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Messages - BlackLibrary

Pages: 1 2 [3] 4 5 ... 9
31
Suggestions / Re: Chasing UFOs
« on: August 29, 2014, 07:32:21 pm »
Thats hot-dogging.  If you hot dog the alien craft, doesn't it have a "Interceptor is eluding off!" message if in the interception window after x period of time?

A tail and observe would equal:  get within radar range and match speed.  Preferred for when you just want to tail that supply ship without spooking it off.  Just want to see where it goes until it lands.

32
Released Mods / Re: Ironfist Dropship 1.1
« on: August 29, 2014, 07:18:36 pm »
Try to parking (landing) this big craft on the Cruise and Cargo ship is a nightmare ... :o

What mod has Cruise and Cargo ship?  Is that the pirate mod?

33
Open Feedback / Re: Question about fire.
« on: August 26, 2014, 05:57:07 am »
I'm championing the idea of fire causing instant panic for quite a time here. After all, I can't see a man being on fire able to do anything else.

Only if putting out the fire was an option some how. 

34
Released Mods / Re: [WEAPON] Alloy Sword 0.9.1
« on: August 26, 2014, 05:27:03 am »
Melee was the BEST way to deal with Lobstermen in TfTD :)

*Cough*Only way...*Cough*

The only other way was to shoot them from behind so that the did not have enough TUs to spin around and reaction fire you.  Shooting them just got them madder at you.

35
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 23, 2014, 02:11:33 am »
If you do ever make an advanced gauss line, do you think you could make them a bit LESS accurate than the base versions? I've noticed that once your soldiers start taking shots with more than 100% accuracy, they start missing surprisingly often.

Actually, I suppose I should confirm. Has anyone else noticed that happening?

Interestingly...wasn't that a bug in Vanilla XCOM as well?  Might be a calc is off.  When a soldier banks toward 100 firing, its time to cryosleep them till Cydonia.  Thats always been the case.

36
Open Feedback / Re: Explosion height & Alternate movement methods
« on: August 22, 2014, 10:10:22 pm »
Keep in mind that this damage also works on Proximity Grenades. 

meaning...a Proximity mine going off on, say, the second level will affect you one level beneath and above. 

37
Work In Progress / Re: Asking for graphics help
« on: August 22, 2014, 10:05:12 pm »
Arth,
If ejecting a spent cartridge would just hit the ground instead of filling the open hand, it would not be such an issue at all. 

Alternate firing modes would require a coding change, and rather significant one.  So much of the logic was in the weapon, and pushed down (rightly) to the ammo, that bringing some of that logic back up to the weapon would be a pain and a chore.


38
Work In Progress / Re: [Idea]Depleted Elerium/Elerium Craft Weapons
« on: August 22, 2014, 10:00:46 pm »
1.  Create the resources and ruleset for the isotope.
2a.  I believe there is a mod that allows "treasure" on specific tiles for specific ships.  Not sure if thats the way to go...I doubt it.  I'm researching that now for myself.
2b.  Instead of it being a resource found, make a research and manufacture that "decays" elerium. 
       Requires Elerium: 1 unit, a Power Source, and produces Decayed Elerium: 50 units.
3.  Create something basic with the decayed Elerium and playtest.

Does it work?  Is it worth it?  Would a player have a compelling reason to go through the process?  etc...


39
Work In Progress / Re: Grounded UFOs
« on: August 22, 2014, 09:55:41 pm »
...and they have old rifles and grenade between the two, cause thats what you put on them on Day1.

Oh yeah...been there.  Nothing like a two man crewing tackling a Sectoid Terror Ship.  Fortunately I had researched Alien Grenades.  It was a one man easter egg hunt:
1.  Find a grenade.
2.  Hide.
3.  Prime a grenade and toss it.
4.  Run and pray.
5.  Wash, rinse, repeat.

40
Playthroughs / Re: Shortest game ever
« on: August 21, 2014, 12:29:50 am »
Had the same issue with two base attacks in January.  I was forced to fight a retreating battle, had a rookie go to the store room to get rocket ammo.  Found the Flame thrower mod and realized just how sick it is against Cyberdiscs.  Even the incendiary rockets had good value.  I was quite stunned to see just how great they were against cyberdiscs.

41
Suggestions / Re: Civilians in transport should count as saved
« on: August 14, 2014, 09:20:28 am »
Press-ganging into the war against the foul Xenos... For the Emperor!

Blood...for the Blood Gods!!!

(All we need now is some geneseed...)

42
Open Feedback / Re: MODS & COMPATIBILITY ISSUES
« on: August 12, 2014, 02:21:10 am »
A few things:
1.  Don't download everything just because its downloadable.  It might be in progress.  Example:  Better Med Kit.
2.  Not all mods are created equal.  Some mods include too many elements that really aren't getting modded.  So it automatically conflicts with other mods.

43
Suggestions / Re: New Medi-Kits
« on: August 12, 2014, 01:42:36 am »
Heck...who says they aren't already jacked up.   :)

44
Work In Progress / Re: [Idea]Depleted Elerium/Elerium Craft Weapons
« on: August 12, 2014, 01:36:39 am »
haha I spend hours thinking of this ;) Balancing weapons is sort of why I created my mod, although it only has alloy ammo and delayed lasers. Currently everything else is up to the player, by using other mods (laser tech tweak and Plasma needs Elerium). I am considering a system which would leave "anchor points" to be used by modders to "latch on" with their mod, but making a stand-alone and compatible mod is tricky.

Back on topic:

Here is how I see the weaponry progression with current mods:
1- Conventional weapons (with some added stuff like grenade launchers, flamthrowers, shotguns, etc)
2- Alloy ammo (fits in conventional weapons but upgrade damage)
3- Gauss and Laser Weapons
4- Elerium based lasers
5- Plasma and Blaster Launcher (the real endgame weapon, and I think that shouldn't change unless aliens come up with something better).

As I suggested above, I think using DE ammo to "upgrade" Gauss weapons to a tier4 weapon would work well. Since it is based on depleted Elerium, it can't really be better than plasma. It could be another upgrade to tier 1, but new ammo for basic guns is already done, so that's kind of boring.. Of course, upgrading Gauss is kind of niche (but it would work in the FMP, and I am also starting to use Gauss, so would work in the XAE too).

For armor/tanks/crafts, I really don't know.. If DE is better than Alien Alloy, it's increasing the upper power limit and that's much more work if you want to keep things balanced. It could be interesting though, and I know the "Equal Terms" mod is supposed to introduce new alien weaponry in a later version, so you could balance it with that.

You do bring up an interesting notion.  Adding tiers to upgrades.  I'm tired of seeing Plasma at top tier...it needs a terran developed alternative thats related.  Building a physics research tree that allows exploration of an alternative is good.  I'm working on a mod that sort of simulates this.

Few things:
1.  Depleted Elerium is better off being produced instead of found.  A mod that creates 50 units of depleted uranium from 10 units of Elerium and 1 unit of Alien Alloy really fits the bill.
  (The aliens have been working with Elerium for several millenia.  They've learned to consume elerium at the highest efficiency, leaving nothing behind for waste.  We have no problem with waste, and we specialize in turning garbage into deadly weapons to kill humans.  )

2.  Depleted Uranium is used as an weaved metal alloy for component (Chobham) armor on tanks.  Its a game, and I don't want to over analyze something thats completely fictional, but again, as a resource that can be created by man, I can see such a use. 

3.  However, again, the tough part is finding a strategic "tier" level for it.  What technology would it compete against?  We all can't see the value of Elerium toothbrushes, and Alien Alloy bicycles.  Just applying everywhere does not make it useful.

45
Open Feedback / Re: AI'S & MONEY
« on: August 10, 2014, 10:22:28 pm »
Thats a mod...and no.  Its not a real soldier, its handled like a tank.

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