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Messages - XCOMFan419

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16
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 07, 2014, 01:53:23 am »
Well, there was something that I thought of, but only applies to Conventional HWP to my knowledge. Most tanks have different kinds of shells. HESH, HEAT, etc. When I implement 2 weapon HWP the tank/cannon will have AP and HE shells, instead of a coaxial cannon, all things considered. Afterall, I guess you're right about the whole "Coaxial/Main cannon" argument for XCOM, since it'd just be a waste unless if it was high ROF but low-ish damage compared to the laser cannon.

17
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.02
« on: November 06, 2014, 10:36:50 pm »
In my opinion, HWP should model modern vehicles, or at least as modern as they were back then. A main cannon, and a Coaxial cannon. For example, a Tank/Laser should require a Craft Laser Cannon and a Laser Rifle for a coaxial 'machine laser' for lack of better terms. Since most tanks have their main cannon in x calibre, most coaxial weapons are rifle calibre and rarely heavier to my knowledge. Most NATO tanks have a 7.62mm machine gun coaxial, equivalent to their LMG and some rifles. Ex-Warsaw Pact vehicles have a 50.cal coaxial and other nations vary.

18
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: November 05, 2014, 07:33:08 pm »
At first I was skeptical about this mod, wondering if I really did need more UFOs. My last playthrough I installed the mod to try it out.

My game will never be the same again! I love this mod.

19
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: November 04, 2014, 08:09:08 am »
Hello,

Thank you so much, guys! This mod is amazing! But, what am I doing wrong?

ps Once again, thank you for your time.
I believe that there are no en-GB or en-US strings, either or. I thought that the first time I tried playing this mod thinking "What did I do wrong?"

20
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 03, 2014, 02:52:23 am »
I...I need time to think. The past 12+ years have been a lie...  :P

Good episode! Keep it up!

21
Set hitAnimation to 0 for STR_HWP_CANNON_SHELLS. One of the nightlies has updated the explosion animation to account for land/underwater explosions. When you set a weapon to damageType: 3 (explosives), it loads the hit animation from the X1.pck rather than SMOKE.PCK for most other weapons. However there is no frame 26 defined so it crashes.
Thanks! All is good now.

--- posts merge ---

More troubles on the homefront, including lost work since the last little build I made which had the explosions error. Thankfully there is no real progress lost, but still. It's a little saddening that I lost some work. So I have to do that again soon, but for now school takes priority. I will be able to mod on weekends and sometimes on weekdays. Nonetheless, V.07, which includes separate rules for no gauss/no minigun and several fixes is slated for release sometime late next week.

--- posts merge ---

I am nearly done the next update. However, some things have changed from the original gameplan for this update.

There are no test rulesets for manufacturing tanks/alloy tanks.

No new tanks have been added, just rebalanced.

However, some of these changes can be considered OP. But, I think they are within reason. Even I, who uses at least one tank every battle (even with my own mod on) have found that the tank either charges ahead and gets destroyed instantly or stays behind and fires two shots the entire battle. To counter this, I've upped Firing skills on the tanks, taking conventional tanks from a 60 minimum to a 70 minimum and 75 maximum. Hovertanks have now an 80 minimum and a 90 maximum. Cyberdiscs are between the conventional and hover, and Sectopods are more of an end-game tank as they now have the most TU, Firing and armour. They aren't invincible, but they hurt like hell. (120 TU, 95 Firing) and the XCOM Enforcer is just underneath the Sectopods. Drones have largely remained unchanged, equivalent to that of Hovertanks.

These changes are bound to be changed up again based on feedback. Update will be out tomorrow on the modsite around 12am EST.

The next update will feature the test rulesets, and possibly dual-wielding tanks and the HWP 6 update for Sectopods. Midterms are pratically over and everything is cooling down. I have time to mod again.

If there are any concerns, please voice them. I wish to keep this balanced, but keep the tanks an essential part of the battlefield when Tanks, Drones, Sectopods? Oh my! is enabled.

--- posts merge ---

New issue. Following tanks do not follow "Override Line of Fire" advanced option.

Tank/Machine Gun
Tank/Grenade Launcher
Tank/Artillery
Hovertank/Grenade Launcher
Hovertank/Artillery

Went through all of them to check. Attached will be the latest stable build of TDS 0.7 . The last four actually need Override Line of Fire for them to be useful, as they usually require being able to fire in arcs blindly rather than accurately, except for Artillery of course.


--- posts merge ---

Quick update:

School has been heavy. Although I have good marks, I'm currently bombarded in school work.
The modding of the game has been halted altogether, all though I am working on it whenever I can.
This weekend will be a bad weekend since I have to do a whole bunch of things.
I have parts for the Alloy Tank section now, and will start tackling that ruleset.
I finished a playthrough with TDS not too long ago. I have figured out a balancing issue. Instead of STR_SECTOPOD_TERRORIST and STR_CYBERDISC_TERRORIST I had other things, making it that you can build sectopods as soon as you have the corpses of one. So that will be fixed in 0.7
I'll work on it soon. We're due for a mid-december release on the next update.

22
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 02, 2014, 09:24:39 pm »
Lasers have always been the least accurate weapon type in X-Com. So ask Julian. :P
Really?!

I always thought it was Ballistics -> Lasers -> Plasma in terms of both Damage and Accuracy.

23
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 02, 2014, 08:53:32 pm »
Service Pistol more accurate than a Laser Pistol?  :o

You would think that it's the opposite, that the Laser Pistol is more accurate than a service pistol, being a laser after all and only travelling straight unless if modified by say a mirror...but it's your modpack afterall. I won't question it.

24
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 02, 2014, 07:56:15 am »
Still a little questionable, everything considered. But it's your choice. I'm just a viewer with an opinion on using the (better) laser pistol.

25
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 02, 2014, 02:46:29 am »
Hey, just wondering why you skipped laser tech in a modpack like this!?

They would probably help for Sectopods...

26
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 29, 2014, 02:18:23 pm »
DE Gauss, and the Gauss tech tree, were not working for me. If you loaded DE Gauss onto the skyranger and entered a battle, the game crashed. (Using nightlies btw) and for some reason the Gauss tech tree wasn't readily available to me. By the time I was lurching into plasma weapons (before everything crashed and I gave up. No clue as to why it crashed) I still couldn't research gauss. Checked the ruleset and it said I needed "Alien Somethingsomething" Which I had in my base stores but couldn't research. Give it the savegame is gone, I likely won't be able to replicate the incident without another playthrough.

But this mod can be good. Just needs some tweaking.

27
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 27, 2014, 03:10:41 am »
Bug to report: SkyGuardian hates HWP that don't hover  :(

Can't get my brand new Alloy Laser Tank off of it and support my advance to the large Snakeman scout

28
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 26, 2014, 08:04:41 am »
I haven't played around with XCom Armoury Expanded...yet. (I just finished my most recent playthrough from getting OXC again and resuming my interest) I was planning to do a playthrough of this with some elements of my Tanks Drones Sectopods? Oh my! because I need to keep testing it, playing around with it, etc... until I can get the sprites for the Alloy tanks done.

But it looks like some things that TaxxiDriver suggest are arguable. Removing the Sniper Rifles are probably a bad move for the mod. Not the modder personally, as they can remove that, but the mod in general. It would be a better move to let modders do as they wish at their discretion. Secondly, the tank manufacturing is kinda BS. In the Vanilla game, the non-hovering researched tanks typically took 25 manufacturing spaces. I would imagine that a more close-to-home manufacturing project would be at most 15 spaces, and at least 10, IMO.

____

And to answer TaxxiDriver's last question, no it isn't possible IIRC. Each HWP weapon only has one ammo type, but with the new two weapons thing it's the closest thing we'll get to something like that.

29
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 06:29:25 pm »
The only way I see the Aliens having their weapons not being usable by humans is something like a DNA lock or an ID lock which allows only that alien who has been assigned that weapon to use it. Or the aliens have locked Human DNA/ID out of their weapons and for humans to use them, they must disable the lock or something.

30
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 20, 2014, 04:40:13 am »
Check your hitsound and hit animation.
Yeah, got it all solved now. The nightlies moved the hitAnimation: 26 from SMOKE.PCK to hitAnimation: 0 from X1.pck. Weird. Well, thanks!

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