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Messages - BlackLibrary

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121
Suggestions / Re: Alien Bleeding
« on: February 17, 2014, 02:23:11 am »
Thanks for the answer.
Well, they probably shouldn't be; logic dictates so. But still, it might be interesting from a gamey point of view.

I may be wrong, but i do remember unstunning an alien using a medkit.  May not heal wounds, but I do think it can heal morale and stun. 

122
Suggestions / Re: Make Dual Wielding Useful
« on: February 17, 2014, 02:09:05 am »
Interesting topic.  An alternative idea, that I read may be conceivable with future enhancements being thought about, is to simply have a option called "Akimbo" show up.  When selected, both weapons (which must be identical for weight and cumbersome purposes) fire at auto.  Accuracy is reduced as discsussed her earlier, but perhaps it also does automatic morale damage from the barrage of weapon fire.  Who can stand courageous and tall when a half dozen shells are being hurled at you.

IMO, Akimbo is purely flavor and fun...but thats about it.  Its just not practical is a wanton waste of ammo and energy to achieve inaccurate volume dependent more on sheer luck than skill.  If any one is familiar with Necromunda, I'd suggest some kind of pinning action vs any other real advantage.

https://www.youtube.com/watch?v=JlN_4MMTdPs

123
Work In Progress / Overiding weapon fields with ammo fields: Firesound
« on: February 16, 2014, 12:29:03 pm »
When I attempted to override a weapons fire sound with an ammos fire sound, it did not seem to work.  It stayed with the fire sound for the weapon.  This is different than the hit sound field.  That does get replaced by the ammo's hit sound. 

Am I missing something? 

I tried emptying the value of the fire sound in the weapon item itself with no success, either.

124
Offtopic / Re: What mod you use ;)
« on: February 14, 2014, 04:45:52 pm »
Hey QT. 

I've not found the following ones:

  - Armor
  - containment
  - MindMissile
  - AlienInventory
  - HWP

I hit that site last week.  No offense to whomever is connected to it...but its a bit painful. 

125
Work In Progress / Dawn City terrain Beta release
« on: February 14, 2014, 04:17:51 am »
I've been checking out old mods from way back and came across this one for Dawn City.

I think I've read others using Dawn City.  Not sure...

1.  Curious to know if its safe to drop this wholesale in OpenXcom...or does it require some nuancing to be able to add in?  It appears safe from what i can see, and I plan on testing it out...but since others may have experienced it for far longer in the new enviro, I'm curious.

2.  The post I found is a beta version, 5.1.  Is there a later version that any one is aware of? If so, can someone post a link to it or attach it?

https://www.xcomufo.com/forums/index.php?showtopic=242035189&pid=191072&st=0&#entry191072

126
Work In Progress / Re: Help correct my aim: Creating a Research Tree Mod
« on: February 13, 2014, 02:06:47 am »
:Head slap!

Thanks!

127
Work In Progress / Re: Help correct my aim: Creating a Research Tree Mod
« on: February 12, 2014, 10:34:36 pm »
Warboy.,

Thanks for the info.  Made the following corrections.  However it crashes to desktop when attempting to view the article in the ufopaedia after research is completed.

Code: [Select]
research:
  - name: STR_SOLYENT_GREEN
    cost: 5
    points: 10
ufopaedia:
  - id: STR_SOLYENT_GREEN
    type_id: 9
    section: STR_ALIEN_RESEARCH_UC
    text: STR_SOLYENT_GREEN_UFOPEDIA
    requires:
      - STR_SOLYENT_GREEN
    listOrder: 4299
extraStrings:
  - type: en-GB
    strings:
      STR_SOLYENT_GREEN: Solyent Green
      STR_SOLYENT_GREEN_UFOPEDIA: Yes...you found out what it is.  It also tastes GREAT!!!
  - type: en-US
    strings:
      STR_SOLYENT_GREEN: Solyent Green
      STR_SOLYENT_GREEN_UFOPEDIA: Yes...you found out what it is.  It also tastes GREAT!!!

128
Work In Progress / Help correct my aim: Creating a Research Tree Mod
« on: February 12, 2014, 01:36:42 am »
See code below.  Just playing around after creating some weapon mods, and wondered is it possible to create a pure non-item associated research mod.  Well clearly, after testing, I'm missing something.  Looked through others, and no luck.  So posting to John Q (that means you!).
 
Whats wrong with the below.  Looking to create a mod for a new research topic.  Completing it should open a reference in the ufopaedia for reading.  I'll experiment from there.  Please correct my aim!  is the issue because I must have an actual item with and ID for STR_SOLYENT_GREEN?

If you know, please correct my text so I can see a working example.  Thanks!

Code: [Select]
research:
  - name: STR_SOLYENT_GREEN
    cost: 5
    points: 10
    lookup: STR_SOLYENT_GREEN_UFOPEDIA
ufopaedia:
  - id: STR_SOLYENT_GREEN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - STR_SOLYENT_GREEN
    text: STR_SOLYENT_GREEN_UFOPEDIA
extraStrings:
  - type: en-GB
    strings:
      STR_SOLYENT_GREEN: "Solyent Green found in laboratory"
      STR_SOLYENT_GREEN_UFOPEDIA: "Yes...you found out what it is.  It also tastes GREAT!!!"
  - type: en-US
    strings:
      STR_SOLYENT_GREEN: "Solyent Green"
      STR_SOLYENT_GREEN_UFOPEDIA: "Yes...you found out what it is.  It also tastes GREAT!!!"

129
Open Feedback / Re: Remove the limit of 80 items?
« on: February 11, 2014, 09:36:42 pm »
[Using King Leonides Voice] This is XCOM! [/Using King Leonides Voice]

Think like an alien.  Its night time.  You came to earth to pickup a few things.   You came strapped with your best Plasma weapons and a pair of shades.  You are doing your business, raping, pillaging and what not when...lo an behold you hear something! Its loud!  Its kicking up dust and sand.  Civilians are crying out "Thank the Lord!"  You look up in the sky and you see this hulking Russian made VTOL with massive engines coming down.  You have a bad feeling about this...and you haven't had dinner yet.

What do you do?
A.  Continue pillaging at random
B.  Take a smoke break
C.  Load a fresh clop and get in position to ambush the intruder like you get paid to do it!

Its XCOM.  Its D-Day.  It Normandy beach.  When the transport doors open, its all hell, plasma bolts, and gritted teeth...no roses. 

Hell, I'm sort of pissed to know that aliens can't use explosives on round 1.  I guess because their is zero defense against Blast Launchers, but still...

130
Nice.

In re: to discussion about weight:
I've always seen a game unit of weight as equalling encumberance, not in literal poundage.  Carrying a 40 lb child is definitely more of an encumberance to your speed compared to an efficient, well designed backpack stowing 50 lbs of gear. 

131
Released Mods / Re: [WEAPON] Dart Rifle
« on: February 10, 2014, 08:21:41 pm »
Nice.  I'd like to enhance this when I have a moment by increasing the stun level based on creature researched.

Level 1 - Requires any autopsy.
Level 2 - Requires Snake Man autopsy.
Level 3 - Requires Muton autopsy.

I don't have the skills or time to do a recolor on the darts for the various levels. Solarius, would you have any issue with me doing this and reposting as an enhancement to this mod?

(Don't get Tragdor the Burninator on me, though.  :))

132
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 09, 2014, 01:45:37 am »
I've been waiting about 19.5 years for this mod.  Literally.  Must you let your education and future get in the way???  :)   This helps bring out to the RPG flavor to XCOM that was always there right under the surface.

Quick questiono:   If you could also show the date the Soldier joined XCOM?  Or Base transfer dates?  My lord...with all the info there, I could -literally- autoscript the framework of a short story using the material your log/diary could produce alone. 

133
Offtopic / Re: What mod you use ;)
« on: February 07, 2014, 07:07:17 am »
Would be awesome to know where to find the following mods:

My list for now  :
  - Armor
  - MoriartyArmor
  - Magnum
  - Reproduction
  - LukesextraUFOs
  - containment
  - MindMissile
  - AlienInventory
  - CraftRebalance (it combines and redesigns Sentinel, Thunderstorm and Retaliator mods; I made it for myself)
  - HWP
  - DartRifle  (unpublished, by Dioxine and me; Dart Gun from TFTD, used as a tranquillizing gun)


Especially those cools ones you are hording (Dart Rifle and Craft Rebalance).
Dart rifle sounds 100% awesome.

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