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Messages - Solarius Scorch

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8386
50 Elerium is enough to fly a non-aerodynamic vessel at intercontinental distances. I think it would make waaaaay to big a boom to be used as a hand weapon.

And I'm not really seeing the separate BLs for X-Com and aliens. Aliens are humanoid and there's no way for the aliens to prevent humans from using alien weapons. (Security measures like DNA sensors or whatever are easily disabled by X-Com engineers.)

8387
Hey, Solar, stop making fun of people. They might be poor and not have terabytes of fast hard disk space like you do. It's not nice to hit on the poor :)

Well, you only save the space on the .exe and associated .dlls, no?

And I'm not making fun! :)

8388
Making it extreamly heavy is a also a step in the right direction!

No, sorry but most aliens won't be able to use it then.

8389
Well, you could make using it require psi-skill, couldn't you? It's not that much better (it's quick to train someone), but it's a step in the right direction..

True, though the actual effect would be minimal, since once you have the vodoo sch- I mean the lab...

Setting the number of waypoints (or in OXCE making it a function of psi-skill/power) would be very interesting.

Yes, I think I have requested it.

8390
I wish it had a number of waypoints related to your psi power. It'll make things a bit less silly, and will take away some of your psi-amps.

8391


Just make it as strong as the BL if you want. :)

8392
Dude! What a bizarre idea. :)

8393
Dude, just make a "user" folder in your Openxcom folder and move all your user files there (saves, configs, mods and so on). The game will use these from now on and won't look for the one in Documents.

Then you can just make multiple copies of the entire Openxcom folder and play them all as you like.

8394
@ Mines:
Yeah, I get the idea, but how are you going to implement it?

@Point-blank shots:
Yeah, for a well-trained soldiers indeed "odds are pretty good". But then, so is hitting an enemy 1 tile away with vanilla mechanics.
Frankly, I am very wary of changing such basic mechanics. Are you sure this'll work right? Sorry about doubting your idea, but it completely throws part of the TFTD feel out the window - underwater combat is "supposed" to be slow. What do we get in return?

@Alpha Centauri:
University is very good, maybe the best indeed. But my preferred faction are Gaians, because of their mindworm spam. Or maybe I just like playing hypocritical ecoterrorists. (Or maybe it's the titties.)

@Sonic weapons:
Good solution, not too extreme. And yeah, I have played the best tactical game ever next to X-Com. :) (I recommend the ACM mod by Okim, it improves the game a lot, though it also makes it harder with those invincible Cultists you have to beat early.)

@Manufacturing:
I'm not sure if manufacturing fuel is logical, after all your subs are not unique - there are others, no? And even if they are, I can't believe they use such a unique chemical mix that was invented specifically for the Barracuda.
I understand the problem you're addressing though, and I think much of the buyable technology could be manufactured - like weapons and torpedoes.

8395
I think a dedicated Ruleset folder is still nice, since the .rul doesn't mix with metadata and stuff...

8396
And the males of the world rejoiced.

8397
Had a Humanist tank approach Bonaventura. Unloaded 10 piratez mostly with tech blades, rolled like 20 attacks against the tank, no effect, it kills them, rage quit.

8398
OK, first of all, this looks like a must have for my next playthrough of TFTD! (And my first OpenTFTD.)

Shaped charges - rework the proximity mines to have higher damage, but only one square damage radius {making it possible for aliens to step out of range, depending on the placement}



Mines just detonate. I don't know what system you had in mind, but I don't believe we can do anything close to what you described.
and hullbuster charges, likewise with one square radius, high weight {i.e. a rookie would have to drag it along, nevermind throwing} and size and enough power to break through ship walls for alternative entrances.

That's an old idea, and I have nothing against it. Would probably be unreasonable in X-Com 1, but after all it's the future...

Also, the usuals, like sniper rifles and shotguns.

Can you set a weapon to surface only? I'm a total n00b when it comes to OpenTFTD.

One pivotal concept I'm uncertain about is accuracy - it's possible to snipe enemies from one end of the map to another, but it's also possible to miss a point-blank shot. What I'm considering is cranking up the accuracy for all weapons into triple digits, but also forcing much shorter ranges {depending on the weapon role}, which would make close-quarters combat a lot more initiative-based, but also nerf long-range sniping with inappropriate weapons. Thoughts?

Oh Great Dreamer, no. That's a crazy solution to a nonexistent problem.

Just... try shooting an enemy which is 1 metre from you and actively trying to kill you, and we'll see if you hit. :P And that's even before reminding that even though X-Com is a turn-based ame, it represents real-time action, so there's always a lot of moving around, especially at clase quarters.

OXC's gauss arsenal has been implemented, though with a lot of rewriting and balance changes. I've also added two new gauss craft weapons, essentially capacity-upgraded versions of Ajax and DUP.

Cool!

Gauss weapons have also been changed to damage type 1 {armor piercing} from the original 4 [gauss/laser}, both because it makes sense narratively, the only weapons currently using it are store-bought peashooters and because I want to use type 4 for MiB's electric weapons down the line. It also means I'll have to tweak enemy units' armors as a result, though.

Excellent decision.

And finally, there's a couple of cheat objects in the mod that I put in just for the sake of testing - you can use them or don't, it's up to you. I think I have the bugs hammered out, so I'm looking forward to actual field testing. If there are weapons you stick with because they're clearly better than others, or ones you don't because you consider them useless, let me know.

Hmmm... OK :)

Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

I'd love that, but there's no way of making the text scrollable. The best I can suggest is making two separate pages that are both unlocked.

Interesting choice of name .. Zakharov...

As Quinch mentioned Alpha Centauri, it's a name of a scientist from the same game.

Actually, this could be the same person in an alternate reality - in Alpha Centauri, the aliens never attacked. Or at least not in 1999, because at some point in Alpha Centauri's timeline, the Earth goes silent...

Finally, may I ask if you plan to move sonic weapons further down the research tree? They're almost as easy to obtain as plasmas in X-Com 1...

8399
Troubleshooting / Re: Mod order of precedence
« on: October 18, 2015, 07:49:56 pm »
It's not necesary or anything, but I strongly recommend moving your user files to the OpenXCom folder to avoid confusion. Just create a "User" folder and move everything from Documents\OpenXcom there; the game will automatically use these files.

It's one of the very few games that don't force you to use some obscure folder on your system drive (where you probably want just your OS) for everything. I love our devs for that.

8400
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 18, 2015, 07:43:09 pm »
I think Sontarans would look great as X-Com sprites.

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