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Messages - Dioxine

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5416
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?

5417
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.

5418
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 :)

5419
Work In Progress / Re: [WEAPON/BETA] Laser Sniper Rifle
« on: March 12, 2014, 02:24:22 am »
Judging from the stats, and the color, it's more like an Armageddon Rifle :) 2-shot clip makes it however *kinda* balanced.

5420
Work In Progress / Re: UFO upgrades
« on: March 12, 2014, 02:18:02 am »
To my knowledge, some route files were simply missing and I usually worked around this by copy-paste similar .rmps.

5421
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 09, 2014, 02:39:09 am »
The story of my life :)

Anyway, new version available, this time a more thorough overhaul. Enjoy.


5422
Released Mods / Re: [WEAPON] Heavy Machine Gun
« on: March 07, 2014, 03:21:31 am »
No worries, I like the fact you've found it inspiring!

Truth be told, this weapon is meant for a setting where laser weapons and money are hard to get, whereas high-strenght characters or flying armor aren't. It is balanced with other firearms in mind, NOT with lasers, which are just superior in so many ways there could be no competition. Another problem, the only enemy you could realistically consider a natural target for the HMG is a Cyberdisc, normal aliens are way too squishy for the increased firepower to matter that much.

Anyway, adressing your points...

A) Sorry, but reaction shot simply makes no sense to me in the light of how I understand combat in X-COM - as in, fast action skirmish, where you have 1-2 seconds to react in a wide arc, not squad combat, where you have the HMG pointed at an exact spot and just waiting for enemies to apear. Swiveling a HMG 45 degrees and opening fire seems very unrealistic in such timeframes where someone else has barely the time to fire a rifle.
B) Having said that, enabling Snap Shot makes sense, as most HMGs are capable of single fire. However, I wanted a narrowly specialized weapon. See below:
C) The way I was using it was: get the HMG to a vantage point, kneel down, end turn. Move scouts forward. Kill spotted target with the HMG. Always have the HMG trooper far out of enemy LOS. That's what the extended accuracy at long ranges is needed for! Basically it was never meant to move-and-fire; you have to plan for the next turn to use it as intended.
D) Scattershot, just nah, this looks stupid. But if you really want, you could maybe reason it away as each shot using a "burst" of ammo, not a single round, and the clip just measures the number of shots remaining. That way you would only have "Snap" fire setting on it.

The "bullet hit" sound is a nice touch :)

@Solar: seconded, it's stupid (and I think the AI CAN autofire on reaction)

5423
Released Mods / [WEAPON] Heavy Machine Gun
« on: March 06, 2014, 06:15:37 am »
Based on DShK 12.7mm HMG. Powerful but requires great strenght (loaded weight: 52) and tactical deployment (fire-and-move basically impossible).




5424
Released Mods / Re: [WEAPON] Machine pistol
« on: March 06, 2014, 02:55:06 am »
Very nice sprite!

5425
Well... just cut every frame into 4 even quarters? lol :)



just kidding, the parts won't be even, try to think how the unit would look in every frame.

5426
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 05:20:54 pm »
Correct me if I'm wrong, but as far as evenly-expanding explosion on a tiled map goes, there is no middle ground between 3x3 and 1x1, so what exactly do you want? If you don't want the blast, just change the damage type to something else.

@BlackLibrary:
Except Stun damage, of course. Blast works for it.

5427
Work In Progress / Re: [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 03:41:45 am »
From my observations, High Explosive damage seems to do nothing when you reduce the blast radius to 0.

5428
The 4-tile spritesheet for sectopods or reapers is divided into:

4 tile-sprites (obviously), top, bottom, left and right (think user-wise, not unit-wise)
  - each having 8 facings
     - each having 5 animation frames (including stationary)

for a total 4*8*5 = 160 frames in the sprite sheet

The sprite sheet starts with all the facings for the stationary sprite (0-7 for top tile-sprite, 8-15 for the right, 16-23 for the left, 24-32 for bottom), then it starts over with 32-47 being animation for facing 1 (NE, as with the soldier sprite), 4 frames for the top tile-sprite, then 4 for the right, left and bottom each, for a total of 16. This pattern repeats with all the 7 remaining facings.

For easy reference, take a look at my ripped and reworked Triscene spritesheet (under Sprites/TRD_6 in the Piratez mod), they didn't give a damn about occlusion so it's much easier to understand than studying Sectopod or Reaper spritesheets. Just don't look at the original TFTD Triscene if you have it, TFTD uses a different frame order.

5429
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: February 27, 2014, 05:53:41 pm »
Thanks man, now it works just fine.

5430
Work In Progress / Re: The Piratez Mod!
« on: February 25, 2014, 09:37:47 pm »
Yup, the map was crappy, it will be fine in the next update.

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