aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KOYK

Pages: [1]
1
I certainly wouldn't want a hand in promotions. It's partially because I don't want yet another thing to worry about, but the main reason is that I enjoy watching who gets promoted and who doesn't... Deciding this would kill a lot of excitement for me.

even if it comes with an option to toggle it off?

2
I'm pretty sure pro/demoting with effect on stats is already doable. Just not via the ingame GUI.

Hint: Savegames are plain yaml files ;)


well that is a good alternative! thanks for the info.

3
For sure, it's just that it's been mentioned so many times that we didn't care to respond to it. It's something everyone things of yet nobody has cared to implement (probably because it doesn't have enough gameplay impact).

oh,well good to know,i hope my post was the final straw and the devs give up and add it :p

4
Offtopic / Games dreaming,things that did come true and not.
« on: November 17, 2016, 09:35:01 pm »
Ok here my sad list of games that didn't actually do it right for me.

X-com coop,yea i know but!
lets say that you agree with your friend that you will play the game like you do in crusader kings 2.we pause only for emergency.
and in the battles well,why not play them together? Team alpha and team bravo? or just let the time pass in geoscape in a pre arranged time between the players?
wait! imagine this scenario,player 1 plays xcom and player 2 plays terror from the deep,same geoscape,but different enemy's and tech.you research and manufacture and then you sell your Gauss weapons to your friend.battle together by joining the same mission spot in the map.

Stronghold 1 and Crusader
ok first of all imagine a global map with 2 regions,the British island and the holy lands.you build your castle and you attack to conquer more regions.play with your friends and with AI.
Ships! yes! imagine having ships in that game too.

C&C Renegate
well i was expecting an rts game with fps elements,like you build your base and then you walk around enter some vehicles,kill some civs,command a squad,sen't out a Chinook helicopter to pick up your friend or drop some supply's and vehicles,or even some AI troops to assist him.but in renegate the only thing you do is walk around in a premade base/map pffff

Master of orion 2
Ahh what a game! well add the word open before the name and you got treasure openmoo2,this game only needs some extra ideas and its perfect.max players increase,high resolution,and some mini mods and its ready to rock once again!

Sudden strike: resource war
this game got every realistic aspect an rts game can get,but with out skirmish mode with AI,only humans  in multiplayer and AI on single player missions (no skirmish).

civilization 3,the AI gets dump in multiplayer,no scripts in the editor.if some one could mix alpha century and civ 3 the TBS game world would be better.

cod mw2,no bots,no vehicles(controllable) hackers, no modding :'( (at least one that wont get you banned)

Fallout 4 well you know...that engine sucks,but i like the base building (unfortunately they over did it)

Games that turning up good:

open morrowind - coop mod by Stanislav Zhukov

open ra - all C&C old titles (coop is possible) and tiberium dawn now with AI for skirmish!

master of magic. some one is making a good "open" reanimation of that dead game,but i don't remember the name unfortunately.

Open X-com - no need to talk about it. Thank you!

Call of duty 1 - working bots! but they don't use vehicles.

Games that did come with full happiness package

Quake 2,coop by birth

Warcraft 3,ohh that editor!

Age of empires 2, knights knights knights!!!

mortal kombat complete, perfect...

heroes of might and magic 3(with wog mod)

half life (all titles)

Portal 2

well i can keep up with this part of the list so ill stop here.

all this is by memory and i am sure i missed lots of games. so what do you say about my list? do you agree? want to add your good/bad/needs-to Game? please share your thoughts!!

5
What if you transfer your Commander to another base?
i guess i didn't think that,and as far as i know you can't force him to stay.so it will be kind of cheating..damit

It would seem pretty simple to mod the game and, say, get rid of rookies (everyone starts as a squaddie, as soldiers probably should, move every rank down by one and create the general rank at the top.
Nice idea Arthanor! i might do it for a mini mod.

But guys,what about Selectable promotions,any thoughts about that?

6
Suggestions / Human Commander No limit,seventh rank,selectable promotions.
« on: November 15, 2016, 03:25:33 am »
Hi! to the point

More than one Human commander.military bases have commanders,in x-com you don't have one base but many,i believe that having more than one commander is appropriate and realistic,and basically bad ass...you know that heavy voiced dude who never crouch when artillery shells fall around him.

Seventh rank,The One General.well that solves the limit of the commander,and allows you to have base commanders in your bases,and a general in your H.Q.
and is more realistic.

Selectable promotions!! well i never liked that my virtual self never gets the rank it deserves...i mean I RUN the operation here! not that random dude.

And by the way do you remember that soldier? the one who saved the mission? well he earned a promotion in my mind but not in the game,and that sucks!
It sucks that the other guy missed three shots and failed to cover the team! i want to demote him! and force him to "get better" (a possible bonus when you demote some one? and some trade off? like lower his moral permanently until next level? or something like that)

So what do you say? Good idea? bad idea? well i hope the devs or a modder can add it.Sorry for my English

7
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 09:59:33 pm »
Its working nice! Thank you again Meridian!!!

If some one wants to use this Click on the spoiler, and copy paste all that you see there , inside the file: alienMissions.rul
but first make a BackUp of the file

The change is this: points: -100000
From: points: 0

Spoiler:
alienMissions:
  - type: STR_ALIEN_RESEARCH
    points: -100000
    raceWeights:
      0:
        STR_SECTOID: 70
        STR_SNAKEMAN: 10
        STR_FLOATER: 20
      1:
        STR_SECTOID: 60
        STR_SNAKEMAN: 10
        STR_FLOATER: 30
      3:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30
      5:
        STR_SECTOID: 20
        STR_SNAKEMAN: 10
        STR_MUTON: 40
        STR_FLOATER: 30
      7:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4
        timer: 9000
  - type: STR_ALIEN_HARVEST
    points: -100000
    raceWeights:
      0:
        STR_SECTOID: 50
        STR_SNAKEMAN: 20
        STR_FLOATER: 30
      1:
        STR_SECTOID: 50
        STR_FLOATER: 50
      3:
        STR_SECTOID: 30
        STR_MUTON: 30
        STR_FLOATER: 40
      5:
        STR_SECTOID: 10
        STR_MUTON: 40
        STR_FLOATER: 50
      7:
        STR_SECTOID: 30
        STR_MUTON: 30
        STR_FLOATER: 40
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 6000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_ALIEN_ABDUCTION
    points: -100000
    raceWeights:
      0:
        STR_SECTOID: 60
        STR_FLOATER: 40
      1:
        STR_SECTOID: 40
        STR_FLOATER: 60
      3:
        STR_SECTOID: 50
        STR_FLOATER: 50
      5:
        STR_SECTOID: 30
        STR_FLOATER: 70
      7:
        STR_SECTOID: 50
        STR_FLOATER: 50
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 15000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 18000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_ABDUCTOR
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_ABDUCTOR
        count: 2
        trajectory: P4
        timer: 60
  - type: STR_ALIEN_INFILTRATION
    points: -100000
    objective: 1
    spawnZone: 4 #Mission zone for alien bases
    raceWeights:
      0:
        STR_SECTOID: 60
        STR_SNAKEMAN: 20
        STR_FLOATER: 20
      1:
        STR_SECTOID: 50
        STR_SNAKEMAN: 20
        STR_FLOATER: 30
      3:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_MUTON: 50
        STR_FLOATER: 10
      5:
        STR_SECTOID: 10
        STR_SNAKEMAN: 10
        STR_ETHEREAL: 40
        STR_MUTON: 30
        STR_FLOATER: 10
      7:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 10
        STR_MUTON: 40
        STR_FLOATER: 10
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 16500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P6
        timer: 13800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 9000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P7
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P7
        timer: 60
  - type: STR_ALIEN_BASE
    points: -100000
    objective: 2
    spawnZone: 4 #Mission zone for alien bases
    raceWeights:
      0:
        STR_SECTOID: 30
        STR_SNAKEMAN: 20
        STR_FLOATER: 50
      1:
        STR_SECTOID: 40
        STR_SNAKEMAN: 20
        STR_FLOATER: 40
      3:
        STR_SECTOID: 10
        STR_SNAKEMAN: 40
        STR_MUTON: 30
        STR_FLOATER: 20
      5:
        STR_SECTOID: 10
        STR_SNAKEMAN: 40
        STR_ETHEREAL: 10
        STR_MUTON: 20
        STR_FLOATER: 20
      7:
        STR_SECTOID: 10
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 40
        STR_MUTON: 20
        STR_FLOATER: 10
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P1
        timer: 13500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P5
        timer: 15000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 2
        trajectory: P5
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P6
        timer: 60
  - type: STR_ALIEN_TERROR
    points: -100000
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    raceWeights:
      0:
        STR_SECTOID: 30
        STR_FLOATER: 70
      1:
        STR_SECTOID: 60
        STR_FLOATER: 40
      3:
        STR_SECTOID: 20
        STR_SNAKEMAN: 60
        STR_FLOATER: 20
      5:
        STR_SECTOID: 10
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 40
        STR_MUTON: 20
        STR_FLOATER: 10
      7:
        STR_SECTOID: 20
        STR_SNAKEMAN: 30
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 10
    waves:
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P1
        timer: 9600
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P0
        timer: 12000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 9000
        objective: true
  - type: STR_ALIEN_RETALIATION
    points: -100000
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
  - type: STR_ALIEN_SUPPLY
    points: -100000
    objective: 5
    raceWeights: {} #Special case, race comes from base.
    waves:
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P9
        timer: 6000
        objective: true
You can change the value to "points: -100" if you want, and get small negative scores in the monthly budgets.

But Be Aware The game it's not meant to be played like this! this is only for the players that want to relax and just play until the world ends (the real world)

8
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 09:13:17 pm »
But, to help you a little bit

Thank you for your time and help! I appreciate that.

9
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 08:59:42 pm »
Ok sorry for bothering you all again but can some one give me the file Names that i need to mod in order to achieve step 4?
So i can experiment on them.Thanks

(not the files but ther NAMES ONLY)

10
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 04:21:13 pm »
4. Mod the score penalty of all alien activity to zero... that way you won't get any negative score

well that should do it! thanks man!

12
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 03:16:00 pm »
really now no one will reply? come on dudes i need help here

13
Offtopic / Re: Insane, Impossible Mod Speculation
« on: November 26, 2015, 12:25:53 pm »
1) Geoscape Co-op Multiplayer, complete with real time battle, like x-com apocalipse.

2) Move your crew in your base ALL of them engineers doctors ect.

3) First person shouter combined with real time strategy battle (like all the usual x-com games). using graphics like doom 1 for the fps part.

14
Offtopic / Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 26, 2015, 12:02:30 pm »
Hi i am searching for a mod that changes the defeat\victory conditions.

i want to play the game at my own pace and not rushing out.i don't really care if the martians invade my base 10 times the day,nor having less than 10 dollars(euros in my case) in my pocket,or my soldiers get mind controlled at mission-start and start acting like chickens.

So is there a mini mod that changes that? make you undefeatable in geoscape?

Pages: [1]