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Messages - DMB

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These ideas aim to make the motion scanner something like the tricorder from star trek. Maybe the mind probe could be the upgraded version of this, and that could put red boxes on the screen.

Wait, giving the Mind Probe actual use aside from more money to hire scientists with?

Count me in!

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Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: July 14, 2014, 05:41:31 pm »
@DMP
What about making your own mod to correct what does not fit your expectations ?

For example, adjusting power is simple : create a new .txt file, that you rename to "AAE Correction.rul" (also change extension from .txt to .rul), open it with Notepad++, optionnally activate "Encode >> UTF-8", and paste code below
Code: [Select]
items:
  - type: STR_TOXIGUN_FLASK
    power: 45
  - type: STR_PLASMA_CASTER_CLIP
    power: 35
  - type: STR_PLASMA_SNIPER_RIFLE
    power: 95
  - type: STR_PLASMA_BLASTER_CLIP
    power: 100
Then you just have to change values, save and close, install under Ruleset folder, then load this mod at least after the AAE mod



Ahh, great idea. Thanks for that! I think I will make some minor tweaks.

This is.. well, maybe not "intended", but rather "predicted and accepted". It's a shotgun-like weapon, with many individual pellets, so if an individual pellet is made too strong, it'll become worse than Heavy Plasmas against anyone who's not wearing a Power Suit. This is partially mitigated by two factors:

1) There aren't that many Plasma Casters by the time Power Suit arrives,
2) Some Plasma Caster users have grenades to use.

However, coupled with your next complaint...

...looks like I need to decrease the number of pistols in later months. All right, I will try, though it's a bit tricky to balance. But they won't be completely phased out.

Thanks for the feedback, hopefully the next version will be better! :)

Thank you for the quick reply and mod update. And explanation.
The Ethereals don't seem to have too many Pistols now and they keep borrowing my rifles anyways. Looks good to me, keep up the good work!

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Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: July 14, 2014, 09:15:13 am »
While I do love the additional weaponry and maps I have to complain that the weapons themselves are a tad underpowered with the exception of the Plasma Sniper and Blaster.

The Plasma Caster can't even damage my troops in Power Armor at point blank range. I had one Agent unsuccessfully attempting to stun an alien for three rounds taking the full amount of retribution from the alien without a single point of hitpoints lost.
And I'm on Superhuman.

And way too many aliens are running around with Plasma Pistols. I should have lost three Agents when that Muton burst through the door but instead the closest guy took six shots to the forehead and didn't flinch. Power armor of course.

Don't get me wrong, as a whole I love the mod but I'm having a relatively easy time because of how undergunned the aliens are now. Is there any chance you could redistribute the weapon layout so that at least Plasma Pistols are phased out by Mutons? It's odd to see those hulks running around with peashooters.

Also the Plasma Snipers are so good. I can slap some Flying Armor on a Rookie and overwatch him on the Skyranger and go to town on xeno scum with 88% accuracy. Or I can give it to a Sergant and have 94% airborne and 120% kneeling.

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Suggestions / Re: [SUGGESTION-UNCUT][#033] Civilians game options
« on: July 07, 2014, 06:33:25 pm »
I've always thought Xcom would be so much more immersive if civilians acted more like humans.

Which is to say- run away from combat, hide and fight back when cornered.
Nothing is more frustrating than seeing four civies safe in a building you've secured only for them to all funnel out the door and run to a waiting Cyberdisk.
One of the few things I think the new XCom handled well was that you could actually rescue civies (though I wish it'd hadn't been an instant save and instead simply let them run away on their own turns as they make their way back to safety)

I'm not sure how editable OpenXcom makes the AI, but I think it would be nice if civies could be made to run towards the Skyranger or try to avoid aliens in terror missions and even fight back with pistols and knives and shotguns.

And I've always wanted the world militaries to actually do something. It feels like you're alone in defending the Earth. They never respond to terror missions, downed UFOs, aerial UFOs, or scout out UFOs and bases and relay the information to you. Even if an Alien Base is auto discovered the game tells you Xcom Agents discovered the location and not any of the world governments.

As I can't really code myself I'm not going to make any demands of course. But if someone who can code feels like it's a worthy endeavor that could actually be accomplished in some shape or form I feel it could add a lot of extra little depth to the game and I'd sure be thankful.

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