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Messages - Jayden Hawke

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 21, 2014, 12:12:44 pm »
I agree that it would clutter the screen though, I can see how some people would like having the option. What about making an additional .rul file that adds this feature for those who want it?

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 20, 2014, 08:40:56 am »
0.94 Edit
New Entries Proofread for both en-US and en-GB. Double Spaces reinserted. Trailing spaces trimmed. Fixed broken Alloy Ammo UFOPedia reference.

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 07, 2014, 03:22:41 am »
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I'll use this as an excuse to ask: what is your opinion on double spacing? I know it's a traditional British thing, but I noticed that it's not perfectly consistent and most modders ignore this rule. I generally use it, since the vanilla version had it, but I'm not sure now...

- Personally I am in favor of it as it is part of the original game, also in my opinion, it looks neater. The removal of it in my previous edits was due to the previous editing app I was using on my phone rather than a preference.

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I don't really know that mod yet, I need to get a better look. But what do you mean, UFO Extender accuracy stats?

-As you likely know, UFO Extender added Range Based Accuracy, which was carried over into OpenXCOM as an optional rule in the Advanced menu. With this option enable the game has the ability to read extra range related stats from the Item entry. Specifically, Range based accuracy drop-off and min/Max effective ranges for each attack type outside of which the accuracy is drastically reduced. Equal Terms mod defines theses extra variables for the weapons included in it and the base game so that for example: using a sniper rifle to perform an aimed shot within it's minimum range actually has a realistically reduced accuracy. This combined with the reduced speed and  accuracy of a snapshot with this weapon practically requires your sniper to carry and use a short/med range secondary weapon. There are many other such additions that altogether fairly remove the 'silver bullets' of a heavy weapon combined with autoshot and forces a more varied tactical approach to equipment and attack profiles.

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The Enforcer is a cool idea, but I'm waiting for code changes that will stop him from eating the weapon you gave him. :(

-I was actually planning to add to the Franken-Mod I use at home a MkII Enforcer with heavier armor and a flamethrower secondary, and a MkIII with flying capability and a rocket launcher either as primary or secondary. Probably have to drop the MkI's armor a bit and then only slightly improve those stats for the MkII and MkIII and drop their TU's a little(representing greater weight) for the sake of maintaining some illusion of game balance. If I get it working, I will attempt to contact MickTheMage to either hand the changes over to him or permission to publish it as an expanded version.

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As for the Scout Armour, I'll certainly consider it if it has proper graphics. I just don't know. :)

- The graphics are good, though I personally don't like the helmet.

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 06, 2014, 09:21:32 am »
- New UFOPedia Edit. A-lot of minor corrections. en-US and en-GB are now consistent, with differences between US and UK spelling (armor v.s. armour) maintained. Edited 0.93 entries. Will correct inconsistent spacing at beginning of sentence issue caused by previous editing program after the next update.

- Any intention to include content from 'Equal Terms' mod? I am particularly interested in the inclusion of UFO Extender accuracy stats for various weapons. (Though that I personally also never liked the HC and AC is beside the point ::)
  What about the 'Enforcer' and 'Scout Armor' mods?
  If not, No worries. I'll likely just include them in my own Home-Brew version.

- Love the good work you've done on this. I myself regularly run games with 10-30 mods to enhance the depth and scope of game play, but tweaking them so that they all work seamlessly together and are balanced is a huge project that I regularly do not have time for. I truly appreciate the magnitude of the task you've taken on.

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 30, 2014, 09:07:55 am »
Here's an update with my own repeated mistake removed.

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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 05:05:55 am »
I did some editing of the english translation of the UFOPedia for grammar, spelling and clarity. Tried not to be too heavy handed. Here it is if anyone's interested.

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