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Messages - Avalanche

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16
Work In Progress / Re: Nuclear Weapons
« on: September 04, 2014, 06:51:42 pm »
One logic problem to me seemed to be why can a backpack nuke completely destroy a landed battleship when ajax missiles are supposed to be nukes also and hardly do anything when shooting UFOs down?

The idea that they're nukes at all is kind of silly. XCOM is supposed to be a secret organization, and yet from day one of the invasion they have fighter jets which can fire a half dozen nuclear warheads above populated cities?

That aside, we can just say that the enemy UFOs have shields. The nuclear explosions get stopped by the shield, but it overtaxes the generators and causes the ship to crash. One the ground, the shields aren't working so the much weaker handheld weapons are able to damage it.

17
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 04, 2014, 05:50:01 pm »
I've definitely lost games because of how difficult it is to advance. The last game I played my base got invaded by while I was still using alloy ammo. I technically won the mission, but I lost pretty much the entire base when a structure got destroyed right below the access lift.

In my most recent game, I only very narrowly avoided a loss. Gazers started appearing very early on, and they're almost impossible to handle when you're using alloy ammo. It got to the point where I'd only be able to actually do about a third of them missions that popped up. My only saving grace was that floaters and those floating brain bastards would attack all of my secondary bases constantly, so I could grab a few points that way.

Even more importantly though is the absolutely terrible luck I had with catching engineers, and the worse luck I had with research topics from leaders/commanders. I didn't get a single engineer of any race until September. I was using alloy ammo until November, when I finally got gauss. I then used gauss until April of next year, where I got plasma, fusion and the psy amp (after getting psy powers in February of the first year). Yes, I said plasma and fusion. I got plasma weapons and blaster bombs before any of the laser techs. It was absurd.

Edit: I guess the takeaway is that it'd be nice if the leaders/commanders dropped research topics in a specific order. I shouldn't unlock how to mass produce guided fusion warheads before I figure out the MIB laser pistol.

18
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 01, 2014, 02:46:31 am »
Is it intentional that the Toxigun and the Toxigun Flask require two completely unrelated prerequisites to unlock? If it is intentional, might you consider changing it? The gun itself can get researched really early on, but I can never get the ammo until like June. Especially considering that it's a completely worthless weapon compared to just about everything other than the starting equipment, it's a bit silly that you need to capture enough Leaders to unlock Alien Gardens before you understand how a jar of acid works.

Oh, and an unrelated question. Would it be possible to put the enemy stats into the UFOPedia (kind of like in the Pirates mod) after you research the specimen? I've played through a few times, and I'm still not really sure what weapons are good against some of the new aliens.

19
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 29, 2014, 04:37:00 am »
Congratulations! This is the first time afaik someone came close to completing the game. The outro isn't a placeholder... however I had no opportunity to test it yet :)

Well, I finally got a freaking Avenger built, and I'm ready to head to Cydonia. I'll hopefully find out if the outro works tomorrow.

20
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 04:31:02 am »
I was always under the impression that XCOM was filled with special forces too. I mean, they're a top secret global government conspiracy and humanity's best hope at stopping the alien threat, so why would it be filled with random people they picked up off the street (as their stats suggest?). I think it'd make a bit more sense balance-wise if your recruits all had improved stats, but the earlier aliens were all made tougher to compensate. Really, until the Mutons arrive, there's no real reason why the regular military or even local police shouldn't be able to handle the aliens.

21
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 27, 2014, 01:32:07 am »
Yes, I now want all of those things! Oh, and a special mission where you attack hell!

I dunno. Maybe we could make weapons out of the imp's fireball attack, or maybe turn the pinkys into tanks like the Reapers.  Or maybe use them to create improved slaves?

22
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.82 - 25 Aug
« on: August 26, 2014, 11:42:31 pm »
Man, a lot's changed since the last time I tried this mod. Out of curiosity, do the Dark One landings stay on the ground forever or something? After having the best month I've ever had in the game, my score came back as terrible. The only thing I can think of is that there was an issue like with the MIB mod, in which some UFOs just stay on the ground forever and tank your score.

I'm also very sad that after all the work I went through to capture the demons, I couldn't do anything cool with them.

23
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 12:38:38 am »
I always found the maces to be too much of a hassle to be worth it. Their hit rate is so abysmal that you're much better off with the stun rod.

Personally, I used the stun grenades quite a bit. It took me forever to research the launcher, but I got the grenades really early. Stronger than the stun rod and the dart gun, and the blast radius makes them much easier to actually use than either.

24
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 23, 2014, 07:39:47 pm »
Well, just about all of the weapons from the FMP and Piratez mods can be downloaded as stand alone pieces. Come to think of it, you could probably download those mods, but then only install the rulesets which applied to the weapons.

The majority of the things you're looking for already exist though. The only ones which I don't think I've seen before in some form or another are the nitrogen rounds (because I'm not sure what they'd do), and the alloy trauma plates (because why add a plate to conventional armor when you can just make an entire suit of armor made of alloys?).

25
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 23, 2014, 01:16:17 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?

26
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 22, 2014, 07:21:23 pm »
I absolutely love the gauss weapons, but honestly, I'm not really sure how much upgrading they need. As it stands, they're already insanely useful, even without autoshot. Dat insane accuracy with the gauss sniper. The only things they don't kill in one or two shots are Mutons, Sectopods, and maybe Cyberdisks and Chrissilids. Basically, if it doesn't have a really high AP resistance, the rifle/heavy/sniper will kill it. While I'd personally love to have an even stronger, autofire gauss to deal with things like Mutons, they'd have to be gamebreakingly powerful to deal with Sectopods.

27
Programming / Re: Scripted event missions
« on: August 20, 2014, 12:11:46 am »
I think this would be a wonderful idea, if it's actually possible. It'll open up a whole new frontier for mods, create the possibility for tutorials, and add some new excitement to the game.

28
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 19, 2014, 12:50:56 am »
So, I'm not sure if this has been addressed yet, but I'm getting crashes whenever I research any living Hybrid. There's no error window brought up, just an immediate CTD whenever I finish the research on a captive. It doesn't apply to researching a Hybrid corpse.

The only mods I'm using besides FMP are the No Psyonics, Improved Ground Tanks, and Improved Heavy Lasers options. Anyone else have this problem or know how to fix it?

29
Released Mods / Re: Training Facility
« on: August 18, 2014, 04:25:19 am »
I don't know if it's doable, but I like this idea. Seeing as XCOM is apparently made up of a bunch of random people picked up off the street, the could all do with some time spent at the firing range.

30
Suggestions / Re: Making Base Defense Facilities More Useful
« on: August 12, 2014, 04:59:53 pm »
You've pretty much summed up all of my ideas perfectly Dioxine, and improved on them quite a bit. I hadn't even thought of giving them extra, unique functions, but that seems like a great idea.

Here's the big question though. Is any of this doable in a practical sense? While it would be awesome if you could do all this with just a few ruleset changes, but I somehow tend to doubt it will be that simple.

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