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Messages - Falko

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796
if you add more clases STR_SECTOID_ENGINEER1, STR_SECTOID_ENGINEER2, STR_SECTOID_ENGINEER3, STR_FLOATER_ENGINEER1, .. that unlock (invisible?) ufotech[1-3] and name them the same as the original STR_SECTOID_ENGINEER,STR_FLOATER_ENGINEER,..
you cant differentiate between engineers with or without "extra-knowledge" and have to research until you got all 3 parts
at least i think it should work "with ruleset only" and i am not alone :)
[00:36] <Shoes_> you would essentially be adding new units to the game, that are identical in all respects except rank to already existing units
[00:36] <Shoes_> and then you would add reseach entries for each one, and then you would mod existing research entries

797
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: April 08, 2014, 01:57:54 am »
i play this mod and the grenade launcher is IMHO overpowered
for all aliens in the first 3 (superhuman) months  (oustside an UFO) i used only this weapon
i dont know how modding works but is it possible to change the HE munition into two types
1 with a small explosion diameter (2-4 tiles) but high damage (~70)
and a wide range explosion with low damage (~30-40) to remove obstacles
or is radius dependent on the damage?

798
Suggestions / Re: inventory change
« on: April 02, 2014, 07:28:07 pm »
ah great!
i will try a nightly build :)
the 0.9 version is almost a year old is there a specific milestone for the project you want to reach before releasing a new stable version?

799
Suggestions / inventory change
« on: April 02, 2014, 07:10:32 pm »
hi is it possible/easy to change the inventory screen to emulate a more xcom apocalypse like item assignment?
see picture
instead of showing each weapon - show a representative with a number
if you pick up an item it shows the number (in brackets) at the end of the description (also helps if the number is not good readable (fontcolor?) with that specific sprite)

one related annoying behaviour is that  the "ground" jumps back to the first page if i change the soldier
it is ok during the battle but in preparation i would prefer that the ground page stays the same

(i play 0.9 at the moment)

800
IMO it's a great idea. So when your scout discovers an enemy, you TAB to a ready rifleman, choose a weapon and shooting mode, TAB to put the (single?) enemy unit in view, shoot it dead, TAB to your scout again. No manual view-scrolling needed !

It would also be very helpful for targetting the partially hidden aliens, the ones drawn black on black : it would center the view exactly on them, so you can aim the center of the screen.
that is exactly what i would like to see :)

801
i would like to cylcle the enemies while in target mode
useful for long range attacks and psi attacks from the skyranger
if there is a key shortcut to cycle that works within targeting mode i could reduce my scrolling by 40-60%

802
Suggestions / Re: waypoint weapons - limit number of waypoints?
« on: February 01, 2014, 09:05:40 am »
how about this
you have a "direct shot" option (without waypoint)
or you have multiple actions
set way point 1 1%TU+3TU
set way point 2 2%TU+5TU
..
set way point 9  9%TU+19TU
set way point 10  10%TU+20TU
and: Path-Shot 60% TU
that way setting a waypoint costs - you can still achieve all 10 wayponts but you will need 2 rounds for that
with 200 TU one can get 7 waypoint in one round with 100 TU one can get 5 waypoints
for that waypoint have to survive a turn
if that is not possible - another option: teamwork - each blaster holder can set a waypoint but you can only set one path at a time

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