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Messages - Midaychi

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 28, 2015, 07:01:14 am »
https://dl.dropbox.com/s/8a3xnmzm3pshynd/up1.png
https://dl.dropboxusercontent.com/s/h1jv24ov7ur0kru/down2.png

As an aside: i forgot I had the pirates name folder still when running FMP but these names amuse me enough that I don't care.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 27, 2015, 03:01:16 pm »
Finally got around to testing .99 on linux

HandOb_BlasterBomb.png is referenced in the rul file as Handob_BlasterBomb.png, so it won't load on linux until you change HandOb_BlasterBomb.png->Handob_BlasterBomb.png  or alter the rul file to reference HandOb_BlasterBomb.png

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 24, 2015, 01:12:56 pm »
Any thoughts of working the awacs mod into FMP? Those mobile radar planes are super handy.

On a side note, I played a bit of the last version of ufo: 'the two sides' ever released, with a friend. The .99 version. I played aliens and my friend absolutely trucksticked me in every tactical combat because he abused smoke cover and firing blindly in a direction he thought my aliens were in. Smoke actually blocks line of sight in that game and works pretty dang well.

I also thought it was neat that aliens (even the ai controlled ones) could retaliate against/chase down your planes. It really makes flying skyrangers around all willy nilly an actual danger.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 22, 2015, 11:42:04 pm »
Also, I've found that I never use gauss weapons in FMP. Ever. By the time I can research them I already have enough elerium that I go for laser weapons every time, especially since gauss and laser weapons are researchable choices at the same time.

With gauss, although there's definitely power and weight and firemodes on its side (and the silly 8bitish sounds are cool), lasers are just so much better. Entirely due to the damage type, because you never know what alien type you're going to face before you land, and lasers are all around good vs everything, whereas gauss will wreck some enemies and be completely worthless against countless others.

So, my thought is maybe move gauss a bit up the tech tree? Maybe put them as a result of the advanced firearms tree + some alien ufo research?

That way, you start with what xcom starts with, work up to autocannons and such, down a few ufos and a terror mission, and do research that doesn't require interrogation to get gauss.

I know it doesn't make sense conceptually because of the power source limitations, but gameplay wise It's a significant upgrade in firepower that works on early aliens but starts to become severely hampered as you go along due to damagetype resistances.

Alternatively maybe add explosive/incendiary for the starting conventional weapon set as well once you research it? I've really found that the basic assault rifle becomes my mainstay until I get dart rifles/lasers, because all the other options have problems with accuracy or lack of autofire or weight or such.

I guess I could try experimenting with shotguns, as I have usually avoided them, but I've noticed that aliens use them at extreme range with incredible efficiency..
Especially because of the way the projectiles work.

First couple times I played FMP, I'd go multiple turns with an alien shooting a shotgun at my team and not knowing until people keel over dead or start bleeding out for no good reason.

 Then I find theres some alien on a skyskraper with a caster who's been taking potshots, but not showing up on alien turn, explaining all the random potholes that keep showing up.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 22, 2015, 11:27:20 pm »
..

Nah I meant just like the attack weapon for attack dogs but for taking down. Like I said earlier, it's a shame there's no way to simulate them pinning and keeping it down so an xcom soldier can sedate it. That'd be the real way to do it.

As for the Ironfist, I meant that to me with my lazy way of playing, with a crazy silly one main base and a bunch of outlying outposts, the Ironfist has these advantages over the skymarshal:

1. Tougher in combat, but since vanilla xcom ufos don't start attacks, this doesn't mean much.
2. Somewhat easier/cheaper to use access and egress points
3. Can hold like 2 more infantry (I go heavy on HWPS)
4. Has a flat surface on top that anyone can access

And skymarshal excels over the ironfist in these areas:

1. Doesn't use Elerium as a fuel
2. Much longer range
3. Has a backplate for cover from reactionshots for situations where you land with half the aliens facing your skyranger exit
4. flush with the ground so there's no ramp shenanigans to worry about eating your TU
5. Can get earlier in research and manufacturing tree

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 22, 2015, 07:29:03 am »
Sometimes I get lazy and use only the attack dogs to do missions while all the soldiers just chill out by the skyranger and it works if I manage the dogs intelligently.
Its a factor of approaching them from angles, and using cover/line of sight to end turns in so they walk right past.

On a side note, I tried flying an ironfist ship from china to south america and was disappointed when it ran out of fuel 3/4ths of the way there.. even though it had a 100% load of elerium.

Intentional that the ironfist's range is bad compared to the normal skyranger? Once I found out about that limitation, I mothballed the ironfist in a remote base and replaced it with a skymarshal which is far better in a lot of ways currently for me.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 22, 2015, 05:16:03 am »
...

My thought is that, while yes I guess they're expendable, through research you could find all sorts of ways to enhance or buff dogs with cybernetics and armour and electronics/psi packages. Sure they're expendable but they're basically a HWP but fill a role that no other HWP does; a super speedy scout with melee ability. Expand on them as a modular platform. Just because they're expendable doesn't mean there isn't potential to improve them as a tool.

As for the takedown, yeah I've experimented with changing damagetype to 6 and it makes subduing aliens a lot easier. Like a speedy little drone that has a stunrod attached.  I figure however, if you make the takedown ability like 1.5 or twice the damage of melee but take like 75% or so TU to accomplish, it would mean you'd have to stash them somewhere hidden but nearby the target, and on the next turn if they survive they can basically ctrl-sprint over and start dragging the alien over. For tougher aliens you'd have to use a pack of dogs together to do it. 
It's a shame there's no way to simulate them pinning and keeping it down so an xcom soldier can sedate it. That'd be the real way to do it.

Dawgmentation.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 21, 2015, 01:27:08 pm »
What mod in the modpack is responsible for the dogs?
I'd like to bother the author to add in 2 things:

1. A takedown secondary weapon that does stun damage
and
2. armoured dogs of various types that you 'manufacture' by using attack dogs as an ingredient. Really you're just making armour for them and training them.
At least power armour.


Also do you plan on fixing gauss stuff? The manufacture/sell for a lot of it is broken.
The most broken is craft gauss rounds though; set 100 engineers inf producing and selling and watch the money rain.

Also a recent change to ufo disengage timers means its pretty damn hard to catch ships sometimes because their disengage timer needs to be doubled.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 21, 2015, 09:04:54 am »
I also wish MiB somehow could be scripted. It'd be nice if they were a game-long encounter separate from aliens, but their technology progressed along side xcoms, maybe 5% ahead. That way you're fighting another faction that could potentially be fielding powerful things without being in the situation of fighting stormtroopers with weapons that can't even hardly damage them.

I also think it'd be neat if early ufopedia entries were changed a little to hint at just how important rushing to subdue engineers and leaders was early game. I made it to july with an empty research list before I finally gave up and looked in the ruleset how to even get some of the basic vanilla xcom researches. (You *have* to capture and interrogate specific aliens, and even then its only a random chance you get the technology you want)

Guess I'm just used to normal xcom where you just capture a leader and a commander and a navigator and you're good to go. Didn't even know about how important engineers were made in this mod, and didn't even have a clue there was a random chance list thing going on.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 20, 2015, 02:18:02 am »
This might not be the right thread for suggestions but Idk where else to suggest for FMP.

I like the attack dogs and think they're a great addition, but I wish there were some research paths for them.
Example:
If you research a couple things involving alien cloning and entertainment, maybe you can manufacture the dogs.
Add with some armour tech to be able to give them armour/upgraded versions,
combine with melee and stun bomb techs to be able to train them to also be able to use a stun attack,
maybe a tech to slightly increase their carrying capacity so you can mount high explosives?


A funny bug with attack dogs is that you can use save/load profiles to unequip their attack and put it on people..
So maybe even clone canine-soldier hybrids for maximum bad end? Do a dog-only letsplay, Dogmentation; You've defeated Cydonia, but at what cost?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 20, 2015, 12:31:30 am »
Windows 10, openxcom_git_master_2014_11_17_1232 , Final Mod Pack_0.9.7.1 , was a crashed Chtonite scout mission in the middle of the african continent. Couldn't get a screenshot for some reason but it was basically the skyranger in a sea of black, with a little patch of desert to the north east and the crashed scout to the north west.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 19, 2015, 07:26:37 am »
A weird situation I encountered using the above last good nightly and latest FMP, over openxcom installed with data from the steam version of dos xcom:

I shot down a scout over the African desert and went to it, and it turned out to be Chtonites (only one left alive). The problem was that all tiles except for maybe a stranded patch of desert were black, and walking over the black tiles missed out on the TU/cursor information and lacked animations from the characters.

I'm only using FMP and no other mods, and normal desert maps with vanilla tiles work fine.

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