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Messages - LeBashar

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16
Robin, I try to modify your holodrone unit for making it able to respawn (the first shot laser, and the respawned shot explosive) but I don't known how to add picture. While you have already made it for spitter, surely you know what I must to add to the sprite sheet work make this work ?

My ruleset work with the zombie sprites, but crash with the holodrone's.

17
Suggestions / Re: It makes no sense that alien ships have no outward damage.
« on: September 04, 2014, 09:06:57 pm »
I totally agree with this idea.  ;D

18
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 04, 2014, 09:05:46 pm »
why not zombies ? because they have already the flag for become chrysalids.

Changing zombies could be interesting but for me it isn't in my flavor of xcom. And eitherway, my problem was to avoid 1x1 HWP units become zombies, and not changing anything to the vanilla's chrysalids <-> zombies mechanics.  ;)

But I think I will try to make more terrorists user of the spawn flag, like for exemple the holodrone : the first one fire laser or plasma, and if you kill it, it'll respwan but now shot explosive shells even more deadly. surprise !  :P

19
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 04, 2014, 07:08:20 pm »
No, this can't work. It's the chrysalid weapon which make a zombie, of any unit. And it's the second flag which do a new chrysalid of a zombie.

We can use this flag to produce any new creature when we kill someting (except zombies), but this can't remove the zombification made by chrysalids.

20
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 02, 2014, 01:12:08 pm »
The last new weapons for aliens : a "fusion rifle" with the new damage type which is really armor piercing (old acid) and able to one shot a HWP but usually don't kill a soldier in less than two shot.

The eleriums shell are xcom version of this damages types and can made ammo for sniper rifle, autocannon and shotgun (don't know yet if the shotgun's are useful)

I have also finally choose to totally change the armor of mutons : decrease armor to 8-10, and up theur damages resistances to 60-40%. I have found tiers 3 aliens too many armored and make pistols and many rifles nearly useless. With this modifications, mutons are long to kill, but can be injured even by pistols, while gazer and ethereal are nearly immune to small arms, but can be easily one shot by anti-tank stuffs. (mutons can't : because they haven't really armor now, anti-armor weapons treat them as unarmoured target, and because they have plenty HP, they can survive many shot of for example sniper anti-tank shot, or fusion rifle shot).

21
Open Feedback / Re: Question about fire.
« on: September 01, 2014, 06:57:00 pm »
Quote
Also...the other myth:  Smoke does not extinguish a unit set on fire.  Smoke doesn't put out fires at all in XCOM.

Smoke really replace fire on tiles, it's work for me. But it don't extinguish the fire on any unit.

22
Work In Progress / Re: [BETA] Rebalance aliens
« on: September 01, 2014, 01:56:30 pm »
I added in v1.7 two scouts drone :
- the caterpillar tracked one,
- a small flying saucer we can produce with discover of alien alloys, anti-grave module and cyberdiscs autopsie (the nex research "flying drones" become also a pre-requisite for hovertanks)

This need already some tests to adjust the balance and see if the problem with zombies need something.

23
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 31, 2014, 11:59:31 pm »
Well, why not but how can explain the humanoïd zombie step before new chrysalids ? ^^"

There is also reaper who fight by melee, and for now, my reaper do 90+strenght damage, precisely to outpass the melee resistance of HWP (who are immune to chrysalids and cybermite - melee attack also). Make the reaper unable to destroy a robot-lure seem nonsense :/

But I have think to alternate way : make not a humanoïde drone, but some little flying saucer thing. Player surely use it in flying over the ground and so, chrysalids can't reach it.

24
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 31, 2014, 09:00:34 pm »
No, zombies are defined by two things :

1- a weapon where you can tel this weapon turn is target in zombie (and something hardcoded which disable this for 4x4 units)

2-a flag on each unit where you can choose in which unit they will transform if they die.

25
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 31, 2014, 07:04:50 pm »
There is no problem for give him a stun weapon. It's another problem I asked if it can be turn in zombie by a chryssalid and sadly it seem be. But the scout drone and 1x1 robots likes enforcers have the same problem.

26
Your graphisms seem already nice. There is just the head I don't know exactly what you've try to do : the battlescape helm is open ?

27
Offtopic / Re: About Sectopods and their "laser" weapon.
« on: August 31, 2014, 05:07:14 pm »
Or you can juste do nothing while no xcom armor has any damage difference between laser and plasma, it is pointless to change anything  ::)

28
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 31, 2014, 12:04:50 pm »
Quote
Long story short, never give any recovery points to an item that's not "alien artifact" (requires research).

So we can let the recocevry points for laser weaponry (if MiB use it) and they will not give any points when the player has researched them ?
I have remove recovery points for sniper rifle and uzi.

Quote
Just wondering about the HWP Laser Cannons.  What's the rationale behind requiring them to have ammunition when no other laser weapons, even the craft laser, don't require ammunition.  Whether it's true or not, I always figured the HWP cannons were just the fighter cannons mounted on a thank.  Maybe it's a balance thing but the inconsistency seems odd.  Is it possible to limit the shots of the laser cannon without requiring ammo?

The idea is lasers cannon in craft are powered by the craft himself, but HWP have some kind of battery because they use the same gun, but have no the same power engine. So I wanted to make HWP more limited than the craft cannon and tht why I have add ammunition. But thinking to it I seem you have a point, it don't seem really rationale. Maybe I just have to reduce the number of shot (maybe 15 or 20) and deleted the ammunition.

I have think to my idea of a new lure drone, and think to something could be interesting :
- use the calcinite design of TFTD
- is a robot heavily armored (in comparision to soldier, but not to HWP)
- have only a melee stun weapon (it can use his internal power to deliver high electric choc )
question : how work the zombification by chrysalids ? it should not be possible to make a zombie with a robot.

29
How do we say french "CQFD" in english ? QED ? Sturm, you just demonstrate there is not point to search realistic rexplaination while there is mechanical programming reasons which imply bias.

(and i have seen nowhere the vanilla's pistol is a desert eagle, which seem weird to me because there is no point to use this in military theatre. If we want realism, in my opinion, xcom will use a FN P90 and his dedicated pistol FN Five-seveN. Why ? because it take time but we finally understand that a lighter but faster bullet is really more usefull than a heaviest slow one, like the .44 for example, well known but obsolete, and two weapon able to fire the same ammo is really practical).

But in 90's, theses weapons where new and not well known maybe that why vanilla's give weaponry out of date.

In my opinion, in a game we must search coherency more than realism ;) So come back to ths subject, external UFO damage for me seem change all the game. And I don't think it's for the better because if UFOs are in pieces and half the crew already dead or badly wounded, missions will become far too easy, no ?

30
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 29, 2014, 11:46:18 pm »
Recovery points for aliens weapons are already included in the game so it is only visible for the new weapons which have not vanilla's versions.

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