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Messages - Camalex97

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46
Offtopic / Re: X-com's tactical inferiority
« on: April 24, 2014, 07:20:46 pm »
Maybe things weren't so good in 94'.  I remember they said there were really poor air to surface missiles, nothing like what you have these days.  Nothing like the surgical precision stuff, drones, uav technology and improved targeting systems... 

Oh and Julian Gollop said the last 3 months were hell when they rushed it to get it ready for release....

i know it was 1994 but even then they had sholder mounted flashlights in the movie alien (1970's), but i'm not really saying that its a bad thing, its just funny that they use so little of the inventions the human race had invented wich would be invaluable to the effort and how little they even try to do to defend their bases sometimes it seems because its not even fortified when its getting attacked 3/4 times a month!

47
Offtopic / X-com's tactical inferiority
« on: April 24, 2014, 03:20:14 pm »
i meen seriously, its like they aren't even trying sometimes! they barely use any equiptment that could help them greatly improve their position over the alien threat, making their jobs way more dangerous and putting the lives of civilians at risk aswell! i meen they could be using fortified chokepoints in their bases, mounted machine guns, automated turrets (or operated from a distance), they could have tripmines, shotguns, sholder mounted flashlights, night vision, flamethrowers, and soooo many other things... anyone else ever feel this way too?

48
Work In Progress / Re: [Request] Corridor for human base
« on: April 24, 2014, 03:07:51 pm »
that sounds like a good idea... the corridor could be 3 squares wide, with windowed metal walls alternatingly projecting from the sides. 2x2-units could still pass but will have to move around the walls, 1x1-units can either run through the middle or take (partial) cover behind the windows:

                |        |
                |      _|
                |        |
                |_      |
                |        |
________|        |_________
 |                             |   

_____|___          ______|__
                |        |
                |      _|
                |        |
                |_      |
                |        |

do you meen kinda like a pillbox? https://en.wikipedia.org/wiki/Pillbox_%28military%29 maybe even elevate the corridor and have windows on the walls that are at about foot/leg level? i think it sounds like a good idea

49
Work In Progress / Re: Portable cover HWP
« on: November 18, 2013, 07:10:07 pm »
for basic modding all you need is notepad, actually.

take a look at https://www.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom) to make yourself familiar with how the ruleset works.

then, simply take the "Xcom1Ruleset.rul" from your data\ruleset folder, make a copy, rename that copy to whatever you want to call your mod ruleset, open it, delete everything you don't need, and change the stuff you need :)

if you want to make your life easier, use "notepad++" and set "language" to "yaml".

Thanks! didn't think you could edit it with notepad++, ill try that when i get a chance

50
Work In Progress / Re: Empty magazines and belts.
« on: November 15, 2013, 02:30:25 pm »
On your engineering suggesting, I feel like soldiers would be more than able to fill their magazines with ammunition between missions.

Sorry to poop all over your suggestions! :D

your fine, i was thinking soldiers doing it but it would take more coding than necesary and i don't even know if there is a way to use soldiers like scientists or engineers as they seem to not be like the other people you can hire.

51
Work In Progress / Empty magazines and belts.
« on: November 14, 2013, 08:26:35 pm »
It would be nice if we could have some magazines that don't magically dissapear after use and would just become empty.  Allow me to ellaborate, when you use up a magazine in any gun that requires an external ammunition source, it will just disspear instead of having to un-load it from the gun.  it would be nice if we could get magazines that maybe had an extra .5 or .1 of shots inside so you had to un-load it from the gun before you could add a new magazine, but not affecting things that don't have anything left in them when they are finished.  also maybe have them become their own item and instead of just buying magazines you bought bullets in bulk and had to have engineers re-load them or something, or maybe just have them reloaded like aircraft weapons? just another thought to add some need for engineers other than just making things.

52
Suggestions / Re: TU usage as absolute, not relative
« on: November 14, 2013, 07:41:52 pm »
judging from the hit ratio of rookies, are you sure about that? ;)

i'd blame the gun, there is no way you can say its perfectly fine and leaving the barrel 90 degrees to the left!

53
Work In Progress / Re: Portable cover HWP
« on: November 13, 2013, 10:48:31 pm »
you could probably make one yourself :)

I think there was some problem with tanks always occupying 4 slots in the transport craft even if they are only 1x1, but if you only want to use it for base defence... that should be possible, I guess.


...somehow, the way you describe it, I picture it as the monolith from 2001: A Space Odyssey :D


I would but my copy of windows 7 can't run any modding programs you guys use :/

and maybe that could be the alien version (for no good reason what so ever)

54
Work In Progress / Portable cover HWP
« on: November 13, 2013, 06:34:23 pm »
Could we get a hwp that has next to max armor (maybe not being able to protect agianst explosives and fusion launchers)  in a 1x1 kind space that would be used in base defence and fully shield soldiers in narrow base hallways?

55
Work In Progress / Re: Sentry Gun
« on: November 13, 2013, 05:29:09 pm »
I thought about something similar too.
Maybe another add-on spot for weapons on landing craft, where you can equip researched Mods.
Night mission you can equip the vehicle with line of sight night vision or flare launcher.
Sentry Gun.
Grenade/smoke launcher.
Psi blocker.
Built in Motion tracker.
Nothing overpowering, just something to increase variety and fun without spoiling the balance.

I don't know if the motion tracker and psi blocker would be possible without incredibly huge edits in the code

56
Work In Progress / Sitcom mod
« on: November 13, 2013, 05:27:47 pm »
anyone here think  a mod where we replace death sounds with stock audience laughter and the end of each mission with stock applause and when you fail a mission or just the whole campaign stock "heavy laughter."  and on the geoscape replace it with the theme that plays at the beginning of that show with Steve urcle that goes "it a rare condition" or whatever.  just saying it would be kinda nice after playing with this thing for countless hours to just not take it seriously.

ooh! and also replace explosions with fart sounds (maybe)

57
Work In Progress / Re: Sentry Gun
« on: November 12, 2013, 01:03:57 am »
just an "idea thread" for now:

- (what happens if a "grenade" spawns a unit on a tile already occupied by a unit???)


If i recall correctly they just overlap until one unit moves off of the tile in which case it couldn't return (from what i remember from a glitch in the vanilla.)

58
Work In Progress / Re: Fortification
« on: November 11, 2013, 07:37:41 pm »
Hm...  should work, though I wonder to what extent the kinetic energy might hurt the user.  No worse than getting hit with a flight suit on I suppose.  Might be heavy though, same weight as carrying a muton maybe.

maybe it would work as an armor and just make the front armor max or something leaving the sides exposed? just a thought

59
Work In Progress / Re: Sentry Gun
« on: November 11, 2013, 04:34:28 pm »
maybe give it a 100% chance to hit and high reaction with low health for early models (maybe upgrade it to alloy later?)  and only be able to use it for reaction and give it high reaction chance and all that good stuff. maybe give some versions a shield/like thing on front too for holding choke points? and maybe also allow it for use in all missions as it could be used for holding a secure extraction point for alien bases right?

60
Work In Progress / Re: Fortification
« on: November 11, 2013, 02:38:35 pm »
btw would a shield made out of alien alloys be possible? maybe like portable cover and non-degrading?  that would also be pretty cool, having like a sidearm in one hand shooting through a slot on the left/right side depending on which hand its put in? i think that would be something they should consider using... come to think of it do you guys think x-com has forgotten about 1/4 of the technology in the world of 1999 that would be infinetly useful to them...

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