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Messages - Avalanche

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31
Suggestions / Re: XCOM "Last Stand" Mode after Council Termination
« on: August 09, 2014, 10:34:26 pm »
I don't think you should be able to. Maybe OP will disagree with me, but I think "last stand" implies that you're out of options and are in a win or die scenario. You've got a brief mercy period to rush for Cydonia, but before long your resources will run dry, and that's that. Having a chance to regain support after two failed months would basically make the game impossible to lose.

32
Suggestions / Making Base Defense Facilities More Useful
« on: August 09, 2014, 09:20:19 pm »
If I'm not mistaken (and correct me if I am), building facilities to defend your base is an all or nothing affair. Either you shoot enough missiles to destroy the incoming battleship completely, or you accomplish nothing and still have to deal with all the aliens. This always struck me as rending almost all of the base defenses worthless. In the early game, you're probably not going to be able to afford to put in enough missiles or lasers to actually shoot down an attack, and by late game it's not going to matter because you can flood your bases with tanks/abuse psy powers.

So, to breath some new life into the facilities, would it be possible to tie the amount of aliens which show up in your base with the remaining health of the attacking ship?

Alternatively, if that's not possible, might it be possible to have other kinds of alien craft attack the base? That way there would be a point to at least throwing up some token defenses.

33
Suggestions / Re: XCOM "Last Stand" Mode after Council Termination
« on: August 09, 2014, 09:20:11 pm »
I think it's a pretty cool idea, but it's pretty easy to make XCOM totally self-sufficient. Mass producing laser cannons can be done really early into the game, and basically renders your funding unnecessary.

Maybe in addition to losing Council support, most of your staff bails on the project too? You get capped at a small number of scientists and engineers, so you can't keep yourself going forever.

34
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 14, 2014, 02:25:21 pm »
Is anyone else having trouble using the Raven? Across a few different games, I'm getting instant crashes whenever a Raven engages a UFO, or when I try to sell the Raven. My last playthrough I had to make a new base just filled with hangars so I could ship all them somewhere to open up space.

The CTD doesn't have an error or anything, the game just disappears once it gets within about a millimeter of an alien ship

35
I really like the heat ray idea. Incendiary is a damage type which is pretty much unused. Is there any chance you could add a snap shot to the rifle though? It seems kind of odd to just have aimed and auto

36
I am very happy about the variable armor. I can't wait to test it out!

37
Work In Progress / Re: Men in Black 2.9 | Cover Alien 1.5
« on: May 12, 2014, 05:27:33 am »
If I'm already in the middle of a game, is it safe to upgrade to 2.9 from 2.8? Also, do the waspites actually appear ingame, or just in the free battles?

As a side note, since upgrading to 2.8, I've yet to have a score of -4000! Success!

38
Well I was testing some other mods in ironman mode, but that crashed and burned. Time to give this one a shot!

39
Released Mods / Re: [WEAPON] Minigun
« on: May 11, 2014, 04:43:45 am »
mitraillette designates a SMG. There is no french word which specifically designate multi-barrels machine guns (nor in English... minigun is the name of a specific model)

Well, in English a multi-barrel machine gun can be referred to as a Gatling gun (named after Richard Gatling, the designer) when used generically. Might that be a usable translation? If not, there's also the term rotary cannon. While it's usually used when talking about aircraft, there are some smaller, ground based models which are still referred to as such.

40
Work In Progress / Re: New Aliens
« on: May 09, 2014, 04:11:12 pm »
I quite like the idea. Adding new aliens could mix up the fairly stale endgame quite a bit. Even if we're just doing pallet swaps and saying that the aliens are wearing new armors which give them new resistances, it could at least encourage players to use something other than heavy plasma all the time.

41
Work In Progress / Re: Men in Black -RC 2.6 | Cover Alien 1.2
« on: May 06, 2014, 12:20:23 am »
So, I'm having a kind of funny problem with your mod. My second month, I ran into a very large UFO which just sat on the ground forever. The first time I attacked it, I got a crash (don't remember if it was M_Vector or assertion failure) so I left it. I waited a while, tried it again, and it turned out to be an MiB site, which worked fine. Flash to the end of the month, I have a score of -5000. I just found out why today. Out in Hawaii, there are FOUR MiB ufos just chilling on the ground. Based on their numbers, there's at least one more hidden somewhere else that I haven't found yet. I might be able to salvage this month if I attack all of them (which is going to be painful), but it's going to be rough.

If we don't get notifications about these MiB crafts, the game's going to be pretty much unwinable.

42
Work In Progress / Re: Maximum blastRadius?
« on: April 28, 2014, 10:07:43 pm »
It's maybe interesting to use it with a "auto-destruction" mecanics with an number of game  turn limited for trigger, for more stress.

If there's a set trigger time, that could have all sorts of uses. We could turn the situation on its head and give it to aliens as a terror weapon. You've got 5 turns to win the mission, otherwise the bomb goes off and wipes your squad, like in the remake.

43
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: April 26, 2014, 07:14:59 pm »
Update! After playing around with a few things this morning, I am now positive that the problem is not the cruiser itself, but that it is attacking my base. Unlike all the other cruisers I've run into so far, this one is definitely going to invade. I've also discovered that if I scramble fighters early, I can actually engage with it in midair without trouble. Unfortunately, I have one Kraken, one damaged Sabre, and a bunch of Brave Whalers only armed with Reapers, so actually shooting it down might be problematic.

I'm going to play around with it a little more, and see if I can figure something out. If not, I'll send you the save later in the day.

44
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: April 25, 2014, 08:55:37 pm »
Literally minutes after that post, I captured a Star God Guardian. I didn't realize that they were the lowest level lol.

More pressingly, I've hit a new problem. There's a raider Cruiser running around on a crackdown mission, which is causing crashes. Ignoring the alert, or sending out an interceptor to attack it causes an instant m_vector crash. If I center on it, and THEN send a craft to attack it (or ignore it) the game runs for a couple more ingame hours, before then crashing. I'm running the newest nightly build, and version .69 of the mod, so for now it seems I'm completely stuck.

45
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: April 25, 2014, 08:02:37 pm »
First off, this mod is amazing. All the work put into must have taken a small eternity.

I have hit a couple of snags with it though. I'm getting crashes when I possess certain enemies. Or rather, when I select them. I can possess Star Gods just fine, but every time I go to actually use one, it's an instant crash. A similar thing happens when I possess Beastmasters, but in this case it's only a 50/50.

In addition, when I attack a crashed gunship, there's about a 25% chance I'll get a crash (this one has an error message. M_vector or something like that). It's just with gunships, no other vessel, so far as I can tell.

Finally, this isn't a bug, but what do I have to do to research live Star Gods and plasma weapons? I've run out of things to research, and I'm not totally sure what I should focus on to continue making progress.

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