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Messages - XCOMFan419

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46
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 31, 2014, 10:36:56 am »
Hey, Solar, here's an idea.

I see in the Manufacturing background, there's an Autocannon and a Rifle, plus some mags and some ammo. My current thinking is that you make the non-best earth technology for purchase, but have the earth's best technology stuff manufacturable from the start/have some really easy early research, taking only a few hours with 5 scientists. This would make everything slightly more evil as you don't have good rifles from the absolute get-go. Afterall, you are the master of rebalancing everything so much it works in the favour of the aliens.  ;D [/joke]
 
Eh. Just a thought. Feel free to ignore me :P

47
Current ideas for next update, coming in ~2 weeks.

1. Make corresponding tanks require certain craft weapons. (Gauss Tank requires Craft Gauss Cannon, Laser Tank requires Craft Laser Cannon.) Make it compatible with Moriarity's Plasma Cannon mod, so people using said mod can still use Tank/Plasma Cannons without their mods conflicting.
2. Divide rulesets so that you can take out Gauss Mod, Minigun Mod, or both, if you do not wish to use said mod.

3. Adjust manufacturing prices.

4. Adjust Plasma and Fusion tanks so that I can add Roxis's L5A3 Laser Tank, along with the Elerium Lasers mod.

5. Fix Tank/Artillery and Tank/Grenade Launcher since Hovertank/Artillery is still the grenade launcher  :-\

6. Adjust Minigun tank - too weak now.

7. Adjust prices for tanks. Including the scout tanks.

8. Clean up code and fix powersuit drone code, with help from smexyvami

9. Tweak TU values and accuracy values, maybe damage values.

10. Screw it, I'll add the Acid Shotgun tank. With this, I might as well just make a Plasma Blaster tank as well, meaning I'll have to make another ruleset for compatible AAE. And then one with Gauss/AAE and Minigun/AAE...more work. Yay.

11. Make test ruleset for Alloy tanks, get sprites later.

12. Test ruleset where you manufacture HWP from the beginning, requiring research as you go along. EX. Mobile support research, and then most of the HWP are manufactured instead of purchased. Just an idea.

48
ohh i just wanted a deicated stun unit so i didnt have to sacrifise a actual soldier . allso becuse i dont know if equiping a drone with one gets eaten and its tidius to keep haveing to give then seconday wepons when i want then to
Yes I find that equipping the drones, be it the power suit drones or the Enforcer, they get eaten.

I'll see if I can get a more powerful Small Launcher instead of a stun rod. If all else fails, then a stun rod. I might switch around the rulesets so I can have other weapons with the Blue guy, since he's free now. I might do a poll later.

49
is it possable to add the blue one back with a stun rod ? insted of the hammer ?
It might be possible, yes. But also nearly pointless. A stun rod? I personally don't see the point. If you'd like to enlighten me on this idea then I'm all ears.

ALSO, thanks for the code. I'm currently in the process of updating and it will be finished soon,  but school is starting up and it's getting hard to find time for everything, so sorry there hasn't been an update yet  :-\

50
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 29, 2014, 05:17:36 pm »
Theses discussion about HWP make me think to what really lack for the player : some lure to attract alien reaction fire, especially when you try to run out off the skyranger and are surrounded.
That does get annoying after a while.

- scout drone (must be either cheaper or resistant but not weak and costly)

Two mods already exist for that. Arpia's scout drone and Aldorn's Tank/Snoop.

- robot designed to seem be a soldier, unarmed, but heavily armored : just make it walk in alien line of sight and make it be the good pigeon. Buildable with same technologies than powered armors, could be a flying machine able to float in air like floatter, because it's easiest to do than legs, and less fragile.

Already a mod for this...basically. Svahn's Powersuit Drones. One Assault drone and One Scout drone, of course there is a Hammer Heavy Artillery Drone, but I don't believe it works properly. Any ways, the Scout Drone comes equipped with 150 TU and a laser rifle, while the Assault Drone comes with a 100 TU and a plasma rifle.

- holographic device, could be inspired by the holodrone terrorist
Unsure. But it could be a good idea.

51
Released Mods / Re: Ironfist Dropship 1.1
« on: August 29, 2014, 04:48:05 pm »
I just realized that the ironfist is expensive as all HELL

Same cost as an Avenger (120 alloys, 3 navigation and 6 power sources) yet carries 8 less soldiers and has no weapons. While you can argue that it doesn't require UFO Construction and all those other techs for the new craft, having 100 scientists really negates that as being a problem.

I would've made it as expensive as the Lightning though, or even the Firestorm.
 
But hey, it's your mod. Just providing feedback.

52
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 28, 2014, 11:06:44 pm »
I always take a HWP on missions with me. Especially with my own mod, TDS installed. The game provides much more options a Paramilitary force would, including Close-Support grenade launcher tanks and long range support Artillery tanks. With the included mods (minigun and gauss) I have changed them slightly so that they are not underpowered anymore, though the minigun tank still needs tweaking. Not only that, but I have added new tanks, such as Tank/Plasma Cannon and Hovertank/Scatter laser. I am planning, that once I get up a test ruleset, I am adding in my own Alloy Tanks (preferably blue) to the game, which will be a stopgap between Hovertanks and regular tanks.

This gives people much more options when staring at the equipment screen. Do they want to play it safe and have a few scouts and have an artillery battery sit at the edge of the map? Do they want to go in guns blazing with the Tank/Cannon? Do they want to rush technology and Elerium so they can produce the heavier tanks, and then ultimately the Hovertanks?

So why am I saying this? HWP have value outside of terror missions. If that HWP can take a snapshot at the sectoid with a plasma pistol when all your rookies have no more time units after trying to shoot the sectoid with no luck, would you do it or would you skip the turn and hope that the rookie survives?

53
I have played around with what "Dioxine" sayd and i fixed this for you ;D Enjoy

ENFORCER
Spoiler:


armor:
Code: [Select]
   - type: STR_ENFORCER_UC
    spriteSheet: ENFORCER.PCK
    spriteInv: XCOMFAN005_M0.SPK
    corpseItem: STR_CORPSE_ENFORCER

Sprites:
Code: [Select]
  - type: XCOMFAN005_M0.SPK
    width: 320
    height: 200
    singleImage: true
    files:
      0: Resources/TDS/Enforcer/BIGOBS/Enforcer_Suit.gif

VANGUARD
Spoiler:


armor:
Code: [Select]
  - type: STR_VANGUARD_UC
    spriteSheet: VANGUARD.PCK
    spriteInv: XCOMFAN003_M0.SPK
    corpseItem: STR_CORPSE_VANGUARD

Sprites:
Code: [Select]
  - type: XCOMFAN003_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: XCOMFAN003_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif

ASSAULT
Spoiler:


armor:
Code: [Select]
  - type: STR_ASSAULT_UC
    spriteSheet: ASSAULT.PCK
    spriteInv: XCOMFAN002_M0.SPK
    corpseItem: STR_CORPSE_ASSAULT

Sprites:
Code: [Select]
  - type: XCOMFAN002_F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: XCOMFAN002_M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
Oh uh...wow. Thanks dude!

Do they work ingame or no? That's what concerns me. Does the UFOPaedia check out? Sorry I can't check right now, I'm really busy with school starting soon.

54
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 09:23:32 am »
I did it with some things, but admittedly not all... I think the Stormlance is kind of irrelevant in a normal game, the hybrid race is simply unfinished (I need to do more missions and maps), and the Laser Shotgun... well I just haven't found the time yet. But it's planned.
I - and others if they wish to help - could probably dissect FMP's code to make most things that aren't already in mods into new mods. Maybe even make an entire thread for dissected FMP mods that haven't already existed beforehand. I think it would be an interesting concept. I think most, if not all, of the things in Final Mod Pack would contribute to a normal game.

While I don't honestly think it's any worse than your normal starting base, I admit it's sort of beta. Maybe you could suggest a better arrangement? A simple drawing would suffice.
One not-so elaborate diagram coming up soon.

55
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 28, 2014, 05:02:22 am »
Solar, have you considered taking some of the things from Final Mod Pack that are not apart of other mods (i.e Stormlance Missile, Hybrid Race and the Laser Shotgun) and putting them up separately for other's enjoyment? I personally would like to see some of these other parts of FMP separate that I cannot find myself/make myself for convenience. Of course I could just delve into the code and CTRL+C and CTRL+V, but look how that turned out last time with the Xcom Cyberdiscs and Tanks, Drones, Sectopods? Oh My! (For reference, I couldn't get the cyberdiscs to work due to Solar's FMP magic.)

Also, with the new update...

YOU BROKE THE BASE RULE! I saw the new base layout and I just asked myself...why? You have the Access lift between three buildings to the Hangar, meaning all attempts to create a chokepoint are foiled. I tried out the newest FMP and I had an early Base Assault (18 days into the game) and I was ANNIHILATED. Lost the game and everything. And you can't fix it since the Access Lift is right in the middle, making it like the old base. It is indeed much harder, but also causes confusion to newer players who are used to their access lifts being right beside the hangars (such as myself, I use XcomUtil's Defensive Base [not the improved version because that's just cheating])

56
Yeah. I had a Tank/Plasma Cannon from my own Tanks, Drones, Sectopods? Oh my! engage an MiB tank. Needless to say, we all know who won that engagement.

But it was pretty cool if I may say so. Kinda makes me wish for recording equipment. It was an epic battle.

57
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: August 28, 2014, 02:36:43 am »
I'm not sure but I think you were planning to implement "laser SMGs" (if not, my mistake); I've made 2 concepts for such weapons (based on Rockfish's designs), and I thought it'd be a good place to dump them anyway, since right now I don't know what to do with them yet.
If those are laser Sub Machine guns, then the second one looks better. The first one looks too bulky.

Of course this is if only KingMob wants to let the Laser SMG in.

58
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 28, 2014, 02:34:45 am »
It's a clever idea and yes, it'd work, but I'm afraid it would be too misleading. There are weapons with multiple ammo types, and having an underbarrel launcher would look exactly the same, but it's not the same thing.

I'd vote for doing it properly, with some sort of a "crafting screen" where you install weapon mods and an additional option (or several) in the firing menu.
Something like the "Hit" function with weapons I guess, since that's a thing. Could that work or would that require a new .exe file?

59
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 27, 2014, 08:00:12 pm »
Lol sorry I havent actually tried out the tanks, it was just one of my peeves about the vannila game (and if I had any graphical talent the gren tank would look like this). Also it may have been inspired by a bit of vodka while reading hobbes' work :)

Ah yes something that won't embarrass me.

The M50 Ontos was a close support weapon that was used during the Vietnam War, roughly 300 were made. The concept was to use Recoilless Rifles so they could stick as many damn guns on it as possible to support troops in battles\. While inaccurate because of several issues involving vehicles with more than one gun, it did not see service past the Vietnam war. However, Xcom could use such a weapon for inaccurate - yet powerful - fire support when engaging the Alien threat due to the Recoilless Rifle's spread.

Hell, a Recoilless Rifle little line could be interesting. Sure there would only be a HWP and a small rocket launcher that resembles a Recoilless Rifle (eg. Carl Gustav) but it could add a little bit more to the game in terms of explosives.

60
Released Mods / Re: Ironfist Dropship 1.1
« on: August 27, 2014, 12:49:32 pm »
Also, little update:

Got it to work finally. Works like a charm.

But are all the soldiers supposed to be at the doors or spread throughout the craft? They are in three lines at the doors for me.
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