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 - The_Atomik_Punk!

Pages: [1] 2
1
I really like the aim of this mod; it'll really help create an atmosphere of a global resistance to the alien menace.

Related to that, evidently from the screenshot listing the nationalities, there appear to be no Arab nations, which is a big omission. Syria, Jordan, and Egypt in particular, would be sensible inclusions for military soldiers involved in the X-Com project.

2
Released Mods / Re: [UFO] Red/Blue Laser Pistol and Heavy Laser
« on: August 14, 2016, 08:41:39 pm »
Thank you for the guidance, The Reaver of Darkness; I really appreciate the explanatory notes in the attached example mod. Sorry for cluttering up your thread with my questions, I now have sufficient understanding to navigate these files in a rudimentary way, thanks to you.

3
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 13, 2016, 12:08:54 am »
How we can see, if the Sniper Rifle is introduced in the Awesome Guns modification, then it will not involve its weakness and will realize all strengths. I really want to expand the laser arsenal, but I am afraid that it will implement unbalancing in the game. I wonder, if you have any ideas.

PS: You live in the 6ix, aren't you?

Wow, I wasn't aware that there are already 3 sniper rifles in the awesome guns mod; perhaps a fourth would be redundant. Maybe a laser machine/mini gun to offset the lack of auto shot with the other laser weapons instead? To be honest, I would need to spend some meaningful time with your mod in order to provide you with insightful ideas regarding the viability of a laser sniper rifle.

BTW, how'd you know I'm from Toronto  :o

4
Released Mods / Re: [UFO] Red/Blue Laser Pistol and Heavy Laser
« on: August 12, 2016, 11:53:51 pm »
I found these values listed under the Laser Sniper Rifle:
    bigSprite: 0
    floorSprite: 0
    handSprite: 8

That makes it look like the laser rifle.
What was the specific problem you were having? I'm a bit confused. It sounds like you said it's working fine, yet something about it might be broken.

Sorry, I'm having no specific problem at all; everything is working for me. What I was referring to above was that by copying the resources and .rul files from your redbluelaser mod, the vanilla laser rifle was now scoped, which is what I wanted to use for the laser sniper rifle. I therefore reverted the laser rifle sprite to default by inputting the values above. What I was asking is if you could look over my bulletpoint summary of what I modified to see if my methodology is sound, or if I did something wrong or extraneous that may introduce unforeseen consequences.

5
Released Mods / Re: [FULL MOD] Awesome Guns
« on: August 12, 2016, 05:21:54 am »
What's up fellow Canuck! Great work with this mod; I really enjoy the conceptual tweak (I.e. overheating) that you introduce with the laser weapons. Have you ever considered adding a laser sniper rifle to your mod? I think it would add a nice compliment to the current offerings, that being having a long range, high TU laser option- you know, to really "reach out and touch" some E.Ts  ;D.

6
Released Mods / Re: [UFO] Red/Blue Laser Pistol and Heavy Laser
« on: August 12, 2016, 05:11:50 am »
Holy smokes dude- thank you very much for the highly detailed and insightful post!

So I gave this two tries, and here's where I got: I now have your scoped laser rifle sprite working for the Laser sniper rifle mod (woo, woo!), and I successfully reverted the laser rifle to it's standard sprite (so as to have it not share a bigbob with the laser sniper rifle), but I don't hink I went about achieving it the correct way, and I'm afraid I might have introduced overlapping rulesets or something rather. My trouble undoubtedly derives from not properly setting things up, and not fully understanding what I've done to get to this point. A brief recap:

- I copied the entire resources folder from your redbluelasers mod to the lasersniperfile mod (the resources folder didn't exist previously for this particular mod)
- I then copied your extreSprites.rul and items.rul files from your mod into the rulset folder of the laser sniper rifle mod, neither of which existed in the laser sniper rifle mod (I think this part is wrong on my part)
- I then changed within the Laser_Sniper_Rifle.rul to call upon the new resources
 bigSprite: 316
 floorSprite: 314
 handSprite: 332
- I then reverted the laser rifle sprites by modifying the sprite numbers to  bigSprite: 0 floorSprite: 8 handSprite: 6 in the items.rul, which worked

I'd greatly appreciate if you could look over my steps to see if there was indeed something I did wrong, because, while "working", I think I may hae messed something up under the hood, so to speak. Once again The Reaver of Darkness, thank you very much for taking the time to explain the reasoning behind everything; it's sort of like the old, "give a man a fish, he'll eat for a day, teach a man to fish, he'll eat for a lifetime"  ;D

*EDIT attached the laser sniper rifle mod in case you  wanted to peek in it.

7
Released Mods / Re: Scout Drone compatible with lastest nightly build?
« on: August 12, 2016, 03:49:07 am »
Daaamn!!! When all is said and done regarding what you endeavor to complete, that'll be an absolutely killer addition to the Openxcom experience; thank you very much one and all!

8
Released Mods / Re: [UFO] Red/Blue Laser Pistol and Heavy Laser
« on: August 06, 2016, 03:35:51 am »
Why don't you just use the scoped rifle from this mod? Or you could try to import the X-Com: Apocalypse Laser Sniper Rifle graphic.

I'm a little burnt out on building fresh graphics at the moment, but if you can find me a base object to work with, I might be able to tweak or recolor it a bit.

I'm sorry dude; I didn't understand that there are multiple assets created by you in this pack (I assume some are not used by the laser pistol and heavy laser). You're right that the scoped laser rifle that is demonstrated in this thread would work perfectly for a laser sniper rifle. I have no idea how to add your assets into that mod, but I imagine it can't be that difficult if it just involves renaming and swapping image files.

9
Released Mods / Re: [UFO] Red/Blue Laser Pistol and Heavy Laser
« on: August 06, 2016, 02:38:39 am »
Love it- this is a big improvement in terms of aesthetic uniformity (for my tastes at least). Thanks for this great work, The Reaver of Darkness!

As an aside, do you have any interest in perhaps creating a unique sprite(s) for the Laser Sniper Rifle? As it stands, I think that mod just recycles the regular laser rifle sprites...

10
Work In Progress / Re: [SUGGESTION] Terminator series
« on: August 06, 2016, 02:36:08 am »


Seriously though, great idea; I wonder if, unlike myself, anyone with actual ability to realize this would also be interested in this concept...

11
Released Mods / Re: AP Weakness - so HE isn't the only answer
« on: August 02, 2016, 07:11:04 am »
I really like the rebalance you're trying to achieve with this mod; anything that gives me reason to actually use some AP rounds in situations that they're described in the UFOpedia as being effective in, is a win in my book. Thanks for the release!

12
This is working as designed.  The range on the scout drone was nerfed to 3 tiles. This is far enough to drop some smoke between it and enemies but not so overpowered to smoke the whole map. 

I typically ran the drone out to about half of his TUs then smoked.

Gotcha; I'll have to think about how that'll change my ussage of the drone. I agree, for my first playthrough with the scout, I found it somewhat OP by being able to shoot 3-4 rounds of smoke all over the map per turn. Out of curiosity, how was three tiles settled on? Any pragmatic reasoning behind that in-game distance?

13
I overworked the Scout Drone Mod, I found on my harddrive, converted all sprites into *.png, fixed some minor ruleset errors.

So I gave your updated scoutdrone mod a whirl, and I'm getting some weird behaviour not present in the previous build. When aiming with a scoutdrone, I have 100% accuracy up to 4 tiles away, and after that, I have 0% accuracy, and receive a message of "target out of range" or something to that effect. I disabled all other mods, and am running the (second) latest nightly. Anyone else experiencing this behaviour?

14
Suggestions / Re: Suggestion to modify grenade throwing trajectory
« on: July 25, 2016, 04:47:27 pm »
Actually, if you kneel you can toss about 8 tiles but no farther with a low ceiling.  The throwing distance is doubled iirc in this circumstance from the standing distance.

Very cool, I wasn't aware of that. I must say that removes some of my gripes with the game as it currently is, as I imagine I could have made that throw if I kneeled then.

It would be a significant deviation from the original game, and therefore an obvious no-no.

What I was proposing was a mod; I agree it would irrevocably change the game mechanics (like many hosted mods do), but I was in no way implying that it should be integrated into the vanilla Openxcom experience. Did I make this proposal in the wrong forum section?

Don't forget that this should also allow the aliens to throw grenades inside buildings...

Absolutely; I think it would add greater tension to interior confrontations  8)

15
Suggestions / Suggestion to modify grenade throwing trajectory
« on: July 25, 2016, 12:48:45 am »

So I just had my first experience on Cydonia looking for the Mother Brain in the subterranean base, when I finally came upon the large room with the "T" shaped corridor, executing with the two grav lifts at the ends of the T leading up to the final confrontation.  Upon entering the long corridor, I immediately spotted two Ethereals with blaster launchers at the end of the long stem of the T. I had a primed alien grenade, so I figured it would be a reliable way to take them both out. Only problem was, the game wouldn't let me complete the throw. My flying suit equipped soldier couldn't have been more than 8 tiles away, yet wasn't permitted to make the throw, I assume because of the low ceiling.

This to me is completely nonsensical;  it's an illogical limitation of the game that my trooper could easily make this throw in the open, but is not allowed to "adjust his throwing arc" indoors. What would actually happen in a real-world situation like that (think S.W.AT. forces in interior structures), would be that you would roll the grenade with an underhanded motion.

What I propose is two things: firstly, that the throwing ruleset for spherical grenades permits them to be thrown for their full range despite any vertical limitation indoors (rolling), and secondly if a grenade banking mechanic could be implemented that would permit the bouncing of grenades around corners, like S.W.A.T. forces would do with a flashbang. Are either of these ideas interesting to anyone else? Are they practically achievable without much effort?

Pages: [1] 2