aliens

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.


Messages - Steelpoint

Pages: [1] 2
1
Well we will see. The problem is yes the wiki is nice, but there a lot of information which is not 100% precise, which is ok because any information is better then none. But being able to correct or clarify things would be really nice.
Did you give the EHE Ammo for the Heavy Cannon and Auto Canon a try? I designed it to be anti Muton ^^ Of course it involving throwing Elerium-115 into the explosive aether ;)

I've skimmed over the explosive weapons, I've never bothered to research HC/AC explosive ammo and I've done well enough to get to Lasers/Personal armour without researching elerium yet. Considering how long it takes to research even the most basic of things I've found I hyper prioritise things I find critically important rather than minor things that may not be as important.
Stronger explosives are nice, but lasers will handle most enemies and I can equip them to anyone. Once I get to full Lasers and Power Suits I tend to go back and pick up the minor things I've missed.

Also I've never really found a home for the AC/HC in my armoury. Most of my early soldiers run with Rifles with Shotguns in their backpack, and then some combination of Grenade Launchers, Rocket Launchers and Snipers.

I've been quite lucky in my current campaign to have only had to endure one terror mission into July (which I immediately aborted as it was a cruise ship one) so I've not run into early cyberdiscs.

In terms of the wiki management, I do concur some things are likely incorrect or not 100% factual, just the process of updating it sadly which can be quite difficult over time. I try to fix things over time.


2
Thanks i am waiting again for my wiki password. Forgot mine unfortunately....
I have no clue why it takes so long to get a new password on my ufopaedia account....

So far great work. I wanted to work also on the wiki, but without my ufopaedia password...

Sorry to hear about the issue, I do recall you seem to have bad luck with ufopaedia. The work continues either way, and the wiki will always be there whenever you get access.

Anyway, I forgot how useful laser weapons are. Fancy alloy ammo is good and all but mutons quickly shut that down.

3
Wiki work is mostly finished I just have to flesh out a few pages and get around to describing each individual alien unit  :) The strat guide section is quite subjective and I am no major veteran, so I'll come back around to it later.

After playing the mod some more I thought to myself how surprising that hellrazor didn't do something to make it that X-COM can't use alien plasma guns right off the bat. You don't really need to manufacture any plasma weapons since you'll have a massive stockpile by that time. Minor point in any respect.

4
That would be really awesome, if you would be doing this. I will of course also contribute, when the time.
Thanks in advance. You did a awesome so far.
😇😇😃

Thanks.

Most of the remaining work is transcribing stats to their pages, while I've made good progress in starting the rest of the alien pages

One are that anyone with experience with hardmode can help with is the strategy sections here: https://www.ufopaedia.org/index.php/Strategy_(Hardmode)

Im focusing more on hints and tips relevant to Hardmode, if anyone wants to add anything or thinks of something worth mentioning that would be great

5
I must get around to finishing the wiki someday  :)
In any regard, I'm happy to see further updates, and VERY happy to see the map pack added back.
Great work

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 18, 2021, 03:43:30 pm »
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 15, 2021, 09:49:56 pm »
Quote
Standard issue X-COM uniforms, and thanks to our weapon contacts, refitted with modern alloy protective plate inserts. Only marginally more effective than dive suits against alien weaponry. However our Aquanauts should be pleased to not have to wear diving suits on the surface. Can only be worn on the surface

This took painfully longer than I actually expected it to, but I've finished it. A full coverall armour sprite set for TFTD, painfully including all 64 male/female unique inventory portraits, I'm fairly confident this should be compatible with the mod, and I already tested it by overwriting the Personal Armour sprites.

If it were up to me, I'd suggest putting the coveralls in after researching 'surface weapon acquisition' with the note that X-COM got in contact with a supplier to supply alloy armour inserts for their surface duty uniforms, my head canon is that because actual full body combat armour that most soldiers would be wearing is likely mostly ineffectual against the Alien's new weapons, there's no point going beyond armour inserts.

First time for everything, I hope this is decent enough for a first effort.


8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 15, 2021, 03:27:37 pm »
Dont forget to make all 70 of them, for each head.
Also, i personally will be pleased if you add some seaman stripes to the uniform. :)

Just for you.

Slowly chipping away at the sprites (since its my first time doing them), at this point the coveralls are going to be looking quite dark than normal, I wasn't happy with any other colour scheme that TFTD can give with the coveralls.

I'll see how I feel.

Edit: I think this inventory image looks better

9
Playthroughs / Re: Hardmode Expansion Run
« on: October 14, 2021, 08:57:40 pm »
Very nice playthrough thus far, I like hearing your thought process regarding your strategy.

The playthrough is in quite dire straits thus far, feels like the beginning of the end. Though I suppose that is what Hardmode is all about, insane difficulty.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 14, 2021, 08:54:56 pm »
Right now i am working at other mod, so if you create sprites for such armor suit, i can spare 5 min. and put them into mod.  :)

I'm giving it a shot, however I suspect that X-COM coveralls don't come out well in TFTD's pallet scheme, the clothing looks like its all rusty. The inventory view of them looks decent enough and I've painfully gone through and done the inventory sprites. It will take me a while to work through the ingame sprite work though.

Maybe I'll investigate an alternative colour scheme.

11
Jeah i found it.

That was the way to go.
Now i am able to login into the Ufopaedia :)

I like the flavor texts :)

Thank you.

I'm slowly grinding my way though, I'm just focusing more so on the basic information, I've left room for a brief strategy guide for later down the track but at the moment I think its best to keep things to the facts.

If someone wants to lookup how effective a gun is, or what a certain enemy does, it should be on the wiki.

Of course all this wiki work has made me appreciate not only the amount of effort that's gone into the mod. But how god damn terrifying Chrysalid Spitters are, one shot zombification from across the room is nasty.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 13, 2021, 08:44:49 pm »
As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.

My idea was more coveralls, akin to the starting armour for surface X-COM. It could have a very slightly higher armour value compared to the diving suits as a reason to bother equipping them.

In universe you could make them avaliable after researching 'Surface Weapon Acquisition' and justify that with the revelation that X-COM will be occasionally fighting on the surface, it might be worthwhile to issue combat uniforms for surface usage instead of lugging bulky dive suits onto the surface.

Ostensibly its just a cosmetic suggestion and I can appreciate it would be a lot of trouble for something of no real tactical value.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 13, 2021, 02:53:29 pm »
The change to Sniper/Scout tactics is quite interesting but I think it serves simply to make combat harder on X-COM.

The idea seems to be to avoid using smoke so you can secure more accurate shots, but firing at enemies when they are in view risks them turning around and shooting via reaction fire. I've just accepted the fact my soldiers are going to be more inaccurate and just toss up smoke grenades anyway.

But I've also found, at least for the earlier game enemies, that its actually far more practical to just throw grenades at every and anything that moves, most enemies die to one or two grenades and they are far more accurate than shooting them. You do risk blowing up equipment/bodies though but I'd rather kill the enemy than run the gauntlet of shooting twenty times.

Otherwise as I've said before, I'm quite a big fan of the surface weapon system, its nice to see X-COM decided to actually lookup decent weapons instead of bringing harpoon guns. I still wish there was some kind of early game surface armour, even just for the cosmetics since its a bit amusing/comical seeing soldiers marching to battle on the surface in diving suits.

14
I really like the Ufopaedia stuff and also the flavor text :)
I added the Ufopaedia entry to my documentation and the Modpage on mod.io.

Still have to find out who can give me a new password for my ufopaedia account.

That's most excellent, I'll have to redouble my efforts to flesh out the other pages.

15
Awesome. Thank you for doing this.

I should really work on a update.

My girlfriend had a brainstroke and this is now not easy at all. Life is sometimes fucking you harder then any mod...

EDIT.: Sadly I can not remember my password for the ufopaedia.

No problem, I've been able to peruse the ufopaedia via just looking at the game files from the mod, I've mostly used it to give flavour text for some of the wiki pages, like what the 'technical' objectives of certain UFO classes are for.

If you do make an update, my troops would appreciate less industrial/island/ship terror missions and more vanilla ones  :)

I'm sorry to hear about your girlfriend, I've worked with people who live with the condition and I can understand the long term implications and difficulties in the rehabilitation process. I can only wish you and her the best in the recovery process.

Pages: [1] 2