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Messages - smexyvami

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61
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 24, 2014, 05:02:07 am »
I have that idea knocking around my mind for some time... byproduct of Piratez but could be used by any large mod...

Tech levels; Research projects separate from Developement projects.

Remember Age of Empires? In there you could research refinements to current tech level stuff, OR (after enough preqs have been met) go to the next tech level.

My idea in a nutshell. Make several "ages" (say, three: Earth, Sci-Fi Earth, Full Alien Tech). You cannot research any stuff that's beyond your current age. After discovering a couple of things, you can start a project that'll get you to the second age... OR keep developing and refining what you have. Like the first option allows you to make a full Personal Armor, the second only to upgrade existing body armor with alloy plates. So what's the catch? The project that gets you to the next age is massively more expensive in research points than developement projects. So you face a choice: quickly develop solutions based on the current tech base, or very slowly advance to the next age. Of course the next age will eventually give you stuff far above and beyond the previous age... BUT highly-developed and refined stuff from the previous age CAN easily rival the basic stuff of the new age...
i like this its like makeing elerium shells once you understand the eliment or go next age and go for lazer baced wepons

62

:
- cult soldier
- cult heavy soldier
(yes, the helmets are clearly from the zaku)
- the guys with the beret are corporate security (female one will never be used but it looks good).

Still one batch of these to go.
way to be sexist! there are females in the sicurity indistry and armed forses

63
Resources / Re: Neoworm Sprites dump
« on: August 23, 2014, 04:01:29 pm »
looking forward to seeing this armor set in game :3

64
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 23, 2014, 03:59:17 pm »
Thanks for the recommendation Dioxine.

I'm sorry you don't like the graphics, is there anything you can recommend to help me improve their look?

On to Smexy:

Along with the above, I also recommend "Ryskeliinis Guns n Gadgets Packs".  They have a large variety of conventional arms included in it.
Well, quite a challenge here :)

As far as "more robust modern battlefield" goes, this is the best place to go: https://openxcom.org/forum/index.php?topic=2674.0 although, while very well balanced and quite varied as far as firearms go, it (as of now) lacks much hi-tec stuff or, sad to say, top-notch graphics.

The FMP https://openxcom.org/forum/index.php?topic=2027.540 deals more with tech progression and is much nicer, but definitely has far fewer earth-tech stuff that you seem to be looking for...

Finally there is my own Piratez mod, with tons of weapons & armor & new ideas of all sorts, most of the stuff you've mentioned either already implemented or planned (or on hold waiting for the devs to include the technical capability to do so), but it's campy post-apocalyptic sci-fi that's certainly not for everyone :)

i have tryed and or using these mods i like them but there are aspects that eather thay dont work well together or make it not so fun to start . i am looking for people to help make a mod that docent re balance the hole game but adds wepons and items to it to make it more fun and full of load out choices you could use . aswell as bringing xcom gear to the current generation of stuff we have out there

65
Suggestions / Re: [Suggestion] Airstikeing downed ufo's Xenonughts style
« on: August 23, 2014, 03:54:52 pm »
eventually air stikeing would yeald no loot rewards so no new reserch could be aquired . it would be simply a way to lower the downed crafts and clear them off the map for rep with nations when you get swarmed. bombing them out or sending a fighter craft to misstle stike it would eventually be the same thing as it would be useing your resorses ie a misstle or a bomb as well as sending a potestial fighter away form the base that could be needed . i allso see this opening up moding as people can make crafts and wepons spesificly for this

66
Work In Progress / Re: [Mod Request/Idea] Conventional Wepons
« on: August 22, 2014, 06:46:26 pm »
i am sory a mod can move this . and i will try but my disabilitys get in the way some times making it hard to clearly convay what im trying to say

67
Suggestions / Re: [Suggestion] Airstikeing downed ufo's Xenonughts style
« on: August 22, 2014, 06:44:18 pm »
I'd say, not the full value, because the aliens have had some time on the ground to continue whatever nefarious schemes they have had in whatever capacity they had remaining. ;)

Maybe another portion of the total? 

 ...say if you get 50% for shooting down...
you get another 25% for bombing,
so 75% over all for downed and bombed UFOs.

I don't know if this would provide incentive enough to make a Bomber an integral part of the game.  Right now, it would be just another "thing" to add and have to do, with probably not much pay back.

Now if you could use it to develop your bomber tech to target alien colonies....  that could be cool.  The alien bases could be presumed to have defenses like X-Com bases can, and then the Bomber could fire strikes into it.  It would be nice if this could reduce the base population on a scale with the amount of damage applied (not to exceed a certain level, say 30-50%, but this sounds involved enough that it probably requires a custom executable.

ya the points could be negoshiable depending on the craft hit and made to fit the game and as for the "bomber" craft i like the idea you could have a dule class ship the thunderstorm and up. in xenonughts i havent played it just watched and you click airstike and get some pay out

68
Especially the general store! :)

yes please big stores and posablt 2x1 labs and workshops ?

69
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 22, 2014, 01:11:19 pm »
halo 2 guss truck cannon when ?  :P but ya guss is a magnet fied bullet prepelled at higer speeds i dont see how you can speed up mulitiple with out jaming the gun or blowing a hole in your partners back as you shoot over there sholder

70
Released Mods / Re: [WEAPON] Acid Capsule Gun 1.0
« on: August 22, 2014, 01:07:28 pm »
useing it and one shot with advanced assed didnt open a ufo or maby its just the lukes ufos have hirer armor idont know

71
Suggestions / Re: "No Alien Nightvision" setting
« on: August 22, 2014, 12:54:11 pm »
Or "Better human nightvision", hehehe ;)

adding a night vistion range finger and have it like the mostion sencer tool but add a defalt buff ? or night vistion in geniral or flashlights some how that are not crappy electro flairs or real FLAIRS!

72
Suggestions / [Suggestion] Airstikeing downed ufo's Xenonughts style
« on: August 22, 2014, 12:47:22 pm »
i had this idea since i saw you can airstike downed ufos in xenonughts to clear them form map and lower panic and keep your preformance rateing still good. since sometimes you get a swarm of ufos and you can send landing partys to all of them why not beabel to send a fighter craft to airsike / bomb out the downed ufo for rep and ueald no rewards since your not landing and it removed the crash form map. making this unable to be done on tarror misstions tho

73
Work In Progress / [Mod Request/Idea] Conventional Wepons
« on: August 22, 2014, 12:27:44 pm »
i would like to see a mod that expands on the firearms and adds in modern wepons to fight off the alien scorge with posibiltys to be upgraded with the discovery of alien teck. the goal is to have firearms carry ed thought the game

Fetchers:
Armors:
Belistic vest , tastical vest , full bomb distpoal armor , alloy plates for vests , redifined harden plates after ufo construction , full armor suit ? eg spartan armor or crysis nano suits .
Weaponry:
pistols , SMG , assault riffles , marksmen riffles , sniper riffle , reworked auto cannon & hevey cannon ,  rocketluncher respite with additional rockets .
craft armorments:
Phaylanx cannon - an advance missle pod , emp cannon ? , automated lazer cannon - craft mini gun style lazer faster  needing closer range.
ammunition:
alloy ammo , depeleated uranam / elerium , nitrogen rounds ? , heat ammo ?

Balance:
armor should not out class vanilla sets and no flight upgrades grapling hooks cant work seeing as flying in this game is unlimited
weapons should be an intermediate to staring to lazer weapons till additional ammo or weapon upgrades come to play

i know there are afew sprite sets out there that can be used and recolored for ammo magizens

74
Released Mods / Re: Ironfist Dropship 1.1
« on: August 22, 2014, 01:18:12 am »
i had that happen with the aloy skyranger i didnt try to fix it tho i just dont use that ship any more :P

75
Work In Progress / Re: [ARMOR] Personal Armor Variants
« on: August 21, 2014, 11:25:56 pm »
thank you "clownagent" i have got this working with the help of "solar_scorch"

so now i will attach this vertion with armor repairing hope all enjoys

Credit:
all credit is do to orginal authers

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