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Messages - LeBashar

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1
Work In Progress / Re: Kill-based experience
« on: November 15, 2014, 11:37:42 am »
yrizoud, your system have some flaw for me : if the experience is gain only with kill, some soldiers will gain far faster than another which never gain anything. For example, the sniper will gain experience quiclky, but the machinegunner probably not, and scouts never. This discourage the specialisation, no ?

2
Suggestions / Re: Better path finding for civilians like avoid fire
« on: November 06, 2014, 07:06:34 pm »
I don't know how civilian now choose their move, but the principle of panic is to lost rational mind, and so, there is always somebody to throw himself in fire, or a window as high for be killed by the fall, run into an obvious line of fire or do dumbiest things we can't even imagine ;)

3
Suggestions / Re: Elurium improved explosives
« on: October 22, 2014, 07:09:57 pm »
Come back to the starting question, my little opinion :

- crafts things : useless because the air combat is already to easy and unbalanced. More weapons less powerful than plasma canon has no point.
- HWP : for now against the idea because if HWP can't load various ammunition, then it imply build a new rocket HWP which seem a time waste for a so little difference (and make screen menu more longer for nothing)
- equipment : Why using Hv or Auto cannon little improved when you can just use the two OP weapon of the game, laser rifle and plasma cannon ? For me there is only two things potentially useful. A better prox grenade (because some later aliens laught about them in their privates jokes) and an explosive able to breach UFOs hull. A Hi Ex with 165 power can't do that, so the only thing which seem usable is the better prox grenade. But why the hell should we need to use elerium for build something which is not as powerful as a simple Hi Ex ? It should not be involve alien technology to just design a bigger and weighter prox grenade, but just the idea to put a prox detonator on a standart Hi Ex (no ? ).

4
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 23, 2014, 10:45:21 pm »
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It does feel to powerfull now. And a lot of times it kills the target and continues to fire for a long time.
Is it possible to create a different burst fire modes?
Can you make it so you have a short burst and long burst?
Short one maybe 3 shots and long 6 or something. The short one being more accurate and long less of course.

It seem impossible to do as long as the number of round is define on the weapon and not on the clip. (maybe this thing could be modified in future with extend mod or something). And as far as I know, it is not possible to make two different autoshot in the same weapon. I have tried to make an illusion of small autoshot by making AP mode shot 3 pellets, and the autoshot mode shot 3x 3 pellets. But the result was not fun nor realist, and I have drop it.
For trying to make "more" shot in AP mode, I have make 2 pellets in this mode, and let HE and IC normal. But with 6 round, there is already far too more round in theses modes... and in the same time the AP shot don't make enought damage in my taste.
I can reduce the number of round. When I choose 6, the accuracy was poor. I have raise it after that and now I think it's too much. And in the same time, I found the damages dones by autocannon on walls and building too small. Not easy to make something satisfying me. :/

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I've gotten around the problem with Autocannon by making it even more powerful than Heavy Cannon (which solves the problem with AP/I, as all ammo is deadly), but increasing the weight of the weapon and ammo by a factor of 2 (really needs Powered Armor that boosts strength, or maxed-out soldiers to be used). Oh yeah and the vanilla AC is mostly useless when you enable Extended accuracy...

I have already silghtly increase the weight, which I think sufficiant because I have also down the max strenght. My auto cannon is only able to be used because of light ammo clip of very low capacity.
And for accuracy, I have made the choice to give him a good accuracy at medium to long range, because it is the purpose of this weapon. The limitation I choose is to make only able to fire in autoshot, and one shot consume nearly all TUs of a turn. And I like this, for me there is only the power balance and number of round which need little more work.

And I must rework all the damage of the elerium ammo (my new anti-armor shell) because I want this able to totally destruct walls even in concrete.

5
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 22, 2014, 11:54:28 am »
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Happy I can locate a bug and help solve it. I really enjoy your modpack.

Thank you very much :)

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I only dislike the autogun picture. I kind of like the look of the original one. :-)

Interesting. Personally I always not really like the vanilla's heavy cannon and auto cannon, found them too weird, make my mind unable to think what they really are.  ::)
If you want go back to the original it's easy, in the ruleset, delete the two line with "7: Resources/Lebashar_Rebalanced/floorob_Minigun_Light.gif"

I wonder if you use the autocannon, what do you think of it ? I'm not already totally satified with it because I have found it too powerfull when firing IC shot (with 6x round, the IC initial damage which is not reduce by armor can do so much damage that it can kill a sectopod in only one burst, make the IC ammo the deadiest for the autocannon, able to rip nearly everything which is in line of fire).

6
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 21, 2014, 04:48:29 pm »
Of course, I have look at your code and see the only thing missing in mine is the "floorsprite", so I add only this.

7
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 21, 2014, 12:23:53 pm »
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What I did find out if I disable all other mods and only activate "scoutdrone" mod, it also crashes.
I believe it is also included in this mod. Maybe someone could look into it, because I am not skilled enough to locate the exact problem.

Sorry for the inconvenience. This ruleset should resolve the problem with solarius advice. Please tell me if it's work, I have no attack base savegame to test it (and the attack base mission in training seem work but the scout drone don't appear, so I don't know if the problem is really solved)

8
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 14, 2014, 01:15:46 pm »
The v1.8b include a separate ruleset for only aliens stats modifications, with the three new races of Robin.

9
Open Feedback / Re: Need a new Range Based Accuracy mod
« on: September 12, 2014, 01:26:02 pm »
As always I totally agree with Dioxine.

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I was thinking of that but the problem, then, is that the weapon lists a high accuracy for auto shots, and that is deceiving.

You talking about the ufopedia ? It's just cosmetic to change this. I think it's far more annoying to have no information about the effect of range on accuracy ;)
If you change entries to add information about this, the problem disappear as you will be able to see what are the good use range for each weapons and each shot mode.

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Nobody should be able to single-hand fire an auto-cannon without powered armor that boosts their strength.

lol, Nobody should be able to do, even with two hand. And anyway, accurate shot with pistol often need two hands. (or said differently : use two hand with a pistol should give a accuracy bonus also, no ? )

But for differenciate pistol you can else choose to give them more power than rifle, but huge accuracy losse with range. This should make them useful in close combat. I have try this in my mod by giving the same alloy ammo to all firearms (rifle and pistol only, not autocannon or sniper rifle).

10
Open Feedback / Re: Need a new Range Based Accuracy mod
« on: September 11, 2014, 11:15:17 am »
The is already some mod which try to mod the game like the equal term mod or the mine. It's not exactly what you want because it is only one ruleset.

Fo example you want a autorifle able to hit at close range ? so give it a 95% chance to hit in auto mode, and a 5 square max auto range with a 20 dropoff. The result should be something which hit everything at close range, and nearly nothing farter.

For me you also forgot the main thing which make difference between weapon : their power decrease with the distance, and not only the accuracy. In fact, the main difference between a pistol and a rifle is that.

11
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 09, 2014, 12:53:28 pm »
I have add alien modifications of crews with some mixed aliens in the v1.8


12
I've made more tests and the holodrone spawn as robin describe, if I made it from any unit another. There is no animation or picture but it's work. Just for holodrone, it crash.

I have found nothing about "deathframes" in the ruleset reference, how does it work exactly ? with add of deathFrames: 0, game still crash.

13
I've tested it, but whatever the unit I choose in spawnunit:, nothing work. Even "spawnUnit: STR_HOLODRONE_TERRORIST"

But the spritesheet of holodrone don't count many pictures, and have nothing about the spawn like zombie's or soldier's ones, this can be the problem ?

If I give to the holodrone the armor of zombie, all the rulseset work perfectly.

14
Quote
Ops, didn't read last sentence. Mmmh maybe the problem is a wrong drawingRoutine?

It's clearly a graphical problem, but I don't know how it's work.

for now I have this :
Code: [Select]
- type: HOLODRONE_ARMOR
    spriteSheet: HOLODRONE.PCK
    corpseBattle:
      - STR_HOLODRONE_CORPSE
    frontArmor: 70
    sideArmor: 70
    rearArmor: 70
    underArmor: 70
    drawingRoutine: 8
    movementType: 1
    damageModifier:
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 2.2
      - 0.0
    loftempsSet: [ 4 ]

And the game crash when the holodrone2 respawn (the holodrone2 have the same armor, maybe it's the problem ? )

15
Open Feedback / Re: ZOMBIE TANKS
« on: September 05, 2014, 02:46:03 pm »
It's normal, there is actually no way to avoid 1x1 square HWP to be turned into zombie by chrysalids

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