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Messages - ibanix

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61
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 04, 2014, 07:31:04 am »
I had a soldier win the 'Swiftness Citation' via a kill from a proximity grenade. I'm guessing that's not what was intended.

62
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 04, 2014, 07:29:30 am »
As far as other roles go, let's think about real life:
Refuelling - no idea if the code could be made to allow it, but if it did I think it'd be treading a fine line between interesting logistics and boring tedium.


I had the same thought about refueling, but from a different angle - what if we had to buy and fuel regular craft? Should be easy enough to implement. On the other hand, that might be something I want not to have to deal with.

Also, unless the minimum size for an object can be smaller than 0.1, holding fuel is going to be a massive PITA - as a full fuel load for a Skyranger would be like 150 units of size.

63
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 04, 2014, 05:42:39 am »
I was thinking this same thing; I know for a fact that the snakeman death is a stock sound (it's also the worm sound in Dune 2000), I'm pretty sure the rest are as well.

Seriously? That's awesome, I loved Dune 2000.

64
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 04, 2014, 05:41:59 am »
I was able to get this to work on a second try. I had to add the Commendations.rul manually in options.cfg. Without that it would just crash at startup.

Works so far! I'll report back on any other issues.

65
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 04, 2014, 05:33:10 am »
Nice Hawkeye. Anyone know how to make a craft sprite for it or the Sentry?

I was thinking more about specialized aircraft, but I'm not sure what more could be gained with the current engine/ruleset limitations. Only the luck of having a radarRange option in the craft rulesets let me implement a radar plane. Otherwise everything is a variation on weapons, speed/acceleration, fuel capacity, and troop capacity.

I suppose we could make ultra-fast troop transport (fast as a Firestorm) with limited capacity (8 troop total); or the reverse of a really slow craft with huge troop capacity. Either of those would require new battlescape maps. Different ship types on weapons, I'm not so sure about; is there much to be gained? The implementation of an Interceptor upgrade (the Retaliator) was done and it's nice - but what goes up from there? The Firestorm is about as good as you can get without being overpowered, until you get to the Avenger, which is just the ultimate end-game craft.


66
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 03, 2014, 05:06:50 pm »
Yup, was using the new DLLs.

67
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 03, 2014, 04:31:55 pm »
Unfortunately this crashes for me immediately on run, using 1.0. Sadface.

68
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: July 03, 2014, 04:30:43 pm »
This is full of awesomesauce and the author wins puppies and internets. That is all.

69
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 03, 2014, 04:29:39 pm »
I want to love this, I really do.

Like the previous poster said, the gameplay is less.... terrifying, with the new sounds.

70
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 03, 2014, 04:27:47 pm »
I always sort of thought there was an attached runway to each base, with some sort of elevator carrying the planes up and down.

71
Released Mods / Re: [CRAFT][WIP] E-3 Sentry AWACS
« on: July 03, 2014, 01:33:32 pm »
With a fuel capacity of 2000? A long, long time. On 'patrol' setting it stayed up for just under 48 hours.

72
Released Mods / [RULES] Modest Rebalance
« on: July 03, 2014, 12:54:48 pm »
Modest Rebalance

https://www.openxcom.com/mod/modest-rebalance

Modest Rebalance' includes five ruleset changes to rebalance weapons, radar, weights, and funding to make a more interesting and challenging game play. Some or all of the options can be chosen. May conflict with other mods.

INSTALLATION: Copy all .rul files to your OpenXcom/Data/Ruleset folder. Start OpenXCom, choose 'Options', select 'Mods', and enable the rulesets you wish to use.


CHANGES

CRAFT WEAPON REBALANCE

In vanilla XCOM, regular ship cannons were almost useless due to low firepower, inaccuracy, the need to get very close to the target, and the strangely long time to order new rounds (96 hours). This attempts to fix the firepower, reload, and order time. Still is a close-combat weapon for small craft, or suicide runs on larger ones.

Cannon damage: Increased to 20 (default 10)
Cannon accuracy: Increased to 50% (default 25%)
Reload Rate: Increased to 200/hour (default 100/hour)
Starting Base: Increased to 4x50 rounds in storage (default 1x50)
Rounds order time: Decreased to 24 hours (from 96 hours!)

Vanilla XCOM commanders usually ignore the Stingray missile due to lower hitting power, lower range, and lower accuracy compared to the Avalanche missile. The only real advantage in Stingray missiles are the larger carry amount per craft, and smaller storage on base.

In order to find a use for Stingray missiles for small and medium sized UFO interceptions, and to give more use for cannon rounds, the cost of Stingray and Avalanche missiles has been greatly increased. Additionally, the accuracy of Avalanche missiles is decreased, Stingray missile accuracy is increased, reload rate for Stingray missiles is increased, and range for Stingray missiles is slightly increased.


Stingray range: Increased to 35 (from 30)
Stingray accuracy: Increased to 90% (from 70%)
Stingray reload rate: Increased to 2/hr (from 1/hr)
Stingray missile cost: Increased to $27,000 (from $3000)
Starting base Stingray missiles: Decreased to 18 (from 25)

Avalanche accuracy: Decreased to 70% (from 80%)
Avalanche missile cost: Increased to $89,000 (from $9000)
Starting base Avalanche missiles: Decreased to 9 (from 10)

Laser cannons in vanilla XCOM were typically used infrequently due to the same reasons as regular cannons: Short range and poor accuracy. This attempts to make laser cannons into much upgraded regular cannons with better range.

Laser cannon range: Increased to 24 (from 21)
Laser cannon damage: Increased to 90 (from 70)
Laser cannon accuracy: Increased to 55% (from 35%)
Laser cannon rearm rate: Increased to 100/hr (from 50/hr)

Plasma beams are the best overall craft weapons in regular XCOM due to the superior range, firepower, firing speed, and damage. We adjust range down and firepower down in order to make this less of a 'perfect' weapon. The reload rate is fixed to bring it inline with the laser cannon (as an energy weapon 'reload' is a strange concept).


Plasma beam range: Decreased to 42 (from 52)
Plasma beam damage: Decreased to 120 (from 140)
Plasma beam rearm rate: Increased to 100/hr (from 50/hr)

Finally, the Fusion Ball launcher remains the super-powered, long range option for shooting down large/very large UFOs, with highly expensive ammo. The only change we make is to increase clip size.

Fusion ball launcher: Increase clip size to 3 (from 2)


FUNDING REBALANCE

In vanilla XCOM, base location was usually obvious, to cover the best number of funding countries. Some countries had much larger average funding (USA) and many had pitiful funding in relation to their size (Russia) or their population (India). Base funding is adjusted to make selection of bases slightly more compicated and make some countries more attractive. Also, the funding for each country is capped at $2 million. The overall starting funds are unchanged.

USA base funding: Decreased to $400,000 (from $600,000)
Russia base funding: Increased to $280,000 (from $230,000)
Brazil base funding: Increased to $350,000 (from $300,000)
India base funding: Increased to $200,000 (from $150,000)
Nigeria base funding: Increased to $230,000 (from $180,000)

NOTE: In game play, each country can start with anywhere from base funding to 2x base funding; for example, India would start from $200,000 to $400,000.


RADAR REBALANCE

In vanilla XCOM, no one uses Small Radar - or at least, not seriously. Having significantly smaller range and only a modest increase in detection strength, it is built as an after-thought if at all. In order to fix this, we make Small Radar more attractive by increasing the detection strength and mildly decreasing build time. We also rebalance Large Radar by decreasing it's detection strength - but offsetting that by increasing range slightly. Finally, we nerf the Hyperwave Decoder slightly by decreasing range, and making it less than 100% accurate. The monthly cost for Large Radar and HW Decoders is also increased.


Small Radar detection chance (each 30 min): Increased to 30% (from 10%)
Small Radar build time: Decreased to 8 days (from 12 days)

Large Radar detection chance (each 30 min): Decreased to 5% (from 20%)
Large Radar range: Increased to 2500 miles (from 2250 miles)
Large Radar monthly cost: Increased to $35,000 (from $15,000)

Hyper-wave Decoder detection chance (each 30 min): Decreased to 85% (from 100%)
Hyper-wave Decoder range: Decreased to 2250 miles (from 2400 miles)
Hyper-wave Decoder monthly cost: Increased to $80,000 (from $30,000)


WEAPON WEIGHT REBALANCE

Vanilla XCOM has a Plasma Rifle weighing as much as a generic pistol, and a Heavy Plasma as much as a regular rifle. What the hell? Weights for these and a few other weapons are modified to make strength more relevant, and some weapons more useful than before.

Heavy Plasma weight: Increased to 16 (from 8 )
Plasma Rifle weight: Increased to 10 (from 5)
Plasma Pistol clip weight: Decreased to 1 (from 3)
Laser Pistol weight: Decreased to 6 (from 7)
Blaster Launcher weight: Increased to 20 (from 16)
Heavy Laser weight: Decreased to 14 (from 18)


INFANTRY WEAPON REBALANCE

Separate from the weight changes, these changes rebalance the use of infantry weapons. In vanilla XCOM the Heavy Plasma is the only end-game weapon to use due to the superior firepower and excellent accuracy. We rebalance the Heavy Plasma to be a burst weapon and provide a role for the Plasma Rifle as a sniper weapon with superior accuracy. We also modify the starting rifle to be more useful and to be more powerful than the starting pistol, as the pistol was nearly as damaging and could be fired in aimed mode very rapidly.

Rifle clip size: Increased to 30 (from 20)
Rifle damage: Increased to 32 (from 30)
Rifle TUs for aimed shot: Decreased to 60% (from 80%)

Pistol damage: Decreased to 24 (from 26)
Pistol TUs for aimed shot: Increased to 50% (from 30%)

Heavy Plasma TUs for auto fire: Decreased to 32% (from 35%)
Heavy Plasma TUs for snap shot: Decreased to 28% (from 30%)
Heavy Plasma TUs for aimed shot: Increased to 75% (from 60%)
Heavy Plasma aimed shot accuracy: Decreased to 90% (from 110%)


Plasma Rifle aimed shot accuracy: Increased to 120% (from 100%)



 

 

 


73
Released Mods / [CRAFT][WIP] E-3 Sentry AWACS
« on: July 03, 2014, 12:26:50 pm »
I've always liked that XCOM allows you to use aircraft as mobile detection stations. The old trick of using a Skyranger's superior fuel and range to scout for alien bases got me thinking: Why not a dedicated mobile detection craft?

Here then is an implementation of the Boeing E-3 Sentry "AWACS" (Advanced Warning and Control System) plane. It has no weapons and no troop capacity - it is purely a flying radar base. To that end, it has superior radar range (1500 miles), a hefty fuel complement, and speed midway between a Skyranger and an Interceptor. It can be purchased for the low monthly price of $250k! (And resold later for $100k).

This is marked 'WIP' because the only thing I am missing is a sprite for the in-base image. It currently uses the Skyranger graphic. I'm not a graphic designer; anyone willing to make a sprite for the E-3 will have my undying gratitude. The UFOpedia entry is complete, however, and it works in all other senses.

Install: Drop the data folder into your OpenXCOM directory and enable.

74
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: July 03, 2014, 07:54:09 am »
Nevermind, I just figured out those are hardcoded in XcomResourcePack.cpp on compile. Hope that breaks out into Ruleset availability soon.

75
Released Mods / Re: [GLOBE] Improved Nations Mod
« on: July 03, 2014, 07:40:51 am »
This is impressive work. Is there any way to get country outlines on the worldmap? Does this require hacking WORLD.DAT?

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