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Messages - Dioxine

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5386
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 30, 2014, 07:18:08 am »
There is this little piece of mechanics that should make flame weapons more realistic IF someone implemented it...

1. There is chance to be set on fire, yes, but it must be based on the % fire resistance of the armor. Highly resistant armor (say, *0.33 modifier or better) protects from this effect. Possibly the actual armor points value should be ignored altogether when dealing damage. On the positive side, no Fatal Wounds are ever dealt by fire.
2. You take random damage each turn (0-16?), circumventing armor but still affected by the % resistance;
3. If the damage was below a certain threshold (4?), the fire goes out (hence resistant armors burn for a shorter time on average);
4. - Crucial - as long as you're on fire, you automatically PANIC unless your Bravery is 110 or more. I can't really picture someone who is able to fight despite being on fire.
5. - Optional - each turn, your equipment has a % chance of being burnt, again based on your armor's resistance. If it's a grenade or HE ammo, it goes off. As you drop items held in your hands anyway, since you panic, at least your main weapon is safe...
6. On the turn the fire goes off, Morale is 0 but this loss counts as being caused by injury (might be difficult to track).
7. The basic % chance to catch fire and burn equipment can be based on the general strength of the weapon.

5387
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 29, 2014, 09:30:54 pm »
Too bad HURR DURR ALL FANBOOKS ARE INFRINGEMENT OF GAMES WORKSHOP COPYRIGHTS

5388
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 29, 2014, 08:49:01 pm »
Ahh, Necromunda, my favorite tabletop game. I've been modding it too :)

5389
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 27, 2014, 12:12:19 am »
New version posted, here as well as on the mod portal.

Seems that my mod could soon obtain major graphics improvements thanks to Ran, so stay tuned :) I'm pretty excited for that myself.

5390
Suggestions / Re: Pilots... for interceptors?
« on: March 26, 2014, 12:49:06 pm »
Man, the ability to use my Soldiers as pilots was one of my dreams when I was playing the game back in 1994 too! I mean, how cool is that!

About the placement: There is even an easier way to do this, the last person on board (the one placed farthest from the exit) is the pilot.

Now how I'd see this...
Craft weapon Accuracy = Accuracy - 8 + Reactions/5
So a soldier with 40 Reactions fires the guns at standard Accuracy, a soldier with 10 Reactions reduces Accuracy by 6%, and a soldier with 70 Reactions increases it by 6%

Bravery modifies the speed in Geoscape, say
Speed = Speed - Speed*0.02*(8 - Bravery/5) so again, 40 Bravery results in a unmodified speed, 10 Bravery decreases the speed by 12%, and 70 - increases it by 12%.

In addition, both values could modify the dogfight engagement speed - a soldier with higher values would approach the UFO or  disengage quicker, say:
Dogspeed = Dogspeed - Dogspeed*0.03*(16 - Reactions/5 - Bravery/5), so 10/10 would result in -36% speed, and 70/70 in +36%, substantially increasing the chances for survival.

Additional notes:
- Hitting UFOs trains Bravery and Reactions (very slowly), and any UFO kills give an extra boost.
- All these accuracy, speed and training formulas increase the comparative usefulness of the Cannon and, to a lesser degree, the Laser Cannon, while the effect on Missiles is the least one;
- If the interceptor takes any damage in excess 65% HP, the soldier takes 1 HP damage for every extra 1% of interceptor damage (this cannot exceed max damage capacity, ex. if an Interceptor took 150 damage in a single hit, the soldier still only takes 35). If it causes the soldier to die in his cockpit, you lose the craft.
- If the interceptor is downed, the pilot takes extra 0-20 random damage (this might be reduced if he was downed close to a city, and increased if over sea/ice/desert). If he STILL survives, he is placed in the Transit queue to his base of origin. 72 hours later, he lands in the hospital ward, with many tales to thrill the nurses with while he recovers...
- Interceptions (if the UFO was engaged) count towards Mission totals, and UFO kills count towards kills total.
- The engine must check if the craft has any Battlescape map; if it doesn't the craft can't engage a tactical mission.

5391
Work In Progress / Re: New weapon graphics
« on: March 23, 2014, 11:33:02 pm »
Or rotate the bigob 90 degrees and reduce its size to about 35-40%...

5392
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 23, 2014, 11:29:39 pm »
Just a funny side note, I've always imagined X-Com being the real men in black - removing the aliens and any evidence of their existence :)

5393
Work In Progress / Re: UFOpedia questions
« on: March 23, 2014, 11:23:53 pm »
Do you have a bigob (picture) for the item? Is it properly declared in the ExtraSprites section? Missing sprites are the most common cause of Ufopedia crashes.

5394
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 22, 2014, 08:59:51 am »
I've uploaded the latest version (0.56) to the openxcom modsite, but I plan to continue updating the mod here first and foremost.

5395
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: March 20, 2014, 05:55:13 pm »
I just wanted to say that the Cultist map is *pure evil* :)

5396
Released Mods / Re: [WEAPON] Webley Revolver
« on: March 19, 2014, 02:28:10 pm »
Nice model, although the ammo drum (on the gun, not the reload) looks kind of weird...

5397
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 19, 2014, 02:26:03 pm »
You've probably upgraded your OpenXcom version and it always comes with a complete SoldierName directory... You need to rename it to something else and keep only Pirate.nam in your SoldierName directory...

5398
Work In Progress / Re: [HWP/BETA] X-COM Enforcer
« on: March 17, 2014, 04:46:12 pm »
Maybe try giving it a "natural weapon" then?

5399
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 14, 2014, 11:32:44 pm »
As far as I know, the actual numbers are irrelevant, only their relations to each other are relevant. So I used 100 as an average 'watermark' value and set various mission frequencies accordingly. From my testing, it doesn't seem that the actual mission frequency is higher than in the vanilla game.

Note that while new missions are started with - as it seems - hard-coded frequency, there seems to be no limit to the number of missions that can be conducted simultaneously, so missions with a lot of waves set will produce far more encounters.

5400
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 13, 2014, 06:46:17 pm »
It's actually quite complex to implement, as viability of capture and interrogation mechanics are based on what corpse the unit leaves, and this is in some arcane way linked to unit's race... I think it is doable, but still a lot of work. So no promises here :)

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