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Messages - Dwarmin

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Released Mods / Re: [OXCE][UFO][TFTD][WEAPON] Hydrogen Rifle
« on: December 23, 2020, 05:02:16 pm »
This mod looks neat. Like the tradeoff between valuable elerium and a better class of weapon. Xcom could use more mid-game resource crunch like this.

Also, this certainly has the Heavy beat in overpriced ammo.

"It costs fifty thousand dollars to fire this weapon...one time."

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
« on: December 27, 2017, 07:26:37 pm »
Oops, seems you missed the edit of my last post.  ;D

I ran through the updated strings anyway again, and applied the spelling fixes from before, along with any new ones I could find to the modified text.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
« on: December 21, 2017, 06:55:40 pm »
Awesome.  ;D

Working on the new strings right now.

--- posts merged ---

Found one thing you can fix on your end, you will probably want to split up the section on 'Old Alien Flight Records' into two separate entries. Right now you can only see half before the text before the entry runs out of room, though that might just me playing with a smaller screen?

Edit: Here's a new strings file with some fixes. I didn't make much stuff up this time, the English translation was much easier to work with.

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Released Mods / Re: End Game Flares for UFO and TFTD
« on: December 09, 2017, 08:36:19 pm »
Yah, in vanilla, lasers are available right off along with medkits and scanners as the 'best humanity has to offer', but it does say you get the tech after lasers.

I'm guessing it was actually meant to be a spin-off tech of E-115, anyway, and that is the string it was meant to use.

In area 51 it is somewhat similar, but lasers are mid-tier weapons, you develop after Gauss Weaponry, all of which you derive from Alien alloys. Or steal from the MIB.

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Released Mods / Re: End Game Flares for UFO and TFTD
« on: December 09, 2017, 07:20:30 pm »
Probably just a relic from the mod he made it for. I would just pop in STR_LASER_WEAPONS as a quick fix, that would link with the vanilla rul set.

My personal change when I noticed it, was to just to link it to E-115 (STR_ELERIUM_115) research, because it fits to the Area 51 mod much better, where advanced tech is much harder to unlock.

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Help / Re: How does the Mind Shield work?
« on: December 08, 2017, 07:20:42 pm »
I'm pretty sure it is fair to call it a big spoiler for some. You can never know when an alien ship just edges by your base if you have to prepare for an attack or not. If you the use the aggressive retaliation mod, then EVERY ship could find you. The mystery is part of the game that you might enjoy, or not.

Btw, I have a question of my own to tack on here. Would it be possible to mod different alien ships to have different detection rates?


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Suggestions / Re: Base Defense Mechanics
« on: December 06, 2017, 09:46:30 pm »
Someone should really code this in. Not sure how hard it would be, but...wouldn't it be like making each defense a separate 'craft'? Only it's more or less just the targeting system tracking and locking on, with the weapons being fired from the base. It wouldn't stretch the imagination for UFO's to be able to fight at super long ranges, i.e, they bomb your defenses back.

Also, I've always guessed that crashed alien ships take damage that (somehow? I don't know if this is a thing as I understand it) scales with the amount of damage you did to it in the air. At least, weaker guns seems to knock medium scouts down intact, and plasma launchers make them a flat piece at the ground. Engineer Aliens and soldiers usually die when the power cores rupture-there's a reason the commanders are usually seated far away from them. :P But this damage scaling seems to me like it could be applied to landing/attacking ships.

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Resources / Re: Neoworm Sprites dump
« on: December 04, 2017, 05:07:19 pm »
Thanks!

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Resources / Re: Neoworm Sprites dump
« on: December 04, 2017, 04:52:37 pm »
X-com flying drone. I wanted to do quadcopter originally, but coudn't get the rotors right, so I reduced them to two and it looks fine. Feel free to use. I may will eventually make a ruleset for it myself.

Does anyone know an easy way to code the linked resource into game? I tried putting it into a mod and it just came out all corrupted.

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Work In Progress / Re: Medi-kit Bugs
« on: December 04, 2017, 04:29:16 pm »
This almost makes me want to reproduce this bug somehow, and make some sort of endlessly regenerating alien.  ;D

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Work In Progress / Re: [MOD][WEAPONS] Kappa-weapons(WIP)
« on: December 03, 2017, 11:24:32 pm »
I could def see these sprucing up civilian and friendly military units in terror missions. I will download and check out the sprites/sounds in battle.

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 03, 2017, 09:01:33 pm »
Time for me to pillage another mod for resources. ;D I've been grabbing bits and bobs from everything lately. But as someone who uses tank strategies pretty heavily, this mod is really welcome as an addition to area 51.

Eventually I intend to release the Large Hyper-Wave Decoder, a very expensive 2x2 facility which will have 1/3rd longer range than the Large Radar and will wrap nearly 30% of the way around the planet. This will enable you, in the late game, to easily cover the world with your ground-based radars if you choose to devote enough resources into that pursuit. I need to make resources for this facility: the map (easy) and the baseview sprite (not so easy). Please let me know if you have a decent sprite for the large hyper-wave decoder.

I got just what you are looking for! Xeno Operations mod has a 2x2 base facilities for both extra large radars, and extra large Hyper-wave decoders.

https://openxcom.org/forum/index.php/topic,2913.0.html

It contains both sprites for the map and the base. I made sure, just had to edit the battle.cfg file.

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Released Mods / Re: [Mega-Mod TFTD] My_TFTD_Mod v.1.02
« on: November 22, 2017, 11:28:09 pm »
From what I can remember of the research tree, you should be able to research the gauss rifle right after the pistol and the clip. It's possible you are not playing on the right version of XCOM...? I don't remember having this problem myself, I had gauss rifles in time to fight the Carches and Tasoths.

Sometimes updating fixes things.

Spoiler Answer:
It seems you need to finish the entire gauss tree and research gillman/aquatoid corpses to unlock zrbite and gauss defenses. Once you have those you should unlock sonic tech.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 17, 2017, 07:00:50 pm »
I see the X on the side of the van as being true to X-coms campy origins-I mean, the whole thing is like-we're a secret organization! Shh. Don't pay attention to the youtube video of the flying purple aliens with capes that we killed with rocket launchers while trashing Seattle. XCOM is clearly 'sworn to secrecy' but obviously and probably intentionally not doing much of a good job, as evidenced by the lore-only six months after XCOM wins they go public, which implies pretty much everybody already knew. The ultimately want the people of earth to know they are protecting them.

"Hey, it's xcom!"
"No we're not, and we disavow that any organization named XCOM actually, or has ever existed, for the sole purpose of combating extraterrestrial threats. That being said, we are the pest control company you 'hired'. I hear you have giant mutant scorpions in the area? I mean, we may, I mean defintely are not XCOM-which doesn't exist anyway, perish the thought-but, we're good at handling things like that. You know what I mean?"

Also hiding in plain sight is a thing. Who would ever think XCOM would drive around in such an obviously marked 'secret van'?  ;D

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Released Mods / Re: Arsenal Expanded
« on: November 15, 2017, 06:05:02 pm »
I really like these sprites  ;D But I'm going need to mod this mod before I can use it.

Have you considered lending your work to complement a major mod? I'm seriously going to jack this into Area51...

But as for my opinions!

The shotguns are hilariously OP because the mod isn't designed to work with OXCE+, so they don't have access to the accuracy bonuses included in that.  I admit they are a bit metal on the alien side of things (have fun facing the plasma shotgun) but I feel like that helps to balance the game some at the same time.

Yeah, I will have to adjust the shotguns to work with UFOextender accuracy mod. Right now your shotguns wipe out enemies even at mid range. Which eliminates the need for rifles and such.

The heavy machine gun is meant to be a middle ground between the rifle and the auto cannon.  I will freely admit that it fills its role too well, but the damage drops off pretty heavily in the mid-game when the Mutons start showing up and, like most weapons, it's more or less rendered useless against Sectopods.  (HMG-IN?)

The way Area51 balances out the machine gun vs the AC, is that the AC keeps it's unique ammo, and has better accuracy in all modes. In return, the MG does less damage, and has no aimed shot-but has a very cheap TU cost (16%) for firing extended bullet auto-shots. Essentially the only way to make them really unique from each other is to make the MG a primary auto-attack weapon. Of course this requires UFOEx accuracy compatibility, which might be beyond the scope of this mod.

The stun rounds were meant to take the edge off capturing aliens.  I admit they do allow for a lot of other utility uses as well, but given the variety of alien weapons you'll be up against when playing, you might be better off trying to stun them from afar than you will from exposing yourself to get clear shots.

I think the stun damage is fine. I actually used a variant of this weapon in a TFTD Mod, it was useful for clearing out the field, but not so much in close quarters. It was also much less effective against any aliens higher than Aquatoids, due to the fact that most aliens in TFTD seem to have better armor and HP than their XCOM UFO Defense kin, and the base damage was slightly lower.

On the other hand, money is so tight in that game I needed to capture aliens alive in vast numbers just to pay the bills...

...

Also, have you considered adding SolariusScorches Plasma Blades to your mod? That seems to be the only thing your aliens lack, melee weapons with which to kill XCOM even more efficiently. :P

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