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Messages - Antan

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 19, 2018, 08:23:49 pm »
Well we may disagree on the amount of weapons but I do agree the progression is to clumped. Personally I think less is more here with weapons in this case without the spacing for them.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 18, 2018, 10:46:31 pm »
The gauss/lasers have come all at once mostly though.  I might have preferred to need an engineer even to unlock each next one, to draw out the progression further, as suddenly in the span of about a month, my former logistical concerns are all but gone.

I completely agree. The tech comes way to fast once you get the engineer. I started making laser weapons with clips to find out "Nuclear" laser weapons do not need clips in the same month. Gauss, I am not even using because rail opened up at the same time and is superior. I think there are to many "weapon" types imo. Gauss or Laser but not both. Not unless the game is balanced more to give each a part in the progression.

I am curious to see if plasma is even better than rail guns. I can see having choices but unless they are meaningful choices more weapons that do similar things just clutter up the game. Each choice should be significant or not at all.

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 16, 2018, 08:24:50 pm »
Meridian,

May I ask what mod you are using for the smoke effect? The graphics look better, and the sound mod?

To whomever,

I also have a ton of questions about this mod pack. Is there a place with info I can reference? For example what weapons do you use as the stronger aliens show up? I have never aborted before until now. I either went all in or died trying. Now I have been leaving especially with Gazers. Do you have any advice? It seems explosive is the way to go but that is unfortunate as the other weapons seem to be to weak now to be much help. (conventional)

I finally captured an Engineer and it just opened up a huge tree of new weapons. Based on this if I had known I would have gone after the early missions more fiercely to get early Engineers as the 1st month or two was much easier than month 6.

So any tips or such?

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 16, 2018, 07:50:39 pm »
C# won't help you much.
It's either YAML for rulesets or C++ for code.

Meridian

^
Got it right this time. Well I am to far into C# to start a new language at this point. I am sure C# will help me when I start to dig into C++. That is an assumption of course.

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 16, 2018, 06:13:06 pm »
Cannon is useless, I never said it, because I never felt a need to say it.

Still, some people use it and it is a part of the game... no reason to remove it.
Don't like it? Don't use it!
Meridain (hope i spelled that right)

I knew it! I am not trying to argue whether it should be removed or whether to use it or not. I simply don't see how or why its even in the game and why it has never been re-balanced. Its fine, I was just curious if I was missing the magic of the "Cannon". I am slowly learning C# and started playing with the files. I found the "Cannon" and fixed it.

So much better with different stats. Makes the early game way more fun with it being useful but still a sufficient risk. Combat with UFOs was exciting and not me just catching them and shooting them down at max range with barely any risk.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 13, 2018, 10:26:19 pm »
1. The interceptor cannon is exactly the same as in vanilla, so you should rather ask Gollop. ;) But I am using it a lot, to avoid blowing small UFOs to pieces. And it's super cheap.

This really didn't answer my question. I do not understand the Cannon that is default equipped from the start of the game on an Interceptor. The range is 10m. If I try to get that close to even a small craft my Interceptor is damaged. No fighter pilot would close that range unless absolutely necessary especially if he has a better alternative like missiles.

There is no reason to use the Cannon is my point. The range is crap and puts your fighter at risk from day one. Clearly the game is designed not to really be a shootout  so early on, unless you like taking on targets you cannot handle. If my fighters are going down or being damaged and cannot fly from the first couple of UFOs then that becomes a real problem.

So I equip missiles and sell my Cannons. I would love to see the basic Cannon get more love so its useful is my point. It just doesn't seem to fit in. I will do a save and try a few set ups with Stingray and Cannon combos but I just don't see the point of this weapon. Its mute.

What do you mean by "blowing UFOs to pieces" I thought that no matter the weapon when shooting down a UFO there was a 75% chance any power source would blow no matter the weapon you used. Has this piece of data changed now to be dependent on the weapon type used? Clearly bullets would do less overall dmg than an explosion. Can you clarify?

I am grateful for the pack it makes Xcom even better than the patched original by a long shot. Lizards in suits? Really?

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 11, 2018, 11:58:21 pm »
I wanted to ask what is the use of the initial vanilla Interceptor Cannon? The range is 10m and you cannot get close enough to any craft to use it without taking dmg or even being destroyed. I have always thought it should have some kind of use but unless I just cannot see it the thing is utterly useless.

Clearly Avalanche missiles and even Stingray are way better and totally viable. Lastly an idea. Why is there not an improved version of the basic missiles? It seems like there should be a progression there up to the more powerful advanced weapons. A better Avalanche with either better range if possible or at least greater carrying capacity.

Same for stingray. Or at least a mid range missile that combines the two. Something. Just a thought.

Or alloy missiles, Elerium missiles? Just some ideas.

8
It is something on my list I want to add to the game after I learn more about programming. It seems obvious there would be a shield you could carry that could withstand some punishment. IMO the shield would have hp and degrade each time its hit. They would also be very heavy and not allow you to use a weapon when carrying one or carry much else. Also they would take up more space and cut off some of the LOS if behind them.

Might have to change the rules where Aliens throw more grenades especially at big shields.

Antan

Add to wish list. Perhaps I will complete my opus before I die...

9
Suggestions / Re: Country/Funding expansion Mod idea
« on: February 24, 2016, 02:39:37 am »
Great explanation. I will do both! I have always wanted to learn how to program anyways so I will just work at it slowly and maybe put more time into modding at first as I learn to program.

Appreciate the info.

Antan

10
Suggestions / Re: Country/Funding expansion Mod idea
« on: February 24, 2016, 02:10:03 am »
So something like the nation/funding could be done just by changing the ruleset files? I will be reading those at work in my free time for sure.

Antan

11
Playthroughs / What program are people using to record their game footage?
« on: February 24, 2016, 01:43:21 am »
Pretty straight up question. I am interested in maybe doing this for my own personal enjoyment but I know nothing about recording. My graphics card has a program I had to turn off because it would begin to record. XCOM 1.0 would then glitch and I couldn't see any graphics.

I have not tried it with the latest git.

So what programs are you guys using? Any advice or suggestions?

Antan

12
Suggestions / Re: Country/Funding expansion Mod idea
« on: February 24, 2016, 01:31:49 am »
This community is so exciting! To see other players who love this game possibly more than me is exhilarating. I only found this website three days ago and I am hooked.

I like the corruption idea. I will add it to my notes. Personally my favorite part of XCOM was just continuing to play. I always wanted the game to have a much longer timeline to succeed and possibly an option to just keep going. My plans are to make a mod that does just that with a lot of changes. Mark my words this is a long timeline project.

I had the same idea with alien bases in defecting nations and clearing out the nation before the final mission to covertly take back the government of that nation. My goal is to make a mod that prolongs the game significantly and allows you to go to cydonia when you get the tech or later. Perhaps I would make it so despite best efforts some nations in the early months would likely defect and you would have to regain or neutralize them before taking on the cydonia mission.

I like the option to put money into covert ops for nations as well. I always felt there was to much money for veteran players because we could really get cranking as the game progressed if we just survived long enough. Another money sink that helps suck up funds but in a fun way would rock.

Also as you lose more nations the aliens become stronger. With nations to wage war from the alien activity would really pick up in those nations but then in other nations as they try to cause defections there to. It would add a layer of intrigue and difficulty to the game and of course more missions and such!

This is a huge work in progress hinging greatly on my ability and speed at learning to program. I have the spare time I just have to make the effort.

Please continue to post any ideas. I need them to refine this process.

Antan

Dumb question incoming. To mod you do have to know how to program correct? I don't see any way around this?

13
Suggestions / Re: Country/Funding expansion Mod idea
« on: February 23, 2016, 06:25:06 pm »
I like the break down there. I will make sure to review this when I implement a mod for countries. I like how the funding works so you can pay into the country to help bring them back to the fold. I have no issue with losing countries I just want the option to get them back. Its frustrating when one leaves but you don't really know why or cannot see it coming and try to avoid it.

Antan

14
Released Mods / Air Combat Rebalanced Mod question
« on: February 23, 2016, 04:27:55 pm »
I was going to post in the original mod but the warning message convinced me not to. My question is probably dumb but it will help me understand this better.

This mod is about a year old and from what I am reading about the install directions will only work with openxcom 1.0? It mentions the data folder which as I was reading the wiki and mod changes saw that the Git no longer uses that folder. So to play this mod it can only be used on version 1.0 correct? I tried using it on the latest git and the game would not load.

Also what is the rule or how does one go about asking or getting permission to update someone else's mod that is no longer being updated?

Antan

15
Suggestions / Country/Funding expansion Mod idea
« on: February 23, 2016, 04:16:45 pm »
I will expand on this in much more detail at a later time, and I do mean later.

It has always bothered me that you could lose a nation despite doing everything you can to stop incursions. There have been games where I am everywhere and still end up losing nations I was literally stationed in. I have not played the new Xcoms by Fraxis but I have bought the first one for almost nothing. I read and heard the interface with the nations was much improved and expanded.

My first mod once I learn how to program is to bring a new face and depth to the nations funding, how they interact with the game/player, and more. The basic idea is you can see how good or bad you are doing with a nation as a percentage, see if someone is getting close to defection, if a nation defects you have the ability to get them back. These are just some very basic ideas. I will expand on this much more in the future.

I would like to be able to create a mission structure around recapturing a nation after defecting. A scripted mission where you attack the nations capitol or something and defeat the current government secretly. Perhaps take out an alien impostor leader and return that nation to Xcom.

These are just a few ideas and some may stay while others go. If you have any suggestions please post. I will be learning C++ soon as a part time hobby to make mods for this game. Wish me luck I am green to programming. Lots to read and learn.

Antan

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