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Messages - Searmay

Pages: [1] 2 3
1
40k / Re: 40k
« on: January 03, 2018, 07:19:28 pm »
As usual your sprites are fantastic.

U can speak your mind. share it , the mod should be enjoyed by all

i also like 40k to be more melee, but i haven't found the balance yet
Sure, it's just a matter of what's relevant. My idea of a 40k mod would be hordes of disposable guardsmen with crappy lasguns. Most people's idea of 40k is space marines.

My suggestions to make melee attractive:
  • lower maxViewDistance, or lower distances set for each armour;
  • decent starting melee stats for your guys - I'd say in line with throwing;
  • fix combat knife and shock maul to use melee skill;
  • aimRange for everything but the sniper rifle;
  • shorten the combat knife to fit in a belt - at least until transformable guns let you fix bayonets;
  • give lots of armour shredding to chain and power weapons, and less to guns - lasers might ignore some armour instead.
That looks like a lot but I don't think it's too much. Melee is pretty terrible at the moment.

I have other ideas too.

Lasguns are a bit odd at the moment. You can buy guns but not clips, and pick up clips from enemy (and friendly) corpses - all before you research them. Plus they shred armour, which isn't typical in 40k. I'd suggest removing the armour damage from them and making the research go towards hot-shot clips which do go through armour.

The storm bolter is weirdly powerful rather than being a rapid fire bolter. (Chaos tend to use slightly different combi-bolters instead, though the distinction might not matter).

Enemy factions would be more strongly themed around the four gods rather  than armour types. I presume you did it this way to fit more with the Xcom races, but I think that hinders the 40k feel. You could even do it by legion, but that's probably a lot of extra work for not much benefit.

Enemy armour is far weaker than yours. Granted it's already kind of a slog to kill terminators, but it probably should be. Combined with the previous suggestion you wouldn't just be fighting a horde of them though.

I hope some of these suggestions are helpful even if you don't want to use them.

2
40k / Re: 40k
« on: December 23, 2017, 02:53:02 pm »
Please at least define a color2 for those lists so it doesn't keep changing and becoming unreadable. The relevant sections are at lines 452, 742, and 799 of interfaces40k.rul.

Piloting does give the player a way to train bravery, which is otherwise pretty hard. But other than that it doesn't make much difference. And you might not want that anyway.

Balance depends a lot on how you want the end game to play. One thing I think would make it feel more like 40k is to make melee more inviting. As it stands it's far too tempting to snipe from the other side of the map with a bolt pistol. But I don't know whether you think it's worth discouraging that or not.

Personally there are a bunch of things I'd change, but I don't want to tell you how to make your own mod. If you want my ideas I'm happy to share them though.

3
OXCE Support / Re: Ufopaedia bug and feature request with fix
« on: December 22, 2017, 08:20:04 pm »
Oh I see, thanks. Does that format let you define everything about the shot (tu, accuracy, etc) to keep it all together?

4
OXCE Support / Re: Ufopaedia bug and feature request with fix
« on: December 21, 2017, 07:33:21 pm »
I tested it with a simple mod and got nothing.
Code: [Select]
items:
  - type: STR_RIFLE
    snapShots: 2
When I load up a test battle with a rifle and fire a snap shot with just that mod enabled, I get one shot.

5
OXCE Support / Re: Ufopaedia bug and feature request with fix
« on: December 21, 2017, 06:30:03 pm »
It doesn't actually work without the extra lines indicated though. I don't pretend to understand the code, but I've recompiled it and I get multiple snap shots with that line, but not without it.

6
40k / Re: 40k
« on: December 21, 2017, 06:17:53 pm »
Sorry it's taken so long to reply. And thanks for adding Guardsmen and Sisters, they look great.
No game fitĀ“s that superhuman description except console "space marine" no even the tabletop game,
I think you misunderstand what I meant. They're "superhuman" as in "better than human", not  "Superman". I guess the issue is partly that regular X-com lets your soldiers become pretty superhuman already.

Anyway, I decided that instead of complaining about things I didn't like I could just mod your mod myself. In the process I found some things that I consider to be bugs you probably want to fix:
  • Flamer grants throwing experience. Should use experienceTrainingMode: 6 like  the heavy flamer.
  • Some interface text colours not defined, so they end up random. In interfaces40k.rul each of ufopaedia, selectNewManufacture, and selectNewResearch has an id: list which should have a color2 defined.
  • Laspistol clip uses the sprite for plasma pistol clip instead of its own, despite there being a file for it. The correct sprite is not defined in the BIGOBS.PCK section.
  • No ships are piloted. I presume they're supposed to be as they have room for one and you defined dogfightExperience. Appropriate craft entries should include pilots: 1 or similar.
  • Scout have a vision range of 25 in both day and night. Your other units have 60 and 9 respectively. Enemies have 60 at all times. Surely at least some of those numbers are wrong.

7
OXCE Support / [Solved] Number of shots per attack action
« on: December 21, 2017, 05:42:24 pm »
TFTD style UFOpaedia articles (type_id 14) do not correctly report the number of auto shots made. UFO articles (type_id 4) do, so I presume it wasn't updated when this was made configurable.

The offending code is src/Ufopaedia/ArticleStateTFTDItem.cpp line 78, which should be:
Code: [Select]
tr("STR_SHOT_TYPE_AUTO").arg(item->getConfigAuto()->shots).c_str(),

And while we're there, the UFO version changed the code for snap and aimed shots too, so lines 93 and 108 should change similarly:
Code: [Select]
tr("STR_SHOT_TYPE_SNAP").arg(item->getConfigSnap()->shots).c_str(),
Code: [Select]
tr("STR_SHOT_TYPE_AIMED").arg(item->getConfigAimed()->shots).c_str(),

Related to this: the number of snap and aimed shots aren't actually configurable, though they almost are. It looks like it doesn't bother to read aimedshots and snapShots, but it would use them if it could. Can be fixed in src/Mod/RueItem.cpp by adding around the similar code for autoShots on line 588:
Code: [Select]
_confAimed.shots = node["aimedShots"].as<int>(_confAimed.shots);
_confSnap.shots = node["snapShots"].as<int>(_confSnap.shots);

Apologies if this isn't sufficiently clear, I'm not really used to bug reporting.

8
40k / Re: 40k
« on: November 15, 2017, 06:22:39 pm »
about that depends the logic/game you play ( dawn of war -> space marine just a normal soldier  or spacemarine -> your the superman)
Being superhuman is the point of Space Marines. The Guard are the regular soldiers, and there are about a million times as many of them. Which is why I think Marines don't fit X-Com so well.



Some bugs/issues:

  • Master Crafted Plasma Pistol does not depend on plasma pistol
  • Some *peadia entries not re-written, namely base facilities and Power Source
  • Odd mix of the terms "clip" and "magazine"
  • Not clear that "Master Crafted Bullets" refers to Heavy Bolter ammo
  • Bad node in RMP file: ROUTES/CH05.RMP Node #22 is outside map boundaries at X:9 Y:20 Z:3. Culling Node.
Edit: Also scout eyesight is woeful. A scout couldn't see someone shooting him across an empty field, but a tactical marine spotted one over four map blocks away. Which makes for some pretty poor scouting.  If this is intended it should at least be mentioned in the *paedia entry.

9
40k / Re: 40k
« on: November 12, 2017, 12:45:44 am »
Just came to report the same thing. The entry is missing the line "battleType: 2" in 40k.rul around line 5300.

10
40k / Re: 40k
« on: November 11, 2017, 09:24:41 pm »
But your starting soldiers are not space marines - just scouts.
Scouts are much closer to marines than they are to fresh recruits though, and I think the process normally takes about a decade. And they don't get power armour and equipment ad-hoc when stuff is available. Besides, I don't know how I'm supposed to get my guys to live that long, especially with the horribly open drop pods.

 The whole game seems like a poor fit for marines. And research is kind of a poor fit for anyone in 40k. I guess there's no point complaining, I know it's not going to change.

Yes, the melee weapon requirements are a bit strange.
It's not the requirements though. All the other weapons are basically useless because you can't hit a damn thing with them. At least not until you get your skill up near 100. Which is a long way from the max start of 40.

11
40k / Re: 40k
« on: November 11, 2017, 03:19:46 pm »
Thank you for this mod, it's really very impressive so far. I haven't seen all that much of it yet though.

Fluff-wise I think marines are kind of a bad fit for the game. Xcom always had an underdog flavour of disposable grunts having to outwit a superior force, which doesn't make much sense for them. Especially with recruiting being so cheap, fast, and resulting in such shitty soldiers with no stamina, strength, and bravery. A rogue trader makes more sense, or maybe an inquisitor.

That said I realise the futility of suggesting that anything 40k should not have space marines.

Mechanics wise, the small labs are really annoying. There seems to be a lot more to research than the original game, but you've made it harder to get through.

The combat knife and power maul are the only melee weapons that doesn't use skill. As your marines start with absolute garbage melee skill they're only things they have any chance to hit with. And with the damage gap being pretty low it's hard to see why I'd pick anything else.

The bolt pistol being so fast and accurate makes it a weirdly good sniper weapon. Even weirder because this doesn't carry over at all to other pistols.

12
XPiratez / Re: A thread for little questions
« on: September 30, 2017, 10:20:43 pm »
The way to stun units that explode on death is to give them a bunch of stun damage without knocking them unconscious, then lowering their HP below the stun level without killing.
I can't get this to work. Whatever damage type I pick they die anyway. Damage that wouldn't make them explode doesn't, but it still kills them. They fall over without the scream as if stunned, but are still dead.

From an amateurish look at the code, it doesn't seem like it should. It looks like UnitDieBState just kills any unconscious exploding creatures:
Code: [Select]
if (_unit->getStatus() == STATUS_UNCONSCIOUS && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
{
_unit->instaKill();
}

I can't work out what's supposed to be different about applying lethal rather than stun damage last, so I can't tell what I'm doing wrong.

13
XPiratez / Re: No Donation - No Salvation! Also: Future Plans!
« on: September 30, 2017, 06:58:59 pm »
Sent you some money. I've come back to this several times over the last couple of years, and got far more enjoyment from it than most commercial games.

14
XPiratez / Re: Bugs & Crash Reports
« on: July 26, 2016, 11:10:42 pm »
The flechette cannon is described as "Ignores half armour", but has an ArmorEffectiveness of 0.05.

15
Open Feedback / Re: Infiltration mission looping
« on: July 24, 2016, 03:03:08 pm »
infiltration missions happen on a per-region basis, and they infiltrate one country at a time.
Yes. My question is: why? All the other missions are one-offs that happen over roughly a month. Okay, except base supply. Why would this be systematically repeated for the whole region? Never mind that it keeps repeating even after all countries have signed pacts as ivandogovich notes.

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