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Messages - XCOMFan419

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31
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: October 20, 2014, 02:52:48 am »
I hear you've been working with HWP a lot. I've encountered a bug where the game closes up whenever my explosive shot Tank/Cannon fires and the bullet hits the ground. The explosion doesn't come up and the game just closes, not crashes. I don't know what is going on. Any advice for a noob modder?

32
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
« on: October 20, 2014, 02:38:31 am »
All right so here's the deal. The game closes up whenever I shoot the Tank/Cannon and the bullet hits the ground. Same thing happens for Crypto's Battle Tank. I assume it has something to do with TDS because I am a very amatuer modder. I also assume it has something to do with the nightlies and me being gone for a month+ and not catching up and knowing the new code or something.

Attached will be the experimental Version 0.7 which isn't even 50% done. It's split in two purely because it's massive.

TL;DR: I need help because I can't into explosions

33
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 18, 2014, 01:16:30 am »
If anything, it looks like the Juggernaut suit would be power armour like that of the Xenonaut's Predator Battle Suit, where as instead of decreasing TU's it increases strength, only allows use for heavy weapons (but not rocket launched which is stupid) and has poor visibility. I don't think it should decrease TU unless if it is not power armour.

Also, on the topic of armours, does the Personal Armour have a weight value?

34
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
« on: October 06, 2014, 02:16:08 am »
Well, thanks nonetheless. I will incorporate it ASAP. Afterall, this is a pack of *most* of the HWP in the OXC community.

As for dual weapons, I will dissect some code and figure out how to add another weapon. For example, the purchaseable tanks will have a HWG coaxial, except for the HMG tank, which I may even remove due to the new dual weapon feature. Tier II, or the researched tracked tanks, will likely have a light laser LMG or a gauss LMG. Depending on how I feel about it. The hovertanks will receive light plasma weapons as a coaxial and the sectopods are iffy, but I will do something. Cyberdiscs remain untouched for now.

I will also do some scouring of the FMP code, the Equal Terms (when it reaches 2.0) code and the Piratez code to look for potential additions to the Tanks, Drones, Sectopods roster. That's if school isn't too heavy in the next month or so. If it is, all I can do is rebalance/add pseudo!new tanks. I will also continue work on the Alloy Tank ruleset since I've put that off for too long.

In other news, a new version will be up soon for download, as I have to reorder some things and chance prices. Some things were just ridiculous.   

35
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.6
« on: October 05, 2014, 01:42:54 am »
Hokay so I plan to use the dual wielding tanks soon. Not yet unfortunately as I'd have to dissect and then reverse engineer someone else's code to make it work.

For now, I will reorder the Ruleset so it's organized and I will also be doing some cost/listorder organizing as well. 1000 dollars for an HMG bullet? Wtf was I thinking?

36
Work In Progress / Re: Proto laser tech
« on: October 04, 2014, 02:56:00 am »
The way I see it, this mod will turn out like how XCOM 2012's Long War Mod handled lasers. Regular old lasers and then Pulse Lasers, which did slightly more damage and had more critical chance.

Now the way I see this going is that ProtoLasers are kinda the regular lasers in longwar. Expensive at first, do slightly more damage than rifles, and you plan to make them heavier. Lasers will be more like the Pulse Lasers, which are more refined, do more damage and stuff like that.

Not like doing it End War style is bad or anything. I kinda thought of the same thing a while back.

And yes, Pulse Lasers vs Lasers are a thing. The way I see it, Lasers in this game are Pulse Lasers, firing lasers in tiny pulses of high power and then little power and then high power and so forth. A real laser would be like the ones in 2012, firing a continuous beam of light.

37
Work In Progress / Re: [GLOBE] random desert world
« on: September 28, 2014, 05:11:33 am »
Idea:

Relating to my earlier post, this is how the transports would work:

APC: Lightly armoured, carries the most troops, one weapons slot. Essentially a big glass truck. Really fast.
IFV: Armoured, carries the second most amount of troops, two weapon slots. Fast.
AFV: General fighting Vehicle, carries a less-than-mediocre amount of troops, two weapon slots. Fast-ish
Tank: Heavy fighting Vehicle, carries 3-4 soldiers, two weapons slots. two weapon slots. Slow, but it's a freaking tank.

Air vehicles would be more expensive, but worthwhile.

But then this would mean alien ground vehicles as well since it wouldn't make sense that an IFV downs a battleship... Well my idea might not be a good one, it's something to work off of. I'm going to keep an eye on this. For science.



38
Work In Progress / Re: [GLOBE] random desert world
« on: September 26, 2014, 11:45:08 pm »
Whoa. Globes without water. Potential for APC/IFV/AFV/Tanks anyone?

Yes?

Maybe?

No?

39
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 23, 2014, 07:43:38 am »
Looks cool. Going to use it for my next play through, which is likely tomorrow.

40
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
« on: September 23, 2014, 07:42:27 am »
Wait wait wait.

HWP with two weapons? Since when?

Also, getting XCOM back tomorrow and will begin to code again once I figure out this whole two weapon HWP thing.

41
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
« on: September 21, 2014, 08:01:06 pm »
Luuuuuuuuuuuuuuuckily I have my new computer. I should have XCOM back in a few hours, and then coding of TDS will resume.

42
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 14, 2014, 10:07:46 pm »
I just realized that FMP is the Long War mod for OXC

43
Work In Progress / Re: [HWP]Tanks, Drones, Sectopods? Oh my! Version 0.51
« on: September 01, 2014, 08:13:37 am »
HOKAY SO HERE'S THE DEAL

My laptop is broken now. It refuses to charge. I didn't lose TDS, but any and all modding has ceased until I get my new laptop/PC desktop, whichever I can afford.

So now there will be no updates for TDS unless if someone wants to take the reins while I'm gone.

44
Fan-Stuff / Re: Tactics to survive early games
« on: August 31, 2014, 11:43:25 pm »
With this method, you don't have a lot of money in the early game, nor do you have many promotions to hand out, but it becomes a lot easier, and losing soldiers is more common, but you lose less high ranking soldiers.

1. Take a HWP of your choice out with you every mission. Be it terror or not. Might come in handy sometime any way.

2. Have a team for every base. Meaning if you build a base every month, then you have to have at least 1 skyranger/troop transport of your choice and a team to fill it (1 HWP and 10 soldiers at least). Whenever a UFO crashes in the base's territory, then you send the team with the nearest base. (If you have a base in europe and it shot down a craft in Asia, then send a team from your asia base and so forth.) This makes it so you have more opportunity to hand out promotions in the late game, and have more than simple garrison rookies at each base, meaning base defence is easier.

3. Do not skip research. Ever. Try and use your scientists on different projects. I usually like to go 20 per project with 100 scientists.

4. As soon as you have something you can sell, DO IT. If it is useless or you will never use it, then sell it. Also, never let your engineers sit idle.

5. Always have a good stock of soldiers/rookies. Anywhere from 30-40 is good. Especially with number 2 and the multiple tactical teams.

6. Replace interceptors with better craft ASAP. Be it a modded craft (Alloy Interceptors, Raven, Retaliator, Thunderstorm, etcetera) or the Firestorm. Usually I have this within 3-4 months, due to my horrible RNG with the crafts and not getting UFO power sources (I didn't get power sources until August once)

7. Armour and weapons are priority. Mostly armour since Snakemen/Floaters/Sectoids and their terrorists are easy to kill with rifles, grenades and rockets, and Personal Armour will help against Plasma Pistols and limited protection against early game Plasma Rifles.

45
Released Mods / Re: [HWP] Attack Dog
« on: August 31, 2014, 06:54:15 pm »
It ain't a joke. Buyable X-Com dogs.
Known issue: accessible inventory screen, no way to disable it without code change.
Welp.

To Tanks, Drones, Sectopods? Oh my! This goes.

With permission and stuff of course.

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