, so unfortunately no.


Have you seen these facilities there? :P

I have! Proof of concept attached with space for 10 or 15 inhabitants, but please don't shoot me since it is only quick draft... ;)


Quote
Let's dream: (...)

Also Command Centre, Reactor Room, Waste Treatment Facility!

Has anyone mentioned hospital / medical centre?

15
Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 25, 2014, 01:29:36 am »
Can't wait to see that implemented into the game! 3-4 weapon pods/mounts crafts would allow for very interesting strategy!

There are concerns with crafts being overpowered, but besides already mentioned solutions, 4 weapons could be limited to only very early designs with 2-3 weapons reserved for later ones. I'm sure it will be possible to balance everything.

Quote
Sorting weapons by range is good idea, this will solve problem with crossing lines.

I don't think it will, because aircraft could be equipped with 4 identical weapons, for example Avalanche Lounchers - so still at some point lines would cross. Unless I don't understand what you mean by crossing lines. :)

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