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Messages - Arcalane

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61
Work In Progress / Re: Viper Assault Cannon
« on: July 10, 2014, 02:02:46 am »
Yup, works now. Time to take it for a spin.

62
Suggestions / Re: Organizing/Improving the Mods Screen
« on: July 10, 2014, 12:41:17 am »
One thing mods could really benefit from is two bits of (meta)data, possibly three;

Instead of simply displaying the ruleset filename, three lines at the start of the file could define the name, version number/string, and author. These would be displayed on the Mods screen.

63
Work In Progress / Re: Viper Assault Cannon
« on: July 10, 2014, 12:32:23 am »
I keep getting

Quote
There was an error

Cannot find this mod in the system

when trying to download it.  ??? You sure you uploaded it properly?

64
Probably better to make them purely optional, perhaps to nudge players along and help them figure out early-game stuff. Not explicit handholding or pointing the player to what they should do next (like 2012's advisors and objective thing) but something to help ease new players into the game a little.

For example, if the player has not captured and interrogated any aliens at all, then encourage them to do so. If they have only captured+interrogated a soldier type, then encourage them to try and ID+capture medics/etc.

If laser weapons were recently developed, encourage trying them out by saying R&D is eager to see how the weapons perform in actual combat situations.

Small score bonuses, and it could be combined with the News Ticker idea ("Unknown paramilitary force seen using man-portable directed-energy weapons at UFO crash site...") for added flavour.

65
Offtopic / Re: X-com Apocalypse
« on: July 09, 2014, 12:38:23 am »
Forum Registration Password Thread.

Probably better to have a seperate header and set of forums on here, though.

66
This isn't a strict conversion (which can't even be done, as of now), but is more of a tribute. It wants to make you remember Apoc, while still being partly its own thing.

About the armor, believe me: it's better for the armors to be as monochromatic as possible. Differently-colored details on them are a bad thing. The Disruptor armor will undergo some changes (too much details on the torso; helm too big; but the red will probably stay, I like it).

Of course, I wasn't assuming that (esp. since the OpenApoc teaser) but it was simply some thoughts on the matter. That particular combination of reds just looks really weird/bland with that much saturation and so few details, though from what I understand it's a palette limitation?

Thing is, the Megapol and Disruptor are reasonably recognizable - the Marsec to me is only recognizable with the company of the other two to provide context. If they weren't there, it would be "what's up with that weird red power/flying suit?".

67
Megapol armour is looking good, but the Marsec armour looks weird (the original design had more gold and silver components, esp. in the arms) and the Disruptor armour might look better with a black or dark grey underlay in place of the red; you could never see the red details in Apoc anyway.

CoS armour looks more or less spot on though, at least from what I remember of using their temples full of goons as target practice for my troopers. The leaders should have fancy capes or something. :P

68
Released Mods / Re: Laser Reskin Mod
« on: July 08, 2014, 04:25:35 am »
Nice, but looks a bit too... ray-gun-y and out of place, to me? Basing the design aesthetics off the Pistol or Heavy might work better.

69
Work In Progress / Re: New weapon graphics
« on: July 08, 2014, 03:27:50 am »
It would be cool if Chassis and Turret were separated items and you could have one HWP type and a choice of Turrets instead of Different HWPs with build in Turrents.

...that would be really neat, actually. More modularity/flexibility. You'd have less risk of incompatibilities or mismatches between mods (such as XComUtil's better-HWPs not applying to custom HWPs like the Tank/Minigun) since they can just add new turret choices for existing base types.

With a little ingenuity you might even be able to make it so tanks could share (some) weapons with craft, meaning you only need a base HWP chassis and a Laser/Plasma Cannon, instead of having to make a seperate Turret/Laser or Turret/Plasma. Obviously giving them Avalanches might be a bit much... ;)

I know you can use corpses for production (cf. armour repair mod) but I don't know about live soldiers.

70
Suggestions / Re: Sodier specialisation
« on: July 07, 2014, 10:08:45 pm »
Linking it to statstrings? Sounds awkward, and also not ideal for folks who either don't use them, or people who use their own unique designations and aren't interested in figuring out how to make the custom statstrings play nice with their own preferences. Why not have Save/Load Preset buttons off the Soldier Equipment/Inventory screen that can only be seen when using the Hangar/Craft loadout function?

Hit either button and it pops up a little screen/list like the save menu where you can create/delete/overwrite equipment profiles.

71
Work In Progress / Re: New weapon graphics
« on: July 07, 2014, 06:44:01 pm »
-Acid gun sounds weird. I also totally forgot there's an acid damage in the game. Hmm...

Probably because the only creature type to use it is probably the rarely-ever-seen Celatid. It's apparently one of the most powerful non-explosive attacks in the game.

72
Offtopic / Re: X-com Apocalypse
« on: July 07, 2014, 02:05:04 am »
Half the fun in Apoc was the pseudophysics on the battlescape/cityscape, let's face it.

73
Your second set of strings needs to be "en-GB" not just "en", or else they won't display properly for those who have their language set to English (UK). Just a heads up.

Otherwise, there's some really good stuff in here. The SSRLs are especially useful.

74
Work In Progress / Re: Mockup of 4 weapon aircraft
« on: June 25, 2014, 01:27:55 am »
One balancing factor could be introducing the notion of weapon size or slot type. Power draw and/or weight limit could also be options. You'll never fit three plasma cannons (large energy slot) on a basic interceptor that only has one small ballistic slot, two medium missile slots, and nowhere near enough power output to feed them or enough thrust to take off with that kind of load. :P

As for the display, you could also colourcode the weapons and their range-markers. R/G/B/Y.

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