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Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: October 26, 2015, 06:00:43 am »
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WHAT! This is first turn!
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WHAT! This is first turn!
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For me it'd be random personality traits and ensuing simulated social interactions of soldiers during their base time, indirectly influencing combat readiness and other stuff. Think Dwarf Fortress.
Finally, I was looking back through the thread and saw a bunch of different Muton sprites, and then saw that you said the third tier ballistic weapons should allow players to take on both Mutons and Snakemen (and you were also kind enough to give us a glimpse of a new Muton sprite). My question to you is this: Since Mutons are stated to be fairly resistant to traditional chemical propellant based projectile weapons, but you've also stated that tier three ballistics should be capable of bringing them down...does that mean there's going to be more enemy variety in the next release? I mean, I remember my shock when I encountered Muton Commandos (nasty pieces of work) but...are we going to have to deal with veteran alien troops that have better equipment and armor? Please say yes because that would be amazing and really add to the sense of escalation within the game.
OMFG!
Dude how many sprites did you make in the meantime? This is crazy in a good way.
You wouldn't mind my plundering some of them if i like them, right?
Boonie hats for the win! :3
You're in the army now, guys, the Ghostbusters jumpsuits you're used to won't cut it.
Could have done it in September but I had some injured troops I wanted patched up for the final mission. The alien weapon self-destruct _definitely_ slowed me down a bit at the beginning.
It's been a very long time since I last logged onto these forums, and even longer since I checked up on all the progress that's been made, especially in regards to modding. Xops, I've been looking at everything you've done for this mod since version 0.80 (the last version I downloaded) and I...just holy crap man, your work is breathtaking. It's truly amazing. Honestly, I'm feeling a little lost on just what actually is in the mod because of all the work you've done (and that's not necessarily a bad thing, X-COM/XCOM, which ever version you prefer, should have a sense of mystery in regards to content). The work you've still got to do seems immense, but this in of itself was an immense undertaking in its own ways, so I'm sure you'll manage. So many new and amazing items and enemies and so many new sprites with amazing designs and a VERY well done balance (at least, the mod was very well balanced in the version I played). I'm tempted to get the current version (if I can figure out what nightly it's most compatible with), but part of me wants to wait until you release the next version. Best of luck finishing this mod, Xops.Thanks for the praise. I wouldn't worry about peeking into 9.0. The difference between 9.0 and the upcoming version will be immense (9.0 1,606 files 6.48 MB vs the upcoming release with 3,276 files at 14.8 MB). So much of the sprite work has been vastly improved. Honestly, I am kind of embarrassed by some of my previous sprite work.
Tangent: Also saw you mention you were writing a book. Well, I wish you the best of luck with that, and honestly, if you put into it the same amount of effort you put into this mod, I'm sure it'll be amazing.Thank you. I've gotten positive feedback from my beta readers so far. It looks like both my book and the next release for Xeno Ops will hit at about the same time.
I just need to figure out how to change starting cash or this is sunk :OIt's in the vars.rul under initialFunding
# X-COM 1 (UFO: Enemy Unknown) ruleset
# For documentation on these values, see https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)
startingTime:
second: 0
minute: 0
hour: 12
weekday: 6
day: 1
month: 1
year: 1999
costEngineer: 25000
costScientist: 30000
timePersonnel: 72
initialFunding: 6000 #<--------------------
alienFuel: [STR_ELERIUM_115, 50]
turnAIUseGrenade: 3
turnAIUseBlaster: 3
fontName: Font.dat
difficultyCoefficient: [0, 1, 2, 3, 4]
I've thought of a related variant : Alien ammo clips (created by deployments) can be set as non-recoverable. This way the AI doesn't risk running out of ammo, while the player doesn't get infinite ammo supply from mission. There can be an explanation that energy leaks out, and despite XCOM inventing their own power sources (drawing on precious e115 reserves), the way the alien manage to keep their own weapons loaded remains a mystery.
I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill.