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Messages - Ek1

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 30, 2017, 01:06:12 am »
I will address your points below, but first I would like to clarify that the FMP is not meant to change core features of the game. It is not an total conversion, it's more of an expansion pack. Therefore I haven't touched anything that would influence gameplay too much, except making laser and plasma way less available - that was necessary in order to do things I wanted to do.
Well either i am too damn good in this game or the weapons still come really fast. Its october and i got heavy plasm in my repertoire (although i still go with shotguns as, well, they are fucking shotguns).
My current project, The X-Com Files, a successor to the Final Mod Pack, is much bolder with the changes.
I suggest you edit the opening post of that project mod to describe what the mod actually is and also keep it update about the mods state. If you happen to surf to the forums mod section directly, without visiting openXcom first, there is little hints what the mod is all about. Would reduce WTF's/second.
This is an example of a vanilla feature I didn't dare to touch. What can be done is making starting soldiers, well, better. But it would take away the character development process from vanilla, and I didn't want to do that...

Honestly, in my headcannon for decades these people aren't even real soldiers, they are more like detectives looking for aliens around the world. Therefore, they lack proper training and learn on the fly. Doesn't make sense? Well, blame Microprose! ¯\_(ツ)_/¯

(The The X-Com Files mod capitalizes on this element, and also allows you to train these random chumps at your base before going on real missions. And gives them proper suits, ties and leather coats.)
Well, got any mod to point me to that would have soldiers that are worth 20k/month?

Melee weapons are meant to be last resort, otherwise it'll be too good (like in some FPS games where knives are better than rifles). Is this done perfectly? Hell no. Can it be done better? Probably not with vanilla OXC engine.
Well the stun rod has been the weapon for melee but as sometimes it simply does not offer enough juice I presumed the other weapons would offer more SMACK effect although with the cost of accuracy. I didn't suspect they would be attacks made eyes closed. I see it as a high risk vs reward tactical choice when burning most of your points to get up and personal with enemy geting reaction shots the whole way while getting there ending into no points to run into cower is balanced in my eyes. Lost good deal of soldiers while trying to brawl sectoids alone.
Again, it works better in The X-Com Files, mostly thanks to the training facility.
Is that training facility a standalone mod and does it reduce the silly advanacement speed othervise?

That shouldn't happen... Unless you only have one last thing to get from a captive, and you start interrogating two captives. In this case only the first one researched will give you anything.
It reduced significantly after i started to interrogating them one at time.

I don't quite follow... You can't sell an alien? Or are you referring to the fact that you've interrogated someone for nothing?
After interrogation there is nothing left of the subject, neither corpse nor subject to be sold.
Was there in 2011, went to the Ropecon convention to give a lecture with Dioxine.
About or really with?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 27, 2017, 04:15:54 pm »
Hello and well meet,

the openxcom and FMP has get me back to the game after couple decades. Side of too little pixels the game still beats many modern games thst csn be beatin in hardest level in under 40h. The FMP brings the game lot closer that  i would imagine to see if aliens would invade. Shotguns, HMGs and drones and the like you would see in army nowdays. So huge thank you and all the modders for this piece of art.

There are couple things that dont feel quite right.

First of all there seem to be no real soldiers. To my understanding the soldiers are the best of the best chosen to protect our planet, yet some of them wold not clear any countries basic boot camp. Well, most of them. Equpped with assault rifle, two spare clips, light flare, grenade and a first aid bandage and most soldiers are over their limits unable to shoot anymore. The shittiest modern soldiers gets 1/10th of that pay are required to carry their personsl equipemnt or they are not working anymore.
After the dust settles the soldiers gain remarkable boost to their stats. Even to reaction that is a scinetific fact to reduce when people get older.
So would a mod be included where soldiers would feel more soldiers and also advance slower?

The melee  combat seems pointless as hitting a enemy is as good as winning in a lottery. Stun rod is the only reasonsble option when ele mace offers ˜20% hit chance versus 140% of shotguns at the same range. Getting into melee range with someone that has a heavy plasma aimed at you is already a huge risk. Not having even a decent chance of hitting just makes the melee useless aspect in the mod (game) and autohitting aliens jt feels like insult top of it all.
Could some balancing be made with the melee section?

Couple bugs, when the alineecointaiment gets full and some room is made in the prompt window it does not lead to corpses nor cash gained. They just disapear.

interrogation on aliens yeld quite often to zero info. Not even info of the next UFO flyby or terror site or boost to researchs or anything at all. And agzin i cant sell the living sectoid soldier that gave me zero info nor its corpse.

Again, huge thanks for the work you've done. I buy you a beer if you ever come to finland.

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