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.


Topics - Vesparco

Pages: [1]
1
XPiratez / Thoughts & feedback so far
« on: December 26, 2016, 03:15:24 pm »
Hi there,

After some playthrought (20h+) I thought it was the proper time to start giving feedback. Also, I was interested into knowing other player's experience in the current state of the game.

The reason for this also is that I have the feeling I am on the road to losing the game and I would like to know the experience of the veterans to assess the situation.

How it begins:
- Black beard difficulty. Central base in the black sea in Europe (I feel is the most centralised point to have reach with the Airbus). With the first rewards I raise numbers of brainers up to 5 in order to speed up things. New missions are fun to play.
Very pleasant surprises:
- You don't have an aquarium. Your live fish have died (aquatic missions are quite fun).
- Temple raid full of zombies ( luckily the map was open and I brought a machine gun on the ship).
How it evolved:
- Expansion bases in America and south America. Starting with barracks and extractor to push the economy. Later an outpost. Later a large barracks and workshop on America.
- The main base gets bigger. Workshop,Large barracks, Large vaults and a new hangar for the Aircar.
- The number of brainers is raised to 8 and then to 10 to achieve a balanced economy (not a blooming one).
Where I am now:
- 5-6 Months in the game.
- Boarding guns and Linux SMG is the bare bone of the firepower.
- Changed the turtle for the airbus. airbus sent to america but not in use.
- Metal armor is about to finish, interceptor assembly is arriving and also the still (miracles of basic engineering&tinkering).
- I have found an academy base in steel pact.

The feeling:
- The shipping's have raised considerably in size and firepower, the speeds at which they move are far superior to my vessels. I assume it is my fault of not pursuing a better coverage of the map (specially since I delayed the overcharged radar) as I feel that the optic was to engage on land.
- The base raid is unfeasible. 9 gals vs a base with gauss tech and psionics is quite impossible. I thought of using camo armor to increase the reactions in order to "kill before getting killed" but my gals are quite unexperienced for the task.
- I am confused on behalf economy vs research. My approach was maybe too research-focused, but I feel somewhat low in the tech department. Also the economy is difficult to push due to the lack of technology to support it (Destilling helerium with 20/50 runts), which makes me think that I should have expanded to world covegare before getting more than 5 brainers.
- Airspeeder is a must to the main base as it shut downs the preys for the airbus (and also because you can put into motion the seagulls quickly). In remote bases aircar is better to scavenge as many civilian crafts as possible.
- I experienced a lot of stationary missions (which are great) but I haven't been able to intercept many faction ships. Some guild runabouts and raiders only.

Bugs:
I believe the assault of the tower has a tile bug in which the door is blocked by a robot. If you bring something to take it down you can enter, otherwise you can't.

Things I would add (if feasible):
- directional illumination (same as vision or narrower).  This would enable the use of torchlights, dedicated outfits  and maybe weapon add-ons using the blessings of the duct tape. Running around with the mag-lite is cool but somehow silly after some months.
- Illumination in enemy bases. For aliens was understandable but for human faction is somehow weird. In combination with the gauss weaponry makes me think you have to exploit an alternative way of armors (night ops, smokey, camo...). Not sure if it is the objective.
Things I would like to see:
- Raider thugs as "fast, cheap HWP". Just to fill the gaps of the airbus/turtle when sickbay is throwing a party with 3/4 of the gang there. Parrots don't do the trick.

2
Work In Progress / [WIP] Leader plus - Suggestions and opinions needed
« on: April 30, 2015, 01:29:17 pm »
Hi again,

Following the idea of the muton leader I am trying to build a mod to rework the leaders and commanders of each race in three possible steps.

1.- Reskin the creature, floorobs and bigobs.
2.- Rework the armor and the unit to be more "high rank" alien.
3.- Create research associated to the unit and maybe a possible useful tech outcome.

The progress and ideas so far are (I put it on spoilers in case someone wants to be  uknown):
Spoiler:
Sectoid. (melon head sectoid commander)
1.- Reskin done, missing floorobs and bigobs.
2.- Kinetic shield ( armor + enhanced defense for armor piercing).
3.- Neural implants (derivable to an armor).

Floater (heavy floater)
1.- Reskin done, missing floorobs and bigobs. May want to toss the cape but my skills are quite bad (although improving).
2.- Heavy armored floater, similar to power armor. May explode on death.
3.- High end floating unit (may be armor or HWP).

Muton (berserker)
1.- Pending.
2.- Two stage melee unit. On second round the adrenaline rush kicks in (hulk style).
3.- No idea of any outcome in research.

Snakeman (see below)
1.- Pending, the backpack is a pain in the ass for the idea I had.
2.- As it is a mystery why the chrysalids pair up with the snakeman, I wanted to fit a "queen egg" within the snakeman leaders that burst upon "serious wounds". This will be the hardest one for sure.
3.- As a HWP chrysalids breaks the ambient of xcom (although It would be funny is it could be mind controlled by ethereals in a skyranger full of people XD), It won't be this approach. I don't have any ideas yet.

Ethereal. (Ethereal leader)
1.- Pending. Red robe and maybe a helmet?
2.- God knows what because I don't.
3.- Same as before

If anyone has any suggestion, idea or comment about the topic, It will be gladly received.

Also I leave the reworked sprites and some pictures (feedback about these will be also appreciated).

3
Work In Progress / [ALPHA][EXP] Vesparco's Aircraft Weaponry
« on: April 28, 2015, 09:39:16 am »
Hi to all,

After some weeks fighting with a ton of image editors I managed to finish the mod I was developing to learn a bit about modding in OXC. I believe the mod is tested enough to ensure its functionality (at least I didn't had any problems so far). So without much hesitation I present:

VESPARCO's Aircraft Weaponry

The mod basically adds six additional missiles to the research tree using the progressive ladder of the Ufo's construction in a more or less reasonable way. The aims is to stablish a more smooth transition up to the fusion launcher weapon (which I believe I never used due to the OP of plasma+avenger XD).

These six missiles are separated into 3 tiers, generating 1 evolution for the stingray and the avalanche at each tier. While the balance can be dubious (as the main aspect of the weaponry is usually range), the mod aims to increase progressively the performance of each weapon to enhance the survivavility of the interceptors or reduce the number of them in multicombats.

The stingrays evolution aims mainly to a faster firing rate and an overall performance gain while the avalanche evolutions focus mostly in damage.

The research times has been adjusted extrapolating from other aircraft weaponry and the manufacturing times and prices by approximation (and just making sure it is not profitable to craft). I believe the mod is mature enough to be tested and any feedback should be appreciated.

So why alpha if it is finished?

Mainly because lacks a tough testing and also because I am not happy with the top tier missiles and the the some research pages yet. Some feedback on the designs will be appreciated.

People I want to thank

I would like to thank Hobbes, Arthanor and Dioxine for their respective mods (and their collaborators). Their work gave me the motivation to try to mod myself (although I aknowlegde a lot of other interesting mods I didn't try yet).

To Arthanor again for its modular approach into modding. They are amazingly useful to anyone trying to learn the in and outs of the ruleset system.

To Dioxine again for kindly helping in transforming some of the images used in the mod.

And to the people in the tools section for helping and gathering the material for others to mod.

What's next?

I want to polish this mod if it is useful to anyone (feel free to rip anything from it, just bear me in mind  :P). Also, I want to tackle now alien sprites to see if I can do enhanced leaders and maybe the missing navigator.





4
Hello,

After seeing the mods around the openxcom and trying extensively the ufo redux mod from hobbes, I've started looking into the ruleset references and the possibilities what can bring. While being quite unexpectedly clear (I don't want to know how many hours has drained to achieve this shape), I haven't found any response on two ideas I had.

I would like to know the feasibility for them:

- The first one is if it is possible to modify the stats of an aircraft by using the aircraft weapon template. The idea behind this is to "personalize" the vehicles with accessories (armors (+HP), afterburners (+speed), improved radar, additional HWP on the belly of the skyranger  :P, etc.)

- The second one is if it is possible to modify stats of soldiers or armor using the item template. The idea behind this is also for accesories (laser sight, scope,..) but also to implement riot shields like xenonauts (front armor mod) or force fields like xcom apocalypse (general minor improvement).

My first idea was that is totally infeasible because is not contemplated XD. But as I've seen that the project is evolving continously, I thought that the wikipedia couldn't follow the pace.

In any case I would love to have opinions and suggestions of it.


Pages: [1]