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Messages - Solarius Scorch

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8416
I have planned to make some more Mapblocks, containing landed/docker Medium Scouts, Fighters, Large Scouts and Sentry Ships.
Since those could be represented in a alien base 20x20x2 Map module. Will leave them in the FMP thread for your usage if you like, but do not expect anything before middle of december (my exams!)

Hell yes. This is something I've wanted for a long time, just never got to actually do it.

8417
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 15, 2015, 06:41:15 pm »
Well GW is known to be completely against fan based material or anything that infringes their copyright. Just two years ago they decided to place an absurd lawsuit about a book being sold on Amazon, claiming that they had the trademark of the term 'Space Marine', which is completely laughable.

I don't know if they'll notice a mod made for an open source project of a 20 year old game but I thought it better to inform the author of this mod of their legal attitude regarding these kind of fan projects since /reddit is quite a large medium.

Oh, as a former player (Chaos Space Marines and Dark Elves) I know that, GW is infamous for that in the community. I just think in this climate in Poland, their potential claims will be ignored. At least I've never, ever heard of any legal action of the sort, and it's not like Warhammer fandom isn't large.

8418
I have it on my TODO list. At some point it will be implemented.

Supergroovy.

Then I guess it doesn't make much sense to try to push it in earlier? What do you think, guys?

8419
Work In Progress / Re: Lohengramm's Weapon Roles (beginning testing...)
« on: October 15, 2015, 04:12:46 pm »
Note: Aliens will eventually be incapable of Reaction shots

Why on Earth would you do that? O_o

8420
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: October 15, 2015, 03:41:24 pm »
FYI: This comment was posted on the /xcom subreddit when ivandogovich posted a pic of this mod there:

"Uh-oh, GW IP. Cease and desist order incoming."

Ahahahaha. Our servers are in Poland, and I don't believe anyone would treat them seriously there. :)

8421
XPiratez / Re: Let's play X-PirateZ
« on: October 15, 2015, 12:16:16 pm »
Was going more along a hypnotist via ze physique but continue ..

As I said, a hippie. :)

8422
From a quick test of the FMP, it seems to be working correctly. We'll see if there's trouble.

8423
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 14, 2015, 07:03:15 pm »
Awesome. Thanks for the help!

EDIT: 1.7.2 has been updated.

Changelog:
  • Updated to match the latest nightly.
  • Light Pistol also has aimed shot now.
  • HandOb for Dynamite (by Dioxine).
  • Fixed a bug with Plasma Blade being two-handed.
  • Sniper Rifles have dropoff 3.
  • Fixed Anthropod melee stat (was too high).

8424
So, I heard that recent nightly changes break mods.

Is this true? If so, how do I fix it?

EDIT: See Hellrazor's post for a neat explanation for this.

8425
Can't we just have melee attacks affect terrain? (:

8426
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 14, 2015, 04:04:09 pm »
I suspect the issue has to do with the latest nightly, which references introducing multiple soldier types.

If I use the oldest available nightly, no crashes happen.
Which seems to be confirmed again by the fact that the Android version (which uses an even older version), runs flawlessly.

Excellent (compilation of) mod(s)!
(In my eyes, a requirement if you've finished vanilla)

Thanks!

Also: oh boy... I really don't have the energy to update it now. But I'll have to :)

8427
The alien base blocks in FMP are taken from a variety of sources, mostly Civilian and Luke83. I wasn't too discriminating in what goes in, since they're all good and the alien base has no specific mapscript.

8428
OK, I'll consider spoiler tags. Just not today, I'm going to sleep. :P

8429
Everything in the blue square on the left is for the ranged attack, everything for the melee attack is under the "Melee attack" section. It doesn't seem too confusing to me, but maybe having everything in the same location, as Solarius suggested, and having specific names (melee hit chance, melee power, melee TU cost, etc, and then snap shot accuracy, snap/aimed shot TU cost, ranged power) would be better?

It was my idea too, so I'm not even sure if what I did is all right. I moved these melee stats to the infobox, the way I envisioned it when I made the box template, but I'm not sure if it's good enough - opinions are welcome.

Also.. I can't make a bayoneted musket, even after having researched flintlocks.. So it must require more than that! I would have thought it would be flintlocks + primitive weapons (it's a mix of gun and spear) but I already have primitive weapons, so it's not that either.. And I can't go look into Piratez.rul, too many spoilers!

Hmmm... I haven't researched it in my game, since I went a different route, but it appears it requires Tools & Blades and Basic Armor.

8430
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 13, 2015, 07:41:04 pm »
Well, I am complaining about random. My philosophy is that a system should break because of its errors, not random. Random should be just a factor which makes variety of different tests.

But X-Com is not the kind of game to care about that. It's a simulation game, not a puzzle game. There isn't always a solution, but on the other hand sometimes you have absolute control.
These two very broad game types are just different and shouldn't be confused with one another. They are also, I think, aimed at different tastes; I myself am more of a simulationist, but I'm not really that hardcore, so I do save/load games to avoid too much misery (which doesn't mean I don't rage quit once in a while).

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