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Messages - TurkishSwede

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16
Released Mods / Re: [ENEMY] New Race: Reptoid
« on: May 20, 2014, 01:52:03 am »
These things are scary, dude! I actually think they are a bit OP and could use some nerfing. I compared their original base stats (now nerfed) to that of Ethereals, the vanilla game's most potent ground troops, they had equal firing and 'superior' reactions (considering they have no inclination towards using extra TUs for psi-attacks), only slightly inferior TUs and stamina, and somehow superior Psi-Strength. This brought up some things for me regarding their nature/game balance which were not entirely addressed in your latest update.

1. Lizards usually have very small brains, even thunder lizards had walnuts for brains. A race can surely be intelligent with such a brain, but it's hard for me to buy that such a race could have super-human (or even super-mammalian) intellect or would fall in line with a race whose main method of control and communication is psionics, something they currently resist better than any other non-Ethereal main race. I think they should have lower Psi-Strength, but higher bravery. I think a war-like race of lizards would be hard to scare. I'm thinking like, 40-45-50 Psi-Strength (as per Snakemen), and 130 (or higher) bravery.

2. Even if Ethereals somehow convinced these terrestrial Reptoids to join their crusade, how would they anonymously prepare for their missions without a terrestrial base? Other aliens set up at and come from Mars directly, so how do these aliens get the ships they use? If brought to them by other aliens, they'd need a spot to meet and trade, and afterwards allow quick dispersal into society considering there are no other aliens on Reptoid crafts. Did Ethereals give them exact blueprints on how to make all the alien's ships? If so, where are they built? If in the first month, reptoids had a high chance to make a base somewhere, then operate from that base? Hard to code that. Better to make them extra-terrestrial and let them use all the undisclosed benefits of that, I think. Or, they are collected from Earth previously and modified with brain implants for control, best of both worlds? That could partially explain their abnormally high Psi-Strength.

3. These Salamandrons... they have a bark that is worse than their bite unless one of two things happen:
   1. Incendiary damage is dealt to health and applied to armor like normal damage from explosions, or
   2. Terror units and other units with weapons that are a part of the unit's body gain the use of a second weapon.
Without that, these guys are cuddlier than Silacoids. They seem to mill about, not attacking, with too low reactions to ever reaction fire at anything, and they are too tall. They are listed as 30 height, when I think the max height for a tile is 24. Surely that interferes with something. I think they should have higher firing and reactions, say, maybe 40/40?

4. The UFOpaedia pictures are very TFTD, understandable since they are basically from that game, but from the viewpoint of someone who never got into that game and has only been reintroduced to this game via XCom 2012, it feels very non-XCom-ish to me. Maybe Robin could help you make more vanilla seeming entries...? I wish I could. That would be awesome.

17
Suggestions / Re: Couple of map fixes here, merge maybe?
« on: May 19, 2014, 05:15:59 am »
The INTERC west wall tailfins were in the content slot, so I fixed that, really the only thing I did to that map.

FIRES was letting me deploy through the wall, so I changed it's map data reference to the LIGHTNIN so I could use the invisible pillar-like tiles to close the gaps on the outside walls. I had to leave it to the outside to still leave enough valid spawn points for 10 people on the ship. I also made the doors proper west walls so they actually open when people walk through them.

FIREST has all the previous fixes, but it's a modified larger version that has only one door. I re-centered/spread out the landing legs and I think it feels more firestorm-ish, way less cramped and seems like it could fit ten people and still fight UFOs comfortably. Still uses only one space to land in.

I'm guessing the original FIRES is the XComUtil version and mine is different, so I should probably post it seperately as a mod.

18
Suggestions / Couple of map fixes here, merge maybe?
« on: May 18, 2014, 10:23:55 am »
The XComUtil mods, Interceptor and Firestorm battlescape maps, are riddled with bugs that were fixed on the bigger ships. This is my attempt to fix them for these ships as well.

INTERC uses the Skyranger's map data set PLANE, and FIRES uses LIGHTNIN. This was necessary for the fixes to use the XCom1Ruleset and its MCDPatches for all that good stuff. This could be added though:

MCDPatches:
  - type: PLANE
    data:
      - MCDIndex: 13
        bigWall: 6
      - MCDIndex: 14
        bigWall: 6

In the zip are the FIRES and INTERC that have the fixes, and the ruleset to use them correctly. That one is XcomUtil_Fighter_Transports.rul
XcomUtil_Fighter_Transports_Extra.rul uses my take on the Firestorm, pictured below. I made it slightly better, IMHO.
Both rulesets use the same Interceptor map.

Extract it to your Data folder and overwrite the flawed maps there. PlaneFix.rul is the tiny little piece of text I mentioned earlier, and I would love if anything good here could be added to the main branch.

19
I posted about this bug, and you tried valiantly to fix it, Warboy. The first fix turned it into a CTD situation, and the fix for that reverted it back to before. I figured I should just count my blessings and live with it.

Lesser of two evils, laziness on my part to re-report a zombie issue, just used the awareness of it to simply remove my scouts before I equip my squad at base. I like the way Ascadix puts it though. Much more succinct than I would be capable of.

20
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: May 01, 2014, 09:37:36 pm »
It took me a little bit but I got the Dark UFOs where I want them last night. New version is up on the MODsite.

I managed to make an addition to UFOL83 with volutar's MCDEdit program, which effectively blacks out the N/E diagonal walls in these ships. In celebratory fashion, I used them to darken Supply Ships too. I also changed Abductors to better suit my needs, their hard angles were the bane of my efforts. I call them Dark Abductors now and they look a little different, but layouts were left alone.  (One side effect of my changes is that there are no more weird black triangles inside the Dark Abductors.) ALL silhouettes are now covered. I also found the missing file civilian mentioned and fixed a few bugs.

Now that those walls are no longer an issue for me, I can finally, maybe, begin work on making some Battleship variants. I've got some ideas...

And Louis: I plan to update both versions when I have some new maps.

21
Tools / Re: MCD Edit by volutar
« on: April 30, 2014, 01:12:14 am »
The last three files in the .PCK look weird because they were imported as .bmp files (using PckView by Ben Ratzlaff). If I correct them by importing the .png files that correspond to what I'm trying for, it looks really good, but I get the filename error when I save changes..

The reason I'm adding these exact tiles (and why they don't really need any kind of LOFTs) is because all I need it to do is black out the 'interior side' of the NE facing diagonal walls from outside, until a soldier can actually see the pillars on the inside of the ship.  If a blaster bomb hits there, the extra tile would be destroyed like a normal West-Wall pillar, replaced by the "broken pillar" tile and showing the interior side of those diagonal walls like normal.  That's my plan anyway.

Thanks for looking into this.

Edit: And it works now! Awesome!!

22
Tools / Re: MCD Edit by volutar
« on: April 29, 2014, 10:34:42 pm »
Hi, there.  I am just a user that wants to mod but is not a long-time X-COM veteran, nor am I familiar with well-known modding tools, "high tier" computer jargon, or coding techniques.  I try to decipher your cryptic messages (wizard riddles) using what (little/geeky) smarts I have, and I think I've been mostly able to understand you so far.  You speak with pure genius, and you obviously know what you're talking about.  I have huge respect for your efforts for OXC and I hope my typical American confusion doesn't bother you. 

I love your program, it (mostly) works great for me and it's the only one of its kind that has worked at all on my Windows 7, it's pretty straight-forward and easy to use.  Thanks very much for making it.  MTPaint, on the other hand, is not at all user friendly (but probably very modder friendly), and even though it is the EXACT program I've been looking for (and indeed, the ONLY program I've found) that lets me do what I want to do with regards to pixels and palettes, it has been a huge source of frustration for me trying to figure out how to do very simple things (that I still managed to get done anyway).

The problem I have, however, is this: I want to add 3 tiles to the UFOL83 tileset that should prevent any see through walls in my Dark UFOs mod, but I can't. Your program won't save when I need it to and I don't know why.  I saves fine if I only edit some tile properties or LOFTs (I could finally fix the tiles like I wanted to), and I can insert new MCDs fine, but I can't import .PNG files, because if I try to save after I import any to the .PCK it gives me an "Invalid Filename" error and then the program goes BLANK for all intents and purposes. Until it's reloaded, it won't load any tilesets (it thinks every tileset that is loaded is blank), and until another tileset load is attempted it will uselessly display the work I've done (but can't save), while allowing me to change variables for no reason anymore.

I can put .bmp files (added with PckView) into animation frames and it saves just fine, but it just looks dumb (because as you say, windows clipboard apparently can't copy .bmp right).  If the .PNG copy/paste doesn't work either, I can't see myself having much use for this program besides fixing errors.

0, modder guru, what is my problem?  Please help me.

I included the files I'm using.  You should be able to see what I'm dealing with.

23
Suggestions / Re: Geoscape Ideas
« on: April 21, 2014, 10:23:56 am »
X-Com Bases? Alien Bases? What about crafts, UFOs, etc. It's an interesting idea but not sure how to find the right amount of detail.

I was really just thinking for X-Com bases, but totally optional if it just gets in the way. Maybe make the game put the base name under the city name or something if it's too close? I don't know how that works. The city names only display when close enough, could the base names be displayed even when fully zoomed out? Make it optional like Radar Ranges?

Done.

AWESOME!!  ;D  Thank you thank you (you put in my favorite suggestion among those I initially posted.)

How do you define "covered by Hyperwave Decoder" though? Is it directly in range? A UFO that went to it was in range? You already went in there once? Etc.

I think it would make the most sense if we only got info on the race if it was in range of a Hyperwave Decoder. You are usually aware of the race when the base is established, if you can detect any of the many large UFOs that precede them, and it's usually pretty obvious what they're doing. If the clever bastards set up a base outside your range, tough luck. You'll have to remember them.

Eh this just screams of complicated and exploitable to me. And really, if you had bad luck once, a different layout would probably be to your advantage. Maybe the control center will spawn closer to you. Maybe the aliens won't be all piled up under your spawn anymore. Etc. :P

You make very good points, sir. You win on this one.

I have one last thing that has been bugging me for some time about this game. I live in Denver, Colorado, in crazy USA, and I know for a fact that North America has some dang Mountains somewhere. The Rockies are HUGE! They go clear into Canada! Yet there's just a--a desert? And what about the Californian mountains? The complete lack of mountains in North America kinda funny ( I think it shows the European focus when the game was made) but very unrealistic. Is there any way some could be added? Or would this idea have to be modded into the game? I shudder thinking of a ruleset for that.

24
Suggestions / Re: Geoscape Ideas
« on: April 20, 2014, 07:10:13 pm »
I don't think it'd obscure anything normally. Unless the base is directly over or near a city, then the names would overlap. I wouldn't like to see the game broken for people who like placing their bases on cities for fluff reasons (assuming such people exist).
Perhaps showing the base's name when the cursor is on it would be better? It's a bit of a hassle, but less than having to click on it.

Good point, I have an alien base right on top of Singapore, so if the aliens like to do it..
 
You mean the base defense geoscape map? I... guess. I used to dream of a way to actually see my base without aliens attacking it... but I'd rather have this option hidden deeper, most likely in the base information tab (the one under Build New Base).

Not quite, just the screen from which you can do base management stuff. Basescape, you know? Not base battlescape. (isn't that something it's called? Basescape?) I just don't like having to go to my last selected base and then the base I want. My idea involves clicking on the base I want, then going into base management screen from that bases interception window that pops up. Or perhaps create a different dialogue first, asking if we'd like to enter the base view or order an interception (or cancel), if the "baseview from interception" idea doesn't work.

I like the ever-changing eldritch architecture of the Star Gods :P Honestly, I never even noticed; I guess I assumed you attack a different part of the base each time. But yeah, as an option, why not.

It's hard for me to imagine a different part of the same base having a completely functional control room which can independently render the base inoperable if destroyed.  But maybe if this could be introduced, it could apply to terror sites as well?  It's easier to imagine attacking a different part of the city if you have to retreat and go back, but still, if it's only part, why are all the aliens there?  What if it was the same terror layout?  Sure, civs and aliens would respawn, but that's just how it goes.

And Louis, maybe they are working on it, and maybe it's all a matter of how many people ask for it? Gotta have faith, bud!

25
Suggestions / Geoscape Ideas
« on: April 20, 2014, 09:07:43 am »
I have a few things that have been in my brain for a while, things I'd like to see in the Geoscape but didn't know if they were dumb or not. As the release of 1.0 nears, I feel I have to let my ideas out, to see what is feasible and what is not and what is just dumb. Just some ideas.

Geoscape:
1. Bases that show their name by them, like Cities on the map do?
2. Ability to go into basescape for a base from that base's interception window?
3. Alien Bases that are affected by the Hyperwave Decoder? (Knowledge of species available on click?)
4. Ability for Alien Bases to save their RandomSeed on base generation and use that for the map, and slightly alter it +/-2 at random or something for enemy spawns when it is assaulted? This way if an assault is going badly and you have to leave, the base won't be a totally different base when you return? Or the base could even be farmed by crazy people. Make it optional for purists?

Would anybody else enjoy these things?

Ideas, viewpoints, logistics?

26
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 19, 2014, 11:57:52 am »
Thankee Sai, Warboy! I updated all uploads to use the new .MCD and I have placed this mod on the Mod Portal, as well as the "darker" versions. I've also updated the latter to include Lg Scouts and Abductors, because the heck with it. Supply ships still aren't darker, they are just supply ships. They don't really need the reinforcement, not exactly combat craft..

27
Released Mods / Re: [HWP] Scout Drone
« on: April 17, 2014, 01:30:51 am »
Hey, I'm getting a strange bug in my game and I'm absolutely sure it has to do with this mod, but I'm not sure if it's a problem with the mod or a problem with how the game counts troops in a transport.

The problem is this: if I have X scout tanks included in the craft's equipment, then I can't equip the bottom X soldiers in the craft's troop list while I'm at the base. I can equip them normally before a battle with the scouts having been brought with, or back at base normally IF the scouts are removed from the craft first.  Clearly, that's not right.

I wasn't sure exactly where I should post this, but it is very closely related to this mod, so I'm posting it here.

28
Suggestions / Re: Overhaul accuracy training?
« on: April 17, 2014, 12:36:00 am »
I agree, the XP per weapon idea isn't very practical, it really asks too much when you get down to it. This needs to stay modder friendly.

29
Suggestions / Re: Overhaul accuracy training?
« on: April 17, 2014, 12:15:44 am »
In a similar train of thought, maybe reaction firing could give another reaction experience if the shot hits the target? That way, any shots fired during the alien's turn would boost reactions and firing accuracy would have to be gained from intentional firing on the player's turn.

30
Suggestions / Overhaul accuracy training?
« on: April 16, 2014, 11:46:43 pm »
I have noticed a prevailing trend in my tactics, and part of my brain likes it and another part doesn't. The part that doesn't is writing this. If I have a soldier, whom I would like to be more accurate, I equip them with a shotgun. This is because I can sneak up behind a sectoid or muton or snakeman and, BLAM BLAM, max out my firing XP. I used to do something similar with grenades, throwing them at reapers, sectopods, and cyberdiscs for 4 XP per grenade, per target. Of course you need a terrorist mission, but either way, neither of these tactics makes any damn sense if looked at.

What I am proposing is an overhaul of the firing experience system, to account for new weapon types, and to balance soldier improvement across the board. I don't have a set idea what it should look like, but here are a few ideas, some food for thought:

 - Aimed fire could give extra experience, say 2 or 3 XP per hit, instead of just 1. That would increase the tactical value of this firing mode (probably my favorite).

 - Aimed and snap firing in general could be given 1 extra XP per 10 tile distance the projectile travels before hitting the intended target, making long shots more worth attempting (second favorite, not sure how hard coding that would be).

 - Shotguns could be nerfed, such that if someone fires once and hits what they are shooting at, they get 1 XP regardless of number of hits. Autofire would still be counted as firing 3 times. (I'm not entirely fond of this idea, says the part of my brain that likes the grossly exaggerated XP from shotguns.)

 - Make each weapon have specific XP per firing mode hit (probably the most difficult example to implement).

Just throwing stuff out there. Any thoughts? Ideas? Perspectives?

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