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Messages - Doc

Pages: [1] 2 3 ... 5
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 05, 2021, 08:06:56 am »
So how much damage does Reaper do in vanilla? Or the Chryssalid? We players had no idea, nor cared. "Damage: death" was good enough.

It does make me wonder what I'm paying these lab nerds for. If they've had a month or so to study a creature I'd at least like a summary report of basic characteristics relevant to field agents: how fast is it, about how many service sidearm rounds to put one down, how easily can it rip apart a well dressed agent and so forth.

2
The X-Com Files / Re: Melee AI
« on: January 09, 2021, 07:47:44 pm »
Leeroy for zombies?

3
40k / Re: [ADDON] IGMA - Imperial Guard Mini Addon
« on: December 31, 2020, 12:42:38 pm »
Good stuff mate, pity the guardsman indeed.

4
The X-Com Files / Re: Question: Damage model 50-150?
« on: December 27, 2020, 05:45:20 am »
Honestly if those >5% damage rolls didn't register as hits no one would ever have much of a gripe with the damage system. Naturally it's pretty frustrating to see all these "hits that miss", even if the overall effect works out better for game balance (imho) and likely favors the player more often than not. I'd be quite mollified if I just saw a message like "sectoid wore his lucky socks today" or "snakeman is glad he kept that pocket bible" Id never question the system again.

5
The X-Com Files / Re: Question: Damage model 50-150?
« on: December 22, 2020, 02:49:28 pm »
AFAIK add this to every weapon/ammo entry under items_XCOMFILES.rul

damageAlter:
      RandomType: 2

That should be the 50-150%.

6
40k / Re: 40k future plans and Work in progress / Suggestions
« on: December 04, 2020, 05:49:14 pm »
Wishes for the wishlist!

A master craft version of the officer's sword for IG with power weapon stats, and likewise a lighter version of the chainsword and powerfist for our noodle armed heroes in green.

7
40k / Re: Too many Guardsmen
« on: November 27, 2020, 09:28:47 am »
Quote
#*** Allied units for missions ***
  - type: FEMALE_CIVILIAN # Guardsmen that survive get recruited
    civilianRecoveryType: STR_GUARDSM

  - type: MALE_CIVILIAN # Guardsmen that survive get recruited
    civilianRecoveryType: STR_GUARDSM

Look for the file "units_IG.rul" in your 40k mod Ruleset folder. Placing a # in front of these entries starting on line 278 should do it, no more rescues following you home.

Or send your excess conscripts to my Guard playthrough, I need them.  :P

8
40k / Re: 40k
« on: November 04, 2020, 06:11:11 am »
Ah of course, I didn't notice the changelog had updated! Great looking stuff, thanks for the continued mod support!

Edit:

Quote
- Signal armor now provides airstrike


Curious to see what the Guard Officer vox placeholder gets now that this is possible.

9
40k / Re: 40k
« on: November 04, 2020, 05:14:01 am »
Congrats on another big addition. I see the Arbites in there of course, but are there any other changes this version?

10
The X-Com Files / Re: Vehicle Fuel/Transport Costs
« on: November 04, 2020, 05:12:08 am »
There are maintenance costs per vehicle that more or less cover all that. Arguably they could be higher, and that goes for a lot of operating costs, since money ceases being a factor past the first year or so.

11
Nice little compilation. I do actually bother with assigning the custom faces to my agents, usually pairing up based on skill and seniority.

Chump rookie? You get Bobby or Wong face. Live long enough you might graduate to an Adam or Ernesto, but don't get your hopes up. You want a Guile haircut?? Hah, better solo that Ethereal base then, we don't just hand those out to anyone.  8)

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 02, 2020, 02:55:31 pm »
On the other hand, black stuff is a staple of the MiB. Actually, most X-Com native stuff is in fact white - the repurposed drone, the multilauncher, Asuka, tactical sniper rifle...
...but still, we use black vans.

Anyway, repainting it in black is possible, but would be very time consuming with all those goddamn windows and shit.

Yeah, hardly sounds worth it. We'll just assume the MIB deviously bought up all the cool black helis before XCOM could.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 02, 2020, 02:13:06 pm »
Ah too bad, such a conspiracy theory staple.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 02, 2020, 11:47:17 am »
An independent turret wouldn't make sense anyway. Humvees just have a spot for a crew serve mount, you'd still need your fifth crew member sitting there manning it. In an ideal world there'd be a spot for that, but Xcom doesn't go in for mounted weapons on vehicles. Closest you'd have is someone crouching on the roof with an HMG-LMG, but that would just look silly.

Edit: Oh, on another subject how difficult would it be to recolor the basic helicopter? It seems a massive missed opportunity that Xcom isn't zipping about in black helicopters and adding to the general climate of paranoia!

15
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 02, 2020, 11:33:34 am »
Tritanium sounds better to my English ears as well. It's fair to call something an Alien Alloy when first discovered, but after it's been researched, mass produced and incorporated into a variety of earth made technologies it would be weird to keep calling them that.

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