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Messages - LeBashar

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106
Work In Progress / Re: Rebalance aliens
« on: July 29, 2014, 01:10:47 pm »
Nice, but seem already "difficult" for me. And furthermore, it don't solve the biggest problem : in the game, there should be a way for the player to know what are resistance-vulnerabilities of differents aliens. And if they are not differents ufopedia entries, then we can't have informations. So I prefer use mixed aliens race then mixed armor-coloured aliens.

107
Work In Progress / Re: Rebalance aliens
« on: July 28, 2014, 08:37:41 pm »
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However, I'd rather see a new alien race than a modified one. I just don't really like changing vanilla stuff for no good reason.

My purpose is to modify the original balance that I always found poor, so I will change the foundation before construct new floors ;)

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Also for each alien race, define two (or more) categories, make other categories appear later in the game, so that some times battles are as usual, and other times battle are a little harder than expected

I also think to this, but I dislike the idea player can't immediately see there is something different. So I must change color of aliens if I change their armors, and because it is so difficult to do I prefer not try for now and work only with the differents races, and their distribution in UFOs with mixed crew. But maybe I will change some damage type of terrorists, and give aliens possibility to use thing other than plasma, and mix terrorists type.

Here the modification I planed to make :


sectoides lose HE resistance, but gain AP and PL résist, STUN, MELEE and SMOKE vulnerability. They also have double HP.
Purpose = with so low HP and armor, resistance and vulnerability as no interest at all because the weakest weapons are already near overkill. So, more resistant to rifle and pistol, but not to explosives weapons. Their poor armor make them suffer injuries by any weapon, despite new resitances. More HP is only for make them able to withstand at least one shot and not already be OS. Vulnérable to stun and melee is for match their weak appearance. vulnerability to smoke is because they breath.

cyberdics gain melee resitance (like all mechanical thing in my mind) but PL vulnerabilty.
Purpose = original one is not bad, but plasma weaken make it counterpart with the fact it is resistant to anything else and I assume it was designed for strike against human and not againt other alien equiped with PL weapon.

floaters gains many resistances : AP,HE, stun and smoke.
Purpose = This for match the fact they are partially mechanical and bionic. I assume they are designed for terrorise humans, and so, their new resistances make them able to do that. Becoming protected against human primarily weapons, but they are not really powerfull anyway because of weak armor and lack of HP. They can be shot by any heavy weapon, but also by autofire or multiple fire of weakest ones. Difficulties to stun or asphixiate them is because their bionic improvements, and give a capture of them more challenging (we should not easily catch a terror weapon). With advanced weapons like LS or PL, they become weak aliens only usable for scouting, interesting allies for strongest ones like snakmen or muton, by the fact they can fly.

reapers gain better frontal armor and strong resistance to HE and melee.
Purpose = they are too weak even against weapons they are not supposed to be, so the frontal armor help them (because they often face their adversaries) and match the fact they are design for offense. Resistance to melee for let no chance to anyone they succeed to catch, and HE resistance to match the fact they are supposed to be realy resistant (and for reduce the 4 square malus HE for them). Already weak "under" armor make it weak against HE or especially IC which are thrown to explode at his feet (obviously it need some throwable IC weapon).

snakemen loose some armor at side and rear but gain more at under. They gain resistance against all weaponanry supposed to produce heat : HE, LS PL.
Purpose = with moderate armor and HP, they are strong against weak weapons of all type, but easily catch by heaviest. Heavy AP humanmade weapon should be nice, especially in is back. So the idea is to force player to try to ambush them. Because they are not vulnérable to HE and with a better under armor, grenades aren't be the best option against them. I think their "foot" resistant because continuously rub on the earth.

Chrysalids gain slight resistance against anything and huge vulnerability to HE
Purpose = I always loved the choice made in TFTD about tentaculats, which are best shot by HE but make it difficult because they run to be close to you. So I choice to make chrysalid nearly immune to all kind of damages thanks to their strong natural armor, but, vulnerable to HE. It is also a good allies with snakemen which they are not vulnerable to HE, and need accurate AP weapon. So for strike against them two, you need varied weaponary.

mutons loose resistance to AP but gain better armor, slight vulnerability to STUN and smoke.
Purpose = with their full body armor, they seem to be protected against everything and have only a small weak point in their face (so the lighter front armor). My change make nearly no change against AP weapon, but make mutons better against all others. So it need really heavy anti-tank weapon for hunt them, but of any type. Maybe stun (or mind control) could be a best option because it is in fact their only real weak point.

celatid gain strong resistance against LS and PL, slight better armor, immunity to smoke but vulnerability to AP
Purpose = It is like if this creature can absorb energy so she's nearly immune to energy weapon but can be pierced and cuted easily, so no advanced weapon useful against it (and because this creature went in the long term, it could be annoying if you don't still have some no LS or PL weapon in your backpack). He or IC could work, but moderate HP and armor negate the weakest ones.

silacoid gain better under armor lose HE vulnerability but gain melee vulnerability
Purpose = this armored thing has only a melee attack and is slow so it isn't really dangerous. Make him only weak against melee is for make something like the only way to kill it is to stab it with powerful cutting device. But it is dangerous to approach him. (I plan to add some melee weapon like thermal lance of TFTD)

etheral gain slight resistances against anything except IC and melee.
Purpose = weak in melee because it is obviously their only weak point, and IC because this type of damage is underuse in this game and I think it could be interesting to use against these, because as they often fly, it will not be so easy to burn them. I also like the idea their strong power can't help them against flames. (And I never understand why the original game give them a strong resist because you nearly never use IC and by the time you encounter them, you have logically abandon IC weapons by long time ago).

sectopode have no change except resistance in melee

PAL and hoover remove the IC immunity, gain melee resistance and lose resistance to acid.
Purpose = IC weapon use very hig temperature able to melt heaviest armor, I don't undestand why original game make IC so weeak against anything because in reality IC is really powerful, and to use with extreme care. The acid defense removed because I see no reason to make PAL resistant to a kind of "alien-movie" acid, and because there is for now only one rare creature which use it. I plan to use the acid damage type for new weapons (of all types) which could be really "armor piercing" and could overleap other resistances by have this tag. A powerful anti tank rifle could have a "acid" damage in place of AP, only to simulate it really use ammo which can pierce armor (like HEAT). So I will work on acid armor of all thing when I add something like that. (For now, the idea is to make huge resistance to this for no armored aliens, and weak for heavy armored. So, a acid-AP weapon wil do nearly nothing to a sectoid -totaly run through it- and huge damage against a sectopod)

At last, I hope the 200% vulnerabilty to smoke make some aliens able to fall unconscious if they stand in smoke (and humans so, force them use mask or helmet). But I don't know if it can actually work ?

108
Work In Progress / [BETA] Rebalance aliens
« on: July 28, 2014, 12:37:27 pm »
I am working on a mod that modify aliens HP, armor and vulnerabiliies. My purpose is to make huges differences between races to make useful a large assortment of weapon type, even in the late game. Also, I want change the original style of the begining were the difficulty is to hit aliens, and not to injure them, by something where who have good soldier (they hit their target) but inneffective weapons (human fisrts weapons are designed to shot human and not aliens, which can be "prepared" to resist theses weapons because they know them).

I want also make some progression throught the game where :
- xcom study aliens and found better way to protect against theirs weapons (personnal armor could give huge plasma defense but nothing else, new plasma-resistant armor for tanks etc.) and better weapons to kill them (some special AP ammo, or new types of weapons).
Then
- aliens study xcom and found they become more resistant to plasma and use more deadly weapon so, they imagine new weapons (even somes there are not plasma-based) and maybe new "armor" (which could be done only by modify some armor type of aliens which appear later, or by redifine some new aliens or just by mix some of them in crew).
- xcom study new aliens improvement and adapt, and so on
In the late game, there could be have a full range of weapon type, and a full range of aliens type which can be vulnerable to some and not to another. The player should use a large assortment of weapon to deal with the threat.

Is there already a mod like that ?
And what do you think of this idea ?

PS : is a vulnerability to smoke make aliens or soldiers fall stun by smoke quickly when tey just walk throught or it does only affect the initial hit ?

109
Yes, thanks. I have succes to make a new cannon. My fear was to erase a sprite by choose another number which could be wrong but it seem works.

110
Hello, is anyone know how can I use these icon not for replacing but in addition ? I want to make two plasma weapons :
- the cannon, like this one
- the beam, which could use older icons, with very short range and more power/accuracy (like if the plasma was channeled to shot directly and not shape in a ball).

111
Suggestions / Re: Power of weapon function of distance
« on: July 25, 2014, 11:05:56 am »
I don't know what game-y mean  :-[

112
Work In Progress / Re: Weapon Rework/Expansion - Version 0.1
« on: July 24, 2014, 05:45:10 pm »
I think there is some problems :
- pistol make the rifle useless, except for the auto fire, but with a so low accuracy in auto and a range min of 15, the auto mode of the rifle is very ineffective. Anyway, 12 ammo is very low for a real usage of auto mode.
- 50 Dmg for the DMR seem to be a small cannon which don't match the picture
- 20 Dmg for the SAW make it ineffective against many target with armor able to negate this. Also there is the same problem as the rifle, this weapon seem to be designed for automatic fire, but the range and accuracy imply poor chances to hit, so maybe a useless weapon.
- projector carabine make the pistol useless
- no idea of what thermal weapons could done ingame
- for the flechette, maybe you could reduce their power by change the damage type to "acid" ? if it work, high power no more needed because nearly anyone has a good acid armor and make them more effective even with lower Dmg stats.

(all this assume you don't change any aliens stats)

113
Suggestions / Re: Power of weapon function of distance
« on: July 22, 2014, 11:38:12 am »
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Therefore, if you get penalty for moving and then shooting, then why not for moving, ending the turn, and shooting at the beginning of your next turn?

Because we must have some base of choice. It is just a trick for the simulation : because it is turn based, we said "if you shoot after begun to move, it is like if you shot in moving".
Which can be seem weird if you kneel before shot  :P

Or else, we can make an accuracy bonus to the reaction fire, because it is the only which we are really sure the soldier who made it was in waiting for shoting.

But we can still keep the accuracy bonus for shot something immobile.

114
Suggestions / Re: Power of weapon function of distance
« on: July 21, 2014, 07:41:58 pm »
There is also the line of sight : I assume one square ingame should be like one meter by one. And soldiers have a line of sight of... 20 meters ? And many battle square aren't more than 100x100 m which is very small in realistic terms, but already big ingame.

So I always think distance ingame are compressed for gameplay (and initial core programation) reasons.

In the opposite radius blast of explosives don't seem to be so reduced which make weird things : a rookie as very much chance to throw a grenade at the right place (at nearly 10 m) than to hit it with is rifle. Huges explosives have a radius blast nearly egal to the light of sight. etc.

So if we assume the range and accuracy of weapons are reduced for match the small square map, the idea their damages should do the same seem not to be ridiculous :)

Moriarty, what you say make me think of another improvement : because the game has already a way to know if something have moved or not (used by the motion scanner), it should be possible to make an option which use it an give :
- less accuracy if you try to shot something which has moved
- less accuracy if you have moved in this turn, before trying to shot
- no penalty accuracy if you are immobile and firing on an immobile target.
This could be solve the last lack in the game about accuracy and make some realistic improvement like chose to fire on the wall behind a moving alien, with explosive ammo, and have more chance to success than trying to shot alien directly.

115
Work In Progress / Re: Weapon Rework/Expansion
« on: July 21, 2014, 11:20:58 am »
Really nice work, but maybe "gauss", "plasma" and "flechette" be little too close for easily see ingame which one is in the hands of the ennemy (but maybe you plan to have only plasma for alien so no confusion possible in this case)

116
Released Mods / Re: [CRAFT] Air Combat Rebalanced
« on: July 21, 2014, 11:10:26 am »
It should be with pleasure but I have made many other changes : add a new interceptor, very fast but with only one slot for weapon, switch the firestorm with the lightning (which become the first UFO buildable after UFO construction research, and the only ship in the game which have no rental cost but also no elerium consumption), and modify some graphics.


117
Suggestions / Re: Power of weapon function of distance
« on: July 21, 2014, 10:58:22 am »
In fact I have realized the options don't make what I want because they only act on accuracy.

Solariaus I agree but it seem the ingame distance are "compressed" because a man with a rifle, unable to hit someone at 10 meters... oO"
All maps would be too huge if there were reaalistic distances.

Anyway, having this parameters could make us able to make real difference between weapons, even if theses will be little exaggeratted. And it could allow to make somes fun thing with futuristic weapon : plasma could have huge power but quick dissipation where laser could have nearly no dissipation but less power. (or vice versa)

118
Suggestions / [SUGGESTION]Power of weapon function of distance
« on: July 20, 2014, 12:48:14 pm »
I wonder if it will be possible to make the power of battlescape weapon reduced or increased by the distance ? Why ? because it could be make at last a real difference between close combat weapon and orher, and not only by their accuracy or TU consumption.

It should be interesting to have for example pistol which have more power at short range than rifle, then make short range weapon preferable in UFO or town assault, and rifle or other long range weapon better for outdoor missions. Something like a precision rifle could have a huge damage malus to be used point-blank, this could be made a real counterpart to good accuracy and big power : without that, this kind of weapon often become overpowered because there is no real reason to use others.
And this is realistic, a high power rifle used point-blank will litteraly pass through target, and not make big wound if the bullet don't hit something vital, while in long range, the bullet should have loss enough energy to explode or rest in the target's body, resulting more injury. An vice versa, because it is not the accuracy the greatest problem of a shotgun at long range, it is the fact the munition lost quickly all his wounding power.

EDIT : I just see there is already such feature, so my question is "Is the maxrange, aimrange dropoff etc. would work with any ruleset ? (and the option distance accuracy of course) ?"

119
Released Mods / Re: [CRAFT] Air Combat Rebalanced
« on: July 20, 2014, 12:01:19 pm »
Maybe he doesn't know you must minimize the first combat interception until the second interceptor arrive for let him the time to do.

I have test this mod and make some modifications :
- delete all the tuned stuff, because make many game manipulation is not really funy, and make them for stuff will become obsolete quickly is a waste (for me). So I have make stingray 50% accuracy, avalanche 30% and cannon 70%.
- little nerfed the laser canon I think little too powerful, with 18 range, 40 power, 6 fire rate and 90 accuracy. The DPS is nearly the same but payload is divided by half, and the interceptor must take more alien fire.
- +5 ammo for the plasma cannon and reduce range to 50. (should already unable to shut down big UFO alone)
- reduce range of fusion ball to 65 (I don't want any weapon could do safe damages) 

And change some costs : half avalanche missile, double laser and plasma cannon, x5 fusion ball ($ cost, not elerium).
And make all rearmrate to one hour. I see no reason to make it longer.

Anyway, it is a really nice mod.

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