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Messages - Ascadix

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61
Suggestions / Re: Alien Base Raiding/Farming
« on: March 13, 2014, 12:19:21 am »
Yes, you just need to find/discover an alien base and run a raid.


62
Work In Progress / Re: [WEAPON/BETA] Laser Sniper Rifle
« on: March 13, 2014, 12:10:33 am »
Hello,

As said, balance is far from being done.  ;D

So ...
- a little less accuracy .. 160 ? not much lower, since as said by Yrizoud, even good soldier with good weapons get lot of miss (too many for a specialized snipper weapon) at mid-long range.
- a little less power : maybe 60 - 105 - 80
- don't use precious elerium for such a specialized task, so maybe replace E115 power cell by an advanced XCom tech, sort of "fuel cell"

Maybe something around this:
- std batt : 60 dam / 10 shots /  cost 200~300 / weight 2
- super-capacitor: 105 dam / 2 shots / cost 200~300 / weight 1
- fuel-cell : 80 dam / 32 shots / cost / 300~400 / weight 2


And for the color, i want to keep it in sync with chiko's sprites , but i have some difficulties to get a "dark red" that looks fine with the battlescape palete and my  drawing soft, but i keep working on it.




Next release .. next week-end.

63
Work In Progress / Re: [WEAPON/BETA] Assault Rifle
« on: March 10, 2014, 05:05:24 am »
Well ...

With latest warboy adjustment to the code, the damage are ok, but the HE hit animation look more an incendiary hit than an explosive one.

Next stage for this weapon :
- find/make a better hit animation
- find/make a hit sound that fit well with the above animation


... stay tuned :-)


64
Work In Progress / [WEAPON/BETA] Laser Sniper Rifle
« on: March 09, 2014, 05:32:54 pm »

UFOpaedia: -> Built arround a second-generation optical nucleus and equipped with sophisticated stabilizers, it delivers a high power shot  with an unsurpassed accuracy. However, it needs to cool between each shot and can't provide auto-shoot.


I wonder since I play XCom why lasers have such poor accuracy then they should be the most accurate weapons by their nature. (Only light, insensitive to EM and anti-G fields ).  :o

Here is a correction to this oddity, a precision laser rifle.  8)


Much more accurate than the base laser rifle, but can't auto-shoot.
Use removable power sources of different types, with different power and capacity.

3 "clips" are available through research:
  • std battery - based on known human tech, a simple Lithium battery with low capacity and low power output.
  • supercapacitors - an XCom technology embodying the potential of carbon-fullerene when used as power accumulator. Very high instant power delivery, but low capacity. It give only 2 shots per clip, but with the higest Laser beam output power.
  • E115 power generator -  based on Alien power source technologie,slightly lower instant power than super-capacitor, but can provide more than 30 shots at medium power.




Rifle and amo graphics in theme with Chiko's new Gfx for originals laser weapon



No fully balanced yet ...

Please post any feedback here;
https://openxcom.org/forum/index.php?topic=1928.0

... and i plan to release it with a full clip/ammo for the other laser weapons in theme with Chiko's graphic

This mod is still in Alpha, but since the same idea as been release in other mod recently, it is probably a good idea ;-) , or at least an awaited one.



Changes:
v0.1.0  - 2014-03-09 : initial pre-release


65
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 08, 2014, 11:05:22 pm »
After some testing,

Ok for the damages, but with blastRadius: 0   , the hit animation and sounds seems to be more a little "incendiary hit" than an "explosive hit".


Is it possible to use custom hit sprites and sounds with a damage type HE ?

66
Released Mods / Re: [WEAPON] Machine pistol
« on: March 05, 2014, 02:34:31 am »
Nice pixellation

Maybe it would be better if you ZIP the ressources within a sub-folder instead of directly in the ressoruce folder, so it is easyer to keep each mod in it's own sub-folder.

My 2 cts : a french trad:

Code: [Select]
  - type: fr
    strings:
      STR_MACHINE_PISTOL: Mac-9
      STR_MACHINE_PISTOL_CLIP: Chargeur Mac-9
      STR_MACHINE_PISTOL_UFOPEDIA: Le pistolet-mitrailleur Mac-9 est conçu pour tirer d'une main. Il est moins précis que le pistolet mais permet de tirer en rafales et dispose d'un ample chargeur.

nb: i use the name "Mac-9" because "Pistolet-Mitrailleur" string is too long and don't feet well in game.

67
Work In Progress / Re: [WEAPON/BETA] Assault Rifle
« on: March 02, 2014, 10:05:46 pm »
The standard rifle has a smaller caliber, too small for an explosive bullet  ;)


68
Work In Progress / Re: [WEAPON/BETA] Assault Rifle
« on: March 02, 2014, 05:30:27 pm »
Here is a rebalanced version




This 7.65 mm assault rifle has a scope for distance shots, but is less effective at close range than the standard rifle. Its ability to shoot explosive bullets and its 30 shots loader gives him a good versatility.

nb: can't go below 25 damage for explosive ammo. If set below 25, the game crash on hit.


Changes:
v0.1  - 2014-03-01 : initial pre-release
v0.11 - 2014-03-02 : rebalance stats & fix some sprites conflicts

69
Work In Progress / Re: [WEAPON/BETA] Assault Rifle
« on: March 02, 2014, 02:22:12 am »
Even if we could always discuss about balancing, i don't think it's soo overpowered.

36 damage vs 30 fir the rifle it's only 20% increase, and with the next rifle (the laser) @60 damage, this assault rifle is closer to the basic rifle than the first researchable rifle..

ok , for EP, since AC is @44,  i could reduce AP ammo a little.

Let's try with ... 33 for both AP and EP, it's juste very littl more than the basic rifle.


For the original rifle ... "laser sight" aren't so common on army rifle, it's more a police/SWAT gadget, and against alien, XCom may use military grade equipment.  ;)

70
Troubleshooting / problem ..with the bugtracker
« on: March 02, 2014, 01:22:00 am »
Hi,

I have just reported an issue in the bugtracker, but i have 2 issues witjh the bugtracker:

1 -i can't use it wit hFireFox, i can't login. (no pb with IE ..but i generaly don't use IE for web)

2 - my isue is duplicated (#469 & #470), and i can't fidn any way to edit/update/close those tickets.


71
Released Mods / Re: [GRAPHICS] Chiko's Laser Weapons news Gfx
« on: March 02, 2014, 12:03:01 am »
Hi,

Yes, the red is a bit too ... "red".  ;D


I have some difficulty in making accurate color palette conversions between 16k-PNG and 256-palletized-GIF.

For these weapons, the result is too redish or too brownish, for now i can't manage to get good color


Maybe next release will be sligtly less red ...  ;)

72
Work In Progress / [WEAPON/BETA] Assault Rifle
« on: March 01, 2014, 11:41:03 pm »
Hi,

A new weapon for early game, directly available from shop : the "7.65 mm Assault Rifle".




This 7.65 mm caliber assault rifle is slightly more powerful than a standard rifle and has better accuracy.
 Moreover, it can fire explosive bullet, more efficient than percing ammo against some alien.


Credits to Chiko for is new rifle and ammo design here that served me as base for this mod's graphics.


Nb: availability of the third ammo, "alien alloy bullets" is dependent on moriarty's "alloy ammo" mod's main research (STR_ALLOY_AMMO).


??? I wonder if i need to release a ruleset witout this dependancy and use my own "alloy ammo research" ? ( like warboy's shotgun )
??? ? ??? ? ???

:-\ Beta release -> is playable, but the explosion of EP ammo is too big, and for now, i don't find any way to reduce it without loosing all damage amount as discussed on this thread.



--------------------------------------------------------------------
 -=# See below in the thread  for revised versions #=-
--------------------------------------------------------------------

Changes:
v0.1 - 2014-03-01 : initial pre-release

73
Released Mods / Re: [GRAPHICS] Chiko's Laser Weapons news Gfx
« on: March 01, 2014, 10:05:56 pm »
Graphics updated, screenshots added, release upgraded to v1.1
All in first post.

74
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 07:14:32 pm »
Hello,

What i try to do is a weapon that make "explosive damage" to the target ( damageType: 3)

but since it's designed to be juste a simple explosive bullet, i don't want:
- have a big explosion graphic that cover more than one square
- damage surrounding unit, so the radius must be limited to the impact square.

With "blastRadius: 0", the visual effect is ok, but target take no damage at all.

75
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 02:35:36 pm »
It's my problem.

With "1", the explosion blast over  3*3 squares (too big for a simple EP bullet)

With 0, the explosion graphics is limited to 1 square (good), but damage drop to 0 (bad)

SO ..Actualy it seems that we can't have an EP with damage limited to the impact square ?


Help, Warboy and other super-dev, could you do something for this ??  :)


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