Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ibanix

Pages: 1 2 [3] 4 5
31
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 09:26:05 am »
One way to realistically rebalance the missiles would be to either drastically decrease the scout ufo's hit-points or to increase Avalanche's damage so that it would always destroy scouts.
 [stuff]

I dislike the real-life comparisons, because you know, it's a game. I just wanted balanced game play.

Decreasing scout UFO HP is actually opposite to my own private ruleset, which increases HP for all ufo craft and range/damage for some, mostly the smaller ones. Shooting down small UFOs is almost too easy. I wish small UFOs had an "evasion" penalty to your weapon accuracy, to make it not just a "pew, pew, pew, crash" every time.

32
Work In Progress / Re: Better MedKit - help needed
« on: July 06, 2014, 06:12:06 am »
If I read your ruleset correctly, the Medi-Kit research would become available to research after you researched the Exam Room; or you'd get the Medi-Kit research topic free if you research a Sectoid or Floater medic. Is that right?

33
Work In Progress / Re: Better MedKit - help needed
« on: July 06, 2014, 06:09:08 am »
Is there a reason you use getOneFree: instead of unlocks: ?

34
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 06:08:15 am »
That's certainly something which could be coded into OpenXCOM....

35
Work In Progress / Re: Better MedKit - help needed
« on: July 06, 2014, 03:43:04 am »
If I remove the dependencies on the Improved Med-Kit research, I am able to find the research topic and manufacture the Med Kits w/o any issues.

So something must be wrong here:

#    dependencies:
#       - STR_ETHEREAL_CORPSE
#       - STR_SNAKEMAN_CORPSE
#       - STR_MUTON_CORPSE
#       - STR_FLOATER_CORPSE
#       - STR_SECTOID_CORPSE
#    requires:
#       - STR_MEDI_KIT
#  - name: STR_FLOATER_CORPSE
#    unlocks:
#       - STR_MEDI_KIT_IMPROVED
#  - name: STR_ETHEREAL_CORPSE
#    unlocks:
#       - STR_MEDI_KIT_IMPROVED
#  - name: STR_SNAKEMAN_CORPSE
#    unlocks:
#       - STR_MEDI_KIT_IMPROVED
#  - name: STR_MUTON_CORPSE
#    unlocks:
#       - STR_MEDI_KIT_IMPROVED
#  - name: STR_FLOATER_CORPSE
#    unlocks:
#       - STR_MEDI_KIT_IMPROVED

36
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 06, 2014, 03:24:50 am »
I stole a look at the ruleset, and there are still a few medals I've yet to get anyone to get, but they have higher requirements.

I wouldn't mind a medal for *causing* friendly fire; a Medal of Shame or the like. For humor purposes more than anything.

37
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 03:22:22 am »
According to UFOPEDIA (https://www.ufopaedia.org/index.php?title=UFO_Crash_Recovery), which I'm hoping is accurate for OpenXcom, there is a flat 75% chance of a Power Supply blowing. So not related to weapons used or damage taken; again, unless OpenXcom does this differently.

38
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 06, 2014, 03:10:28 am »
I'm playing a new game with the E-3 and it's working the same way,  being useful either to scout or to tail alien ships.

The other downside to the 6000 fuel version is refuel time, unless you bump that up.

39
Released Mods / Re: [RESEARCH/PROGRESSION] Plasma Needs Elerium-115
« on: July 05, 2014, 12:45:38 pm »
A+, would use again.

40
Released Mods / Re: [RULES] Modest Rebalance
« on: July 05, 2014, 10:12:57 am »
You've got a point, there.

What if the range was reduced to, say, 30km? That would put it between the Laser Cannon and the Stingray.

41
Released Mods / Re: [ARMOR] Damaged X-Com Armors are recoverable
« on: July 05, 2014, 10:11:16 am »
Attempting to transfer a damaged armor causes great weirdness:


42
It turns out, amusingly enough, that the kill was friendly fire  :o :'(

XCOM should demote someone if they kill a friendly  ;D

43
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 05, 2014, 08:39:11 am »
For me, I'd leave it at 2000 fuel. More than that feels like a cheat to me.

44
Also, I know what you're thinking. It wasn't with a grenade. It was with a laser rifle.

45
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 05, 2014, 05:13:28 am »
Hah, I just noticed that and was going to comment "whoops".

Suggestion: How about a medal for killing an enemy with a proximity grenade?

Pages: 1 2 [3] 4 5