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Messages - Fred558

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Work In Progress / Re: [BETA] Rebalance aliens
« on: September 23, 2014, 09:22:24 am »
Interesting. Personally I always not really like the vanilla's heavy cannon and auto cannon, found them too weird, make my mind unable to think what they really are.  ::)
If you want go back to the original it's easy, in the ruleset, delete the two line with "7: Resources/Lebashar_Rebalanced/floorob_Minigun_Light.gif"

Well, I kind of liked the bulky look.
It indeed does not look like anything from real life, but I guess not everything has to.
Actually the same for the heavy canon, but I also like the look of your picture.   :)

I wonder if you use the autocannon, what do you think of it ? I'm not already totally satified with it because I have found it too powerfull when firing IC shot (with 6x round, the IC initial damage which is not reduce by armor can do so much damage that it can kill a sectopod in only one burst, make the IC ammo the deadiest for the autocannon, able to rip nearly everything which is in line of fire).

It does feel to powerfull now. And a lot of times it kills the target and continues to fire for a long time.
Is it possible to create a different burst fire modes?
Can you make it so you have a short burst and long burst?
Short one maybe 3 shots and long 6 or something. The short one being more accurate and long less of course.

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Work In Progress / Re: [BETA] Rebalance aliens
« on: September 21, 2014, 11:37:35 pm »
Sorry for the inconvenience. This ruleset should resolve the problem with solarius advice. Please tell me if it's work, I have no attack base savegame to test it (and the attack base mission in training seem work but the scout drone don't appear, so I don't know if the problem is really solved)

Well, no problem at all.
Happy I can locate a bug and help solve it. I really enjoy your modpack.
I only dislike the autogun picture. I kind of like the look of the original one. :-)

Anyway, I am playing on Ironman mode now, so the savegame before base attack is gone now. But I guess it won't be long till I am attacked again. I'll keep you posted.

3
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 20, 2014, 10:55:58 pm »
While using this mod my game crashed when my base is attacked.

I thought it was conflicting with one of the other mods, but even if I only select this mod it crashes.

What I did find out if I disable all other mods and only activate "scoutdrone" mod, it also crashes.
I believe it is also included in this mod. Maybe someone could look into it, because I am not skilled enough to locate the exact problem.


4
Released Mods / Re: [CRAFT] Air Combat Rebalanced
« on: September 11, 2014, 11:15:21 pm »
I must say I really like this mod.

But could it be there is a bug in it?

It happened 3 times to me now that i'm attacking a scout with two interceptors and at first the ufo is shooting one of the interceptors normally. Some damage occurs like it should. But then all of a sudden one shot from the ufo destroys both my interceptors.

I know it should be a bit harder, but should it be possible for this to happen?

5
Suggestions / Aiming adjustment
« on: September 08, 2014, 06:07:49 pm »
Hi there,

I only have one issue with this game, always had it but maybe now something can be done about it.

It happens every now and then when I want to take an aimed shot at the target, and I have like 76% chance to hit. That is a pretty good chance to hit, so I take the shot. What happens is that he misses, and that's not what bothers me. What bothers me is that he shoots my own guy who is standing in a 45 degree angle next to him.

It is an aimed shot. So at least let it be in the general direction of the target.

I was wondering if someone would be able to create a mod where when you do an aimed shot, the shot will at least be in the general direction of the target and not also possible to land somewhere in a 90 degree angle in front/side of your character.

Or maybe show me in the right direction to create this myself.

Thanks in advance.
Fred

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