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Open Feedback / Re: Few UFOs showing up?
« on: October 22, 2014, 02:09:59 am »
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I love the fact that
Most of these don't follow the
five-seven-five rule.
I'm interested in mod making, but I'm not too sure how hard it is, would you say it's hard to make something like a stand alone sectoid mod?
I was thinking maybe divide the sectoids up into 3 parts, heavy soldier/vanilla/leader and give them reskined lazers or alternatively just plasma. (I edited my design a tad)
Regarding the missions, you could have two flags for aliens: LivesOnLand (true/false) and LivesInWater (T/F).
Most TftD aliens would have both true, except the obviously underwater ones. All UFO:EU aliens would have LIW: false.
I know its prob been said but does radar stack in open xcom? I know the original game did not and some mods do or don't.
The problem here is that game mechanics and plasma weapon stats make armors weaker than personal armor nearly useless.
a player has to kill way more aliens than he can lose soldiers.
I'm not really sure that using alien corpses to manufacture armor is a good idea, given that the only alien tougher than a power suit is the Sectopod. In fact all aliens except Sectopods and Ethereal Commanders are less armored than personal armor.
Mmmmm... Come to think of it... I guess it is time to create a mod that would rip the lascannon out of the Sectopod wreck and rebuild it into a man-portable superheavy laser. Say Power 100 and weight 20, so it is both weaker and heavier than a heavy plasma plus all the ammo you can shoot during a sensible mission. But it would still make a good endgame laser weapon....
So, don't get all excited...
A) Serial - after completing Cydonia an finishing UFO the game continues but now in the TFTD storyline.
B) Parallel - both UFO/TFTD take place at the same time.