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Messages - Mackus

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31
Suggestions / Re: Mobile bases
« on: September 05, 2014, 04:06:13 pm »
Yes, floating bases in TFTD that actually float. Me want :)

32
Released Mods / Re: [OPTION] Less Psi-weak soldiers
« on: August 23, 2014, 10:25:23 pm »
I actually made minimod like that, (to cheat - yay me) but also increased cost of recruits to fell less guilty about it.

If you want to balance thing, every time you cut of 50% of "weakest" soldiers in any given skill, DOUBLE cost of hiring them.
If you manually hired them normally, then fired all those with psi strength less than 50, on average you'd fire half of them, so you'd have to spent twice as much to get same number of soldiers. Then if you wanted remaining to be above 50% in some other skill, you'd have to fire half remaining.
40k for normals
80k for >=50 psi strength

Since discounting melee that's useless (in vanilla) and psi skill that is purely trainable there are 9 basic soldier stats, if you'd want to keep game balance while making sure you soldiers are above average in each and every stat, you'd pay 40000*2^9

20,480,000$ per recruit

naturally, in my mod recruits cost only 20k more per soldier...

33
Suggestions / Re: "No Alien Nightvision" setting
« on: August 06, 2014, 06:26:58 pm »
Somebody already made a mod that allows for custom nightvision range, different for every unit type, and shared maximum light vision up to 100 tiles.
The only problem with the mod, is that it needs custom executive file.
But they way I see it, it would be nice if it was included in vanilla.

34
Suggestions / Re: Alien Medics
« on: July 14, 2014, 06:01:05 pm »
Yeah. "Medics" carry stun launchers, because they are the ones who do experiments on humans. Thats why Alien Abduction missions are done only by floaters and sectoids - its because those are the only races with medics.

35
Lets not forget to add in moon cycles. Because obviously you gonna have better visibility in full moon. ;)
And make it possible for certain armours to reduce penalty to light radius due to low light. My Power Suit better had build-in some futuristic alien nightvision. But I think someone already mentioned it.

As for Fog of War - something like in Warcraft 2? In fact exactly like in Warcraft 2. Uncovered territory stays uncovered, but if its not in line of sight of any unit, its darker, so player knows no one actually watches if there are aliens sneaking here.

36
Work In Progress / Re: [craft weapon change] MoriartyPlasmaCannon
« on: July 10, 2014, 08:13:36 pm »
Nice. Pretty sensible modification. Is it possible to make UFOs use new projectile instead of beam too?

I wonder is there any consistent reason for Laser Beam to have smaller range and accuracy than Plasma Cannon.

37
Those are armors from XCOM: Apocalypse.
No. They are obviously based on those from Apocalypse, but they are for OXC. I asked which mod are they from, so I could download them, obviously.

38
Those are some nice armours. Which mod are they from? Or are they gonna be included in next MiB version?

39
That would be way too easy, and used in every turn by half the squad. That would be a hassle!

With all due respect, I can't understand how using a hand-held item is a hassle at all.
Well, that where "kinda" is for. Learning to use Motion Scanner efficiently takes too long relative to its usefulness in my opinion. Its not that there aren't situations where its extremely useful, such as ufo interiors. Its just that many beginner players just wont bother to try it more than once.
There is also fridge logic problem: why Xcoms R&D didn't came up with Motion Scanner that you can put on your helmet?
But them you'd also have to answer why Xcom troopers don't carry nightvision googles. Or flashlights.

40
Work In Progress / Re: [BETA] New UFOs from the past
« on: July 05, 2014, 12:18:13 am »
Nice. Any chance you post screenshots, to UFO and TFTD ones too?

41
Work In Progress / Re: Geoscape Modding
« on: July 05, 2014, 12:16:40 am »
Let go a step further: make game always starts in the current real-life year and month (but not day, because of funding and that)
Kinda like Simfarm.

42
Well, it is kinda hassle. It'd be nice if you could put it on soldiers in some different way, like helmet or goggles for example, so it wouldn't use hand slot. Then it would be less annoying to use.

43
Work In Progress / Mixed Crew Mod
« on: June 29, 2014, 03:50:46 pm »
Hello.
I've been working on mixed crew mod - basically Aliens eventually figure out, that their races strengths lie in different places, and they try to compensate each other. Like they do in TFTD. After roughly half a year you would start getting mostly Mixed Crew Ship. Mutons are mostly soldiers, Sectoid Medics, Leaders and Commanders are Ethereal, and anyone (except Ethereals) can be Engineer or Navigator. Terror weapons are Cyberdisks and Sectopods. (Perhaps in next version I'll make Chryssalids appear in terror missions)

Issues caused by engine limitations:
If one alien or given rank is of specific race in a given ship, all aliens of this rank are of same race on this ship.
Even if you hyperwave decoder reports that Small UFO scout is of hybrid crew, there will still be only one alien in it.
(there are probably ways to work around, but it will take too much time)

https://www.openxcom.com/mod/xcom1-mixed-crew
https://www.openxcom.com/mod/mixed-crew-and-tasoth-commanders

44
Work In Progress / Re: New weapon graphics
« on: June 29, 2014, 01:34:12 am »
Because if it hadn't, lots of us would have asked to have access to its inventory  :P

And occasionally, you can make him carry some stuff

Wait: Does it mean I can mod in new armour type with built-in weapon, or two?

45
Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 29, 2014, 01:17:11 am »
Limiting what weapons might be installed is good idea, because currently its no-brainer to go from avalanche x2, to Lasers x2, to Plasma x2. I suggest either:

a) not allowed to use two same weapons in one craft
or
b) different weapon slots: odd slots would be for "cannons" (cannon, laser, beam), even would be for "missiles" (stingray, avalanche, fusion ball)

There could be option called "craft armament rules", with a choice between those two above and "no restrictions"

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