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Messages - Sturm

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46
Work In Progress / Re: Weird idea : breed alien terrorists ?
« on: September 01, 2014, 12:48:40 am »
I modded most of research times in my game to be 10x longer. In my current game I finally got personal armour ready to produce on 1st May.

OT: It's much harder to believe 150 or even 20 scientists can work together on a single project :)
How much scientists would normally work on such projects and how much time they would take in real life?

47
Damaged UFOs could be handled by separate map files.

48
You're going in circles here. You're defending the notion of the gun having realistic weights by saying they have unrealistic weights because game. But this is very OT...
That's guns, not ammunition. Guns (Rifle and Pistol and Plasma weapons and Rockets and Rocket Launcher) seem to sit at the point of weight scale where there's still weight in pounds. Lower end of scale is limited because of the throwing calculation - which makes bizarre grenade and magazine weight and weights on heavier items like corpses are in some different units due how encumbrance works - with corpse weight in pounds, carrying a corpse would leave character with 7 action points or something like that.

However what would go against adding external weapons damage (potentially, I'm not saying I'm against the idea): we don't know if the UFOs sustain any external damage at all; if they were simply shot until stopped working, they'd go straight down and smash into a million pieces... Maybe the human weapons merely cause their power systems/forcefields to overload and force emergency landing... that sometimes leads to power source overload and explosion. That'd explain why they're either seemingly undamaged or blown to pieces, with nothing in between.
If aliens had forcefields, landed alien craft would have intact forcefield generators that could be researched. I agree that UFO systems certainly aren't completely disabled though.
Maybe aliens would emergency land by themselves when their craft is sufficiently ventilated? Larger alien craft probably could take quite a battering before that. Crash landed Battleship could literally have a large part of the outer hull stripped off it. It could look like a water battleship after taking 15 torpedo hits except without sinking.

49
I don't think that this argument (simulation vs. tactical abstraction, aritmetical vs. logarythmical) can be definitely proven either way as it depends much on the subjective feelings of a given player... But please do your math before posting. Even a Desert Eagle pistol is only about half as heavy as a very light assault rifle, not over 3/4 as heavy. And the XCom rifle certainly doesn't seem described as a light weapon to me (although there isn't any definitive PROOF against it, granted).
5 is a bit more than half of 8. Empty AK-47 weights 7,7 lbs. Desert Eagle Mark XIX weights 4,4lbs. Magazine warps the weight because it's affected by the minimum practical item weight of 3. Magazine doesn't weight 3 because it's that heavy but to make throwing it across the map impossible.

50
How DOES the BlastRadius modifier work anyway?
Ive been looking at the rulesets and they have custom defined sizes like blastRadius: 5 for Alien grenades and blastRadius: 10 for Blaster Launchers . . .

Does that mean that it Truncates any explosion size beyond 5 or 10 squares from ground zero . . . or is it actively modulating the amount of damage that decreases with each square?

(as in a Blaster does 200 damage, normally its -10 damage per square so if you got blastRadius: 10 it inherently suggests that since it would normally have a radius of 20 squares and you're throttling it to 10 . . . it must multiply the amount of damage that is reduced by 20/10 = -20 per square)
^ ^ ^ Is that the way it works?
It doesn't multiply the amount of damage reduced. It just cuts off the damage area. So, for example a blaster bomb hit will still deliver about 100 damage on the edge of explosion.

51
External UFO damage depending on weapons damage would be nice.

There other problems :
- items weights are not proportionals. a pistol is 5, a pistol clip 3 and a rifle 8 ? (So either the pistol is totally made of cast iron or the rifle is on plastic ?)
Pistol in UFO is a heavy large calibre pistol like Desert Eagle, not a typical military pistol.

- all clip ans 1x1 sqares item do "3" weight no matter what they are
I think it's because how the throwing range is calculated - it's possible for a 30 strength character to throw a "1" weight item over 100 metres. A rookie with strength of 30 can throw an "2" weight item 40 metres or even more. So a 3 is probably the minimum wage to introduce meaningful strength differences for grenade throwing and generally prevent throwing items across the map.

- the sight range is limited, but not the throw range so we can have ingame soldiers able to throw a grenade farther than with a grenade launcher
Judging by how a 100m line of sight slows the game down on a modern comp, I suspect that a comp from 1994 simply wouldn't be able to take a line of sight all across a board 50-60m board.

52
But.. A new craft requires a whole hangar to be assembled in, plus the workshop space. That means making craft pieces requires as much space as a HWP..

I like the idea of a Mars strike craft though, bigger, requires lots of navigation/power sources to make, useless in the atmosphere but carries more since it is going for a planet.
The Mars strike craft could be much larger than an avenger but carry a similar amount of troops - due to the need to carry sufficient amount of breathable air and supplies to get to Mars just like UFOs aren't filled with aliens like sardine cans.
Getting a Skyranger cargo to Mars would probably require a Terror Ship-sized X-Com Craft and an Avenger cargo a Battleship-sized one.

53
Work In Progress / Re: ALIEN CHUPACABRAS
« on: August 06, 2014, 02:53:23 am »
Good idea. Chupacabra are a part of the alien "canon". It would be cool if someone made such a terror unit.

54
Externalized blast damage decrease modifier would also be very nice.

55
IDT Modding Hub / Re: Pyramid Rebirth
« on: August 02, 2014, 04:02:02 am »
I mean, since MIB were intended for original game and since these maps appear to have Lifts, i just assume they are linked.
It wouldnt be hard to build a MCD set to get these usable again, hell , BombBloke most likely still has his files floating around... I will ask.
Original MiBs were X-Com agents - they were to be used as spies in Civilization (I never played it, just read it in an interview) and give information. I suspect the original didn't have graphs of UFO activity and instead had information from MiBs.

The agents which are mentioned discovering alien bases are probably some remain of the MiB concept.

56
Troubleshooting / Re: Cash Rollover Bug is still there.
« on: August 02, 2014, 02:54:05 am »
Well, if a mod is causing an issue, it is the modder's problem.
It's not an issue caused by a mod. It's a known bug from vanilla version that was discovered long before modding. Even if there is to be a hard limit on how much cash, it shouldn't be possible to cross it and roll-over into minus.

Well, actually there's one thing: learn to code, make your own branch, then present it to the devs as a proposed solution. That's the only way that seems to be valid.
I remember seeing claims  that every single bug from the list I linked was fixed in 1.0. Learn to code and propose a solution? That's how many years to fix one bug?

using "real price"/1000 or "real price"/100$ as buy/sell/production value is not conceivable?
whats the cheapest thing? the clip for a pistol?
does it really matter if you pay 5$ or 100$ per pistol clip if your interceptor costs millions?
I'm using "real price"/10 now. It's ugly. And the game-breaking bug still stays. The bug is listed in wiki, so obviously other people have reached that limit before in vanilla game.

57
Troubleshooting / Re: Cash Rollover Bug is still there.
« on: July 29, 2014, 06:47:53 pm »
You should perhaps decrease selling prices also, as I am not sure commodities produced by XCom have a lot of "buyers" on earth...
Why?

58
Troubleshooting / Re: Cash Rollover Bug is still there.
« on: July 29, 2014, 05:41:45 pm »
Memory allocation. And the space needed to display the funds in the interface.

It should not be hard to increase the memory allocation, but I'd rather put a hard limit on how much the X-Com treasury can hold.

Something like 2 billion :D



How can one amass two billion bucks on this game? I believe I've managed to hit several tens of millions in TFTD, but by then I was tired of Tentaculats and ready to take on T'Leth. Which I promptly did :P
I play with more realistic prices - that is going up to 150 mln $ for an Interceptor and funding adjusted accordingly.

60
Troubleshooting / Cash Rollover Bug is still there.
« on: July 26, 2014, 10:03:27 pm »
What should I do to not lose the game?

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