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 - LeBashar

Pages: 1 ... 5 6 [7] 8
91
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 04, 2014, 12:28:36 am »
Excellent, merci  :)

92
I have notice there isn't french trad in MiB mod 3.8 so I have made one when working one compatibility mod with my one. here it is if it can be usefull :
Code: [Select]
- type: fr
    strings:
      STR_MIB: Men In Black
      STR_MIBTANK: PALs MiB
      STR_MIB_SOLDIER: Agent MiB
      STR_MIB_NAVIGATOR: Soldat MiB
      STR_MIB_MEDIC: Médecin MiB
      STR_MIB_ENGINEER: Saboteur MiB
      STR_MIB_LEADER: Leader MiB
      STR_MIB_COMMANDER: Commandant MiB
      STR_MIBTANK_TERRORIST: Tank Terroriste MiB
      STR_MIB0_CORPSE: Corps MiB
      STR_MIB1_CORPSE: Corps MiB
      STR_MIB2_CORPSE: Corps MiB
      STR_MIB3_CORPSE: Corps MiB
      STR_MIBTANK_CORPSE: Carcasse de Tank MiB
      STR_MACHINE_PISTOL: Pistolet mitrailleur
      STR_MACHINE_PISTOL_CLIP: Chargeur de Pistolet mitrailleur
      STR_MACHINE_PISTOL_UFOPEDIA: Ce pistolet mitrailleur est conçu pour tirer d'une seule main. Il est moins précis qu'un pistolet, mais fourni un tir automatique très rapide de cartouches de 9x19mm et utilise un grand chargeur de 25 balles.
      STR_SNIPER_RIFLE: Fusil de précision
      STR_SNIPER_RIFLE_CLIP: Chargeur de fusil de précision
      STR_SNIPER_RIFLE_UFOPEDIA: Le fusil de précision est conçu pour maximiser la précision à très longue distance. Il utilise un gros calibre de 12.7x99mm pour rendre ses tirs de précision aussi efficaces que possible et capables de faire des dommages significatifs même contre des cibles blindées.  
      STR_MIB_CRAFT_0: Transporteur MiB
      STR_MIB_CRAFT_1: Transporteur - Amélioré MiB
      STR_MIB_CRAFT_2: Transporteur - Hybride MiB
      STR_MIB_TERROR_MISSION: Mission de terreur MiB
      STR_MIB_BASE_LANDING: Mission de base MiB
      STR_MIB_BASE_ASSAULT: Assault de base MiB
      STR_URBANA: OVNI Urbain
      STR_MIB_COVERUP: Couverture MiB
      STR_MIB_TERROR: Terrorisme MiB
      STR_MIB_BASE: Base MiB
      STR_MIB_ACTIVITY: Activités Men In Black
      STR_MIB_IDENTITY: Men In Black
      STR_MIB_ACTIVITY_UFOPAEDIA: Cette organisation mime en quelque sorte XCom, s'équipant de technologies avancées et intervenant lorsque des événements liés aux aliens arrivent. Il semble cependant qu'elle est plus encline à dissimuler les aliens qu'à les repousser. Nous devons capturer un de leurs leaders pour en savoir plus.
      STR_MIB_IDENTITY_UFOPAEDIA: MiB et XCom sont les deux faces d'une même pièce. Les deux ont été fondées par les élites mondiales, mais alors que XCom a été établi pour combattre les envahisseurs, MiB l'a été pour les apaiser. On dirait que les leaders du monde voulaient garder toutes les options ouvertes.

(I have insert caliber in guns description to match my mod but it should'nt be a problem)

93
Work In Progress / Re: Ablative armor
« on: August 03, 2014, 08:26:19 pm »
I refer to https://www.ufopaedia.org/index.php?title=Damage at the end of the page, it is say there will be 1 pt of armor destruct for each 1-9 pt of health, and theoreticaly, we can substract armor pt one by one if the damage inflict is only one health for each shot.

But the page say it could be have some errors in the explanation.

94
Work In Progress / Ablative armor
« on: August 03, 2014, 06:12:30 pm »
Well, I don't know where to ask this : how work the reduction of the armor when something take damage (not the effect of the armor, but the wear of armor itself) ? I want to make something like some abaltive armor, which could stop nearly everything in the begining, but should be damaged at each shot stoped, and so, could finish being broken and don't stop nothing.

Must should I use heavy armor stat but no damage modifier (maybe like a 100 frontal armor with 100% for any damage), or should use huge damage modifier and small armor (like 20-25 armor, but 20-30% resist) ?

95
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 03, 2014, 12:29:18 pm »
This is attachement for my v1.1 mod, I have add :
- laser tech tree is reverse, we discover craft cannon fisrt, then heavy laser > rifle > pistol. The laser weapon tech need discover of alien alloy and alien UFO source, for slight delay it and give some sort of explanation to the discover of a way to make this kind of weaponry.
- three alloy armor HWP, manufacturable after research of "anti plasma armor" a new quick research allowed by alien alloy, which replace personnal armor. -> I think it is easier to improve tank armor before make a personnal armor.
- the alloy laser HWP need anti plasma armor and of course laser cannon
- the personnal armor could be search after anti plasma armor, and is totally change : near no better "armor" stat, but 60% plasma resistance. this make something which protect much than vanilla's against plasma and pistol and rifle, but less against anything else. without energy empowerment, this armor is weighty and give -6 strenght malus.
- plasma weaponry discovries need aliens origin and elerium-115 research
- the silacoid have a new attack at short range, IC based, moderate radius, and very quick reaction.
- a compatible ruleset for MIB mod

Future plans : add new aliens weapons, in reaction to x-com anti plasma tech, and modify power and flying suit.

96
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 02, 2014, 07:18:39 pm »
It's fine, the problem is I haven't got obtain the complete filesheet with your tool for the tank. I have something like this : (see attachement) and so I haven't success to make the game work with this one.

But with aldorn sheet it work perfeclty, as the game, as your tool. (in my first attemp, I have obtain a totally wrong sheet, I don't know why and I can't show you the file I have delete and I can't reproduce the problem  ??? )

I haven't photoshop nor aseprite, and each time I try to do something with my one software nothing work (except for ufopedia picture).

But it is not really matter for now, I will pursue the construction of the bones of my mod, and see skins thing latter when everything will be complete.

So after some test I have slightly modify autocannon, and finally achieve to replace the melee attack of cilacoid by a short range blazing incendiary burst which is very interestring in game.  :)

97
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 02, 2014, 05:23:12 pm »
It's really nice and I've manage to make this work (after many game crash  :P )

But I'm afraid I'll never can do graphical adjustement myself without a better understanding of all of this. Can you give me the 4 floorob corpse file for the gauss HWP (blue-alloy) ? I have tried to make some with MIBTANK but it doesn't work.

98
Work In Progress / Re: Trying to make my first mod - need help
« on: August 01, 2014, 10:46:08 am »
For a first attemp it could me easier to not try to modifi everything :
- try to change the stats of an existing grenade, with same graphics. When it will work, then modify graphics.
- or, try to make news graphism for o copy of existing weapon but don't change any stat. When it will work, then modify stats.

You have more step to see where you make mistake in this way.  :)

99
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 01, 2014, 10:41:10 am »
I have only test it is actually work and load the mod ingame, but except for air combat that I have played, aliens and weapons modifications are only calculated. (maybe I should include in the archive the opencalc sheet ? there we can see firepower, TUs, accuracy comparison)

I will change some things in research tree and then make a real play test.

PS : in this version you could think I have nerf too much weapons (laser can't autoshot, plasma are poor accurate) but it is only the first step for make place available for new weaponry : firearms with alloys shell for automatic weapons, some kind of futuristics things for aliens high accuracy weapons, when they notice x-com become a real threat, etc.

100
Work In Progress / Re: Rebalance aliens
« on: August 01, 2014, 12:15:16 am »
I have done my V1.0 rebalance mod testing

It modify aliens stats, weapons stats, and many cost and little thing all over the game. I have made two file, one for modification which are only on geoscape-air combat, and one for all which have battlescape concerns.

All information included in readme and ufopedia entries (bad english and french)

Future project is adding some interesting new stuff, and maybe make ruleset adaptation for astounding mods I don't want to integrate completely.

101
Work In Progress / Re: Ammo - Weapon Question
« on: July 31, 2014, 12:10:45 pm »
The best way to avoid misunderstanding ufopedia with invisible ammo seem to make an upgraded weapon which can fire three another ammo, and so on.

102
Suggestions / [SUGGESTION]More power for IC
« on: July 30, 2014, 12:12:42 pm »
Could it be possible to give a real hit damage for IC damages ? with only DoT there are only useful for light that I always found very weird because phosphoric munition are really very dangerous.

It should be more useful in the game is IC munition have :
- some aditionnal damage with the initial hit, which affect only the target
- or some additionnal HE damage in the actual range of the flames

103
For me the only way to make psi power "realist" should be to give a range, independant of line of sight, so for exemple 20 square radius. And alien, or human with psi amp, can only psi-strike something within this range. So even if another soldier have spoted something, if it is too far, psi attack can't be possible.

But, in this range, any aliens (or human) should be spoted, even if it is hide and not visible with eyes. This is in my mind how should work something like mental power.

104
Amazing work, as usual :D

105
Work In Progress / Re: Modding Ufopaedia
« on: July 29, 2014, 04:33:33 pm »
Interesting, I also would to have some stats about weight or else in ufopedia. Do you plan to make something for ufopedia entries of aliens, where we can have more usefull infos than fictionnal-lore ?

I was primarily surprise to see the ufo-lightning but you don't have to credit me, I have only modify palette of image found quickly with google  :-[

Pages: 1 ... 5 6 [7] 8