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Messages - Raidau

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16
Great idea !
You could make the manufacturing formulas "upgrade" an existing armor (ie. they use one as component), because by the time you gather psioline, all your soldiers will probably already have an armor.

I was afraid that mod will occupy too much space in manufacture list, but it already adds 9 lines so this may not be too much to  add 3 more :)

17
according to https://www.ufopaedia.org/index.php?title=Psionic_Skill
"Unlike any other skills, Psi Skill is not truly capped. Although combat increases stop once you reach 100+, the Psi Lab increases skill as follows: "
psi skill can get higher than 100 with training
i dont know if thats a bug or a feature (whats the behaviour in openxcom?)
if skill can grow skill with the lab after it stops with combat training you can get soldiers with high psi skill to still mindcontrol aliens using the armor

I did not test this inOpenXcom (becouse it will take a lot of time), but since stat values are not limited to 1-byte variable 0-255, larger numbers in armor stats are not a problem. Maybe -200, +300 will be enough :)

18
It doesnt change much, basically game is the same for you before you decide to start psionic research. After that you are going to overcome some challenge like capturing live ethereals and sectoid leaders for every piece of psi-equipment you want to have. So now psi technology dont make the game too easy instantly after you research it and give initial training to your troops.

What I am thinking of is splitting psi-amp into two weapons: basic, which requires line of sight and advanced which can operate like vanilla psi-amp.

19
I finally decided to make a public version of my mod.

What it does:
- Adds new resource "psioline" required for psionic equipment and armor. Psioline must be extracted from LIVE psionic aliens.
- Adds psionic variants of all armor types (personal armor, power suit, flying suit). They block psi-waves and give your soldier 100% immunity agaist psi attacks, but also fully negate their own psi-skill.
- Now there are 2 psi-amps. The first one you get requires line of sight to operate and 1 psioline to manufacture. Advanced psi-apm doesnt require LOS, but requires additional research and 2 units of psioline.
- Rebalances psionic tech-tree and adds a ufopaedia article describing the idea of new psionic sistem.
- Adds special item called psi-beacon. Commanders of all races in bases and battleships will carry them. These devices are additional source of psioline.

This is beta version and now uses only standard graphics. Some names and stats may change. And since english is not my native language ufopaedia articles need some correction.

2 versions avaliable. Use first if you use "Alien armoury expanded" mod (Make sure this mod is loaded AFTER "alien armoury expanded" to make sure psi-beacons spawn properly.), and use second otherwise.

Includes russian translation.

Changelog:
Beta 2:

-Added advanced psi-amp
-Vanilla psi-amp now requires line of sight
-Now it is possible to upgrade normal armor into psi-armor. This requires psioline and minor amount of alloys/ellerium.
-Changed psi-armor stats so they now add -200 psi skill and +300 psi strength.
-Disassembling psi-beacon now yeilds 1 psioline instead of 2.

-Added graphics for psioline, psi beacon and advanced psi-amp


20
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 09, 2014, 06:17:16 pm »
Very interesting. Are you using a custom build?

Although frankly, I'm not a fan of healing aliens with human medikits. Sure, it makes the game harder, but nonetheless.

The graphics are very nice though! :)

No, just the last nightly build. Thanks, feel free to use :)

21
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 09, 2014, 06:05:16 pm »
I'd expect it to work on humans, but not aliens (or civilians). Am I wrong? :o
Yes it works, and vanilla medikit always did too :) It works on both stunned aliens and not stunned ones (and civilians too). If they get tranquilized (their stun goes higher than health) they will go unconcious on the end of x-com turn or after being hit by any sort of weapon. Large units are not affected at all.

I also wanted this to drain energy but that was too glitchy.

Here are the graphic files I use (made by me, based on awesome civilian medkit graphics).

Quote
I was simply stating that as of now, healing won't work for either aliens or civilians. And the civilians part is sorta wrong...

I can heal aliens in my build of the game. Since i play with bleeding aliens enabled that is quite essential to keep them alive till the end of the mission. No bugs have been observed, they are treated just like x-com units.


It's not bad if you use alien bleeding mod. You may heal an stunned and wounded alien ... but in any event, an alien which awakes is inoffensive because it is unable to collect a weapon (exept Chryssalid of course  ::) ).

And psi-aliens. And if you dont want spend time catching those awakened aliens across the map :)

22
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 09, 2014, 06:50:57 am »
Regarding Medikits, is it possible to have a single-use medikit that only stops one (1) fatal wound at the beginning of the game, to represent standard battlefield medicine circa 2000?

No stimulants or painkillers; as all the space is taken up by the stuff needed to stop a sucking chest wound.

It always bugged me that you had to research this to keep your soldiers from dying from easily preventable wounds at the start.

Regarding the use of alien research to unlock medikits; you probably have thrashed this out; but what if autopsying a chrysallid or snakeman unlocks ADVANCED COAGULANTS based on research of weird stuff found in their blood; which enables super quick clotting agents; allowing compact medikits with multiple fatal wounds capability?

I've been working on medicine stuff. Single-use field dressings are possible, but they behave like a medikit anyway, they do not disappear when used and recharge for next mission. I find this quite a nonsense.

I think for the start there must be a big medikit containing 3 heals and 5 or so stimulants and painkillers.

I also added tranquilizer kit - a small medipack with reversed stimulant

Code: [Select]
    painKiller: 0
    heal: 0
    stimulant: 6
    woundRecovery: 0
    healthRecovery: 0
    stunRecovery: -20
    energyRecovery: 0
    tuUse: 20

I find it quite useful to make sure an alien dont wake up in the middle of the mission, also it has some offensive potential, yet much weaker than stun rod.

I think final improvement over medikit may be improved health recovery when healing wounds, implementing knowledge about chrysallid fast regeneration

23
Released Mods / Re: (Release v.1.0) Tiny Alien Base ADDON mod
« on: May 08, 2014, 07:33:20 pm »
I have just found out (using mapview) that navigation blocks in alien base control room have following flag:

Quote
special properties: DestroyObjective


Looks like the game logic is quite simple, so you can move these blocks around, add more or whatever. The game just checks whether all of them are destroyed. May be i even can test this :)

I would really like to see some variants of base control center, maybe more defensive and more dangerous for x-com soldiers. Several sequrity doors, close quarters, small lifts, objective blocks in different rooms...

24
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 08, 2014, 02:03:42 pm »
It's possible, but I don't like it all that much - all races' Engineers should have the same knowledge, otherwise they wouldn't be able to fix all of their equipment...

Yeah, thats kind of unrealistic. Just a possible gameplay idea.

25
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 08, 2014, 09:34:16 am »
I like this ! If it is possible technically I think that it is very a good idea (I read somewhere something about that ...).

I think you also may make only certain races' engeneers know certain secret research topics needed for plasma weapons. So you will have to capture engeneers from different races, e.g. sectoids, floaters and snakemen.

26
Released Mods / Re: [WEAPON] Stun Ammo for the Rifle
« on: May 07, 2014, 09:53:54 am »
Small caliber rubber bullets are quite nonsense :) If you care about realism I think adding them to heavy cannon and autocannon would be more logical (if you dont use shotgun mod or other weapon mods).

BTW rifle has highest aimed shot accuracy and is quite usable against sectoids or floaters, even after vanilla laser weapons, and is less dangerous if your soldier is psi-controlled :)

27
Released Mods / Re: [HWP] Scout Drone
« on: May 05, 2014, 09:31:14 am »
What about giving the scout drone an integrated motion scanner with lower TU cost?

28
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 01, 2014, 10:58:44 am »
Regarding armor. I downloaded existing mod 4 or 5 days ago and tweaked it according to my feelings, and the result is almost the same as Solarius Scorch described :) but i think those weight are a little too high, im using 7 foor dragonskin, 6 for combat armor and 4 for kevlar, and they are still quite cumbersome for rookies, so leaving them without any armor is a viable alternative. I already tweaked the armor values, making them generally weaker than alloy armor and frontal armor always the strongest.

I dont think reaction penalty is a good idea, since x-com soldiers reactions already suck.

I also have some new ideas which im about to test, but i dont have experience in creating new sprite sheets, i cant release new armor without new graphics for public:)

Im going to add:
Assault armor: early game, researchable and manufacturable. Strong frontal armor, weak sides and rear, high weight. I suppose this armor will help keeping your engeneers busy if you play with long research mods, before you start using alien alloys.

Fire-Acid-proof beam-deflecting armor: early game, researchable and manufacturable. Light armor with low armor values, fire immunity, 50-80% acid resistance, 15-40% laser resistance, 10-20% plasma resistance. Or so. Lets you use a lot of incendiaries in close quarters.

Biomechanical suit: based on live muton research and personal armor. Provides a bit less frontal armor, more rear armor, adds some TU, stamina and strength. VERY expensive production.

My idea for psi-armor is that it must isolate psi-activity: lower psi-skill and raise psi-strength, to avoid boosting psi-capable soldiers even further.

29
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: April 27, 2014, 09:10:57 am »
I made a new graphics for the grenade launcher. Actually I just converted images from ufo2000, which are much better, to my mind. Anyone feel free to use it :)

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