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Messages - NoelBuddy

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136
Work In Progress / Re: AP weapons Stun damage?
« on: September 03, 2014, 08:10:46 pm »
THANKS!! I must have been blind.

Quote
https:/// Conversion form power to item damage.
float ToItem;

Hmm...

137
Released Mods / Re: [HWP] Attack Dog
« on: September 03, 2014, 04:02:42 am »
Perhaps it could be given "commands" that would run an AI sequence?

This may be getting into source code territory, but maybe something like:

 "SIC" at beginning of alien turn after fire damage but before anything else, or at end of player turn after checking for pending explosions: checks for nearest alien unit; If within X spaces moves as close as possible w/o opening any doors; once adjacent attack with bite weapon; If no alien within X spaces wander keeping within Y spaces of Xcom operatives.

"Heel": controls like a HWP, no extra sensory abilities because the dog is relying on the soldiers to tell it what to do.

138
Work In Progress / Re: AP weapons Stun damage?
« on: September 03, 2014, 03:30:21 am »
Yankes, what part should I be focusing on to see how damage is handled?

139
Released Mods / Re: [HWP] Attack Dog
« on: September 02, 2014, 09:36:12 pm »
I like the idea of some sort of motion detector action, it would account for the dog's better sense of hearing and smell allowing them to help humans find the alien scum.

140
Work In Progress / AP weapons Stun damage?
« on: September 02, 2014, 09:24:47 pm »
I've been playing around with MOD ideas and was wondering if someone could explain how the system determines stun damage from weapons that cause health damage?

I was thinking about options for stun weapons causing some actual damage( for example a stun rod that does some health damage from the electric shock, or bad reactions to stun bomb chemicals)  or weapons that cause a nerfed amount of health damage with a disproportionately high amount of stun damage(like rubber bullets they mostly just hurt but there's a good chance they'll knock someone out before they kill them).

141
Work In Progress / Re: Feed your operatives MOD
« on: September 02, 2014, 06:59:20 pm »
Appears from looking at the rul that he's just adjusting the default weights after closer inspection.  Only useful when carrying a corpse, really.  Not sure if actual weight units matter at all for non-corpses.

Correct.  It's not often you're picking up these kinds of corpses either, so it won't change the game much.  It just fixes an inconsistency.  I noticed it while going thru working on an armor MOD that had a weight value, which will affect inventory weight limit when equipped, but corpse weight only matters if you come up with a reason to pick up dead bodies.

Xcom uses some sort of indeterminate weight system, given that a grenade weighs 3 a sectoid weighs 30 and muton weighs 40 I figured a soldier in power armor(26) shouldn't be outweighed by a sectoid... also not sure why civilian females had weight of 50.

142
Work In Progress / Feed your operatives MOD
« on: September 01, 2014, 06:54:31 pm »
OXcom, where the men are fat(weight: 30), the women are fatter(weight: 50), and the operatives are emaciated(weight: 22) because they dropped the mechanics for food and water micro-management in the release version. EDIT: This is not that mechanic, this just adjusts the corpse weight values.

Noticed something odd with the corpse weights well playing with armor weights, wrote this up to bring them more in line with the aliens, it also adds a weight value to the vanilla armors... also, no more fat chicks.

Report 615:
Records show field operatives have gained an average of 10 weight units in the last week, this is showing an unusual corelation with implementation of standard issue Incendiary Grenades and Combat Knives this may be related to the issues addressed in Report 589:Operatives refer to mission as "a bar-b-q" durring briefing; and Report 613:Uexplained drop in recovered corpse count. I don't wish to jump to any conclusions tho as the weight gain does not appear to be unhealthy and seems to be good for morale  -NoelBuddy

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