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Messages - Voiddweller

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XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 15, 2017, 10:18:04 pm »
I found myself in a difficult situation, using only non lethal melee weapons to capture people for ransom and slavery. That makes game's huge pile of guns useless to me.
Guess i am going to add some rubber bullets and stun gas by myself...

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XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: June 07, 2016, 12:40:58 am »
Is there any way to change geoscape texturing/layout?

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OpenXcom Extended / Re: OpenXcom Extended
« on: September 13, 2014, 03:15:47 pm »
New version crash on start for me :P

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
« on: September 13, 2014, 10:25:10 am »
With the X-Bow, you can't reliably fire at targets more than 20-25 tiles away, while the sniper rifle has unlimited range and guarantees a hit if your Accuracy is about 65+. Similarly, taking 2 aimed shots with X-Bow requires a highly trained soldier (96 TU!).


Usually with targets that is 25+ tiles away you won't have a clean LOS, and some armors have a good TU boost. Ability to fire a snap shot can be critical as well. Anyway x-bow is more like training weapon.

Quote
While 50 damage isn't staggering, it can often pierce a Carapace Armor (50 frontal) and at least cause bleeding. Unarmored targets are no issue, they can even be engaged with basic firearms :) But indeed, the X-Bow seems to be a really good starting weapon - you really lack other cheap options for high damage early on. The balance is off here, I think I'll boost the enhanced Sniper Rifle ammo a bit (it only gets+5, the smallest gain of all Plastasteel munitions), and maybe nerf the X-Bow a bit (maybe too accurate, even if the range is limited). The sniper rifle, however, will never become a general-purpose weapon like the X-Bow. Another note: I'm into 2nd year of war and half of my main squad is still Accuracy 50-70, so they really need weapons like Sniper Rifles to keep pace with veterans.

 Why trying to wound target with SR when you can kill it outright with Heavy Laser or Rail Driver? Well yeah, You need extreme training to use Rail Driver as sniper weapon, and it is not cheap to fire, but 95 dmg beats all. And why not add an acid ammo for sniper and increase overall carried ammo by enemy? To actually become a general purpose weapon, SR needs autofire, but honestly, melee beats everything at close range because of str boost. Use spotters and smoke grenades, and you can hammer the shit out of anyone, without even thinking about using shotguns and pistols. 

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
« on: September 13, 2014, 12:54:05 am »
This is exactly as intended. If you manage to keep your soldiers alive for long enough to attain 100+ Accuracy, you'll be sniping with heavy weapons.
Well, all this is relative. Sniper rifle ammo is scarce, while lasgun/heavy laser loot is common, and boarding gun is easier to research and produce. That makes SR useless. Hunting rifle/xbow also beats SR because of that, even though SR does a bit more dmg. So if you intend to keep SR one tier above starting weapons, it must have some slight advantage. Some more sniper ammo carried by enemy can help too.
Just an example: A trained girl can fire aimed shots from x-bow 2 times, doing~60 dmg on unarmored target, or even 3 times with snap shot, that will be ~90, while SR will fire only one time, dealing 50 dmg with plastosteel ammo, and 50 can't pierce much either.

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OpenXcom Extended / Re: OpenXcom Extended
« on: September 13, 2014, 12:29:17 am »
Awesome idea, but where i can find a new options list?
Edit: It seems to have a habit to crash after i end tactical mission either by escaping or completing it. Non-mod related bug. Latest version used.

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
« on: September 12, 2014, 11:13:41 pm »
"future bow" XD ROFLMAO well, that's funny, but i thought about playing with TU costs instead, because now it may be like "game before future bow research" and "game after future bow research" ranged weapon with stat damage bonus is still OP, especially with fixed TU costs. Wish you were able to change magnitude of damage boost from stat.

It seems that it is impossible to make an infinite ammo clip that not disappear after battle ends. I thought about precious special infinite clips for some energy weapons.

Also, i noticed that sniper/hunting rifle is useless too after your team improves their accuracy. Nobody actually need 200% CTH with ridiculously low damage and crazy TU costs. My team successfully uses cannons as sniper weapons instead, because that stuff beats sniper weapons in every aspect and still have 100+%CTH with aimed shots. Maybe some acid/concussive ammo with slight damage boost can solve that problem?

I just remembered my old apocalypse mod, where i changed only sniper weapon in game - the laser sniper. I set damage to 80, that is more than main alien weapon the devastator cannon have, increased TU costs and reduced clip size to 5. It became very useful sniper weapon, but useless at close range, because any charging enemy or a thrown grenade is able to cripple your sniper team. I really had a specialized troops that way)

OpenXcom Extended exe is compiled! https://www.openxcom.com/mod/openxcom-extended I am going to draw a plasma mortar this weekend, and maybe a psi blaster too :D
Aaand it seems that with extended exe you can actually set a scale for applied stat bonus.

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
« on: September 08, 2014, 09:37:54 pm »
Yeah, i guess "loading" bows with any ammo clips will be weird, but there is a repeater crossbows in reality. Can be good stealth weapon, but there is no stealth mechanics in OXC. Looking forward to see a bow alternative as well as slings and spears :D (yeah, i can make some myself, but it is always more intriguing to play by rules other person made)

About ES weapons. ES pistols is not that good actually, so even with unlimited ammo it will still have limited use. Rifles is awesome though, but honestly ES guns IS endgame weapons because even though that stuff is easily affordable a bit later trough game progress, it is still not cost-effective. Unlimited ammo can make it cost-effective, even with 10x or 20x time weapon price increase. Mostly because OXC can't handle half-empty magazines. Or it can? Anyway 16k burst or even single shot? No, thanks.

Mortars have very limited use, unless you want to burn/blow up all your potential loot, so having a couple of OP weapons late game seems convenient to me. Mostly because you often feel like you need a fast-forward or auto-resolve button for boring, repetative tactical missions that game can spawn sometimes...

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83.1 - 07 Sep
« on: September 07, 2014, 11:39:08 pm »
2. Fuso Knives do not use Str because of balance issues. They'd be too weak in the hands of Str 10 soldiers and waaaay to powerful in the hands of Str 100 end-game monsters. I wanted them a weapon that doesn't rely on sheer power but speed. Reality-wise, that pretty high Power 40 represents the knife hitting a weak spot. It doesn't work on brute force principle.
Well, endgame monsters have a lot of firepower anyway... And fixed TU cost weapons, like melee of that uber bows have unfair advantage over regular ones, tbh i just completely switched to bows, cos they are accurate in hands of my girls, can shoot 3-4 times in a turn if they wear leathers or grav harness, do not need any ammo, have ballistic trajectory and very powerful. Cheap, lightweight and no research needed as well. I just thought fuso knives can be a good mid-range direct-fire weapon using same mechanics. Damn, it feels like commanding a ninja girl squad already, you can actually add more ancient weapons, like slings and spears XD
Also, i suggest to make more self-sustained guns, like euro-syndicate weapons use no ammo for example, they are expensive enough for that. I have looted ships for months, and still haven't seen any ranged weapons that works without ammo, except crossbows and bows, and it is weird actually how that stuff can work without arrows and bolts. Anyway, i guess when i will actually get some lazors with infinite ammo, those lazors will be useless anyway due to the low dmg...
And you can make a plasma mortar as well, with unlimited ammo, but slow to fire, like using 90% TU. Can be very heavy too. I think i can draw some art for that.

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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.83 - 06 Sep
« on: September 07, 2014, 10:04:13 pm »
Question: Is it possible to make psi strength stat add to weapon damage? I thought about psi projector kind of weapons, just like bows draws it's power from strength stat. Also why fuso knives do not have same mechanics? Well i changed it myself, but it seems very convenient for a throwing knives damage potential to depend on a strength stat.

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Released Mods / Re: [RESEARCH/PROGRESSION] Plasma Needs Elerium-115
« on: August 31, 2014, 12:25:22 am »
Actually, default human arsenal was not that bad in original game. And i guess if ruleset spawns an alien assault teams with heavy plasmas, then something wrong with that ruleset, because alien weapons is tiered for a reason. I guess it's not hard to learn how to operate an alien weapon engineering teams managed to avoid a possible safety locks, but then you might learn about alien tech a much more in order to replicate ammo for that weapons. And that's it. No more complications. Actually when i played X-COM my very first time i did not researched plasma technology at all, because i liked laser weapons already. Laser are not inferior, they are good alternative. Had some troubles shooting down the battleship with laser cannons though...

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Suggestions / Re: Mobile bases
« on: August 30, 2014, 11:13:24 pm »
I don't mind a fleet of small ships/convoy of trucks either, each with certain facilities for research/manufacture/storage and stuff. But thing is, it is not much different from mobile base concept itself.
Both just need that 8 pixel square moving around the globe. 

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Suggestions / Re: XCOM "Last Stand" Mode after Council Termination
« on: August 30, 2014, 11:06:13 pm »
...what? What have you been taking, man? I want that too... Crafts accelerating up a quarter-mile shaft, barely larger than their wing-span... Hell, even thrice as wide, makes little difference... See what's the problem here...? KA-BOOOM!

...not to even mention that such a huge shaft is far more than a guided bomb needs, the US airforce managed to incinerate many (mostly civilian) bomb shelters throwing a guided bomb from a plane down *elevator* shafts, few metres across.

Oh yeah and excavating such a shaft would take many months to even years, depending on (hugeness of) machinery used. Just sayan.

Yeah except these three little things your logic is sound. :)
A well-concealed diagonal shaft with rails for acceleration can provide a safe takeoff for planes :3 But knowledge about X-COM bases location and supply lines control is a much more dangerous weapon than any bunker buster. Not to mention that aliens may have a planet buster weapons as well :D To survive after counsil disassembly X-COM will have to abandon their bases and switch to guerilla tactics. All that can be affordable as command center is couple of submarines, assuming aliens won't bother to hunt them down... They might even have to give up an idea of any military solutions, and switch to covert operations, assasinations, provocations and sabotage.

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Suggestions / Re: Mobile bases
« on: August 27, 2014, 12:36:15 am »
Apart from the basic idea, I think it opens an interesting possibility: a sequel game.

You are the commander of the starship Centaurus. Its five years mission: to explore the galaxy, to look for alien outposts, to intercept incoming UFOs, to learn about alien cultures and technology... And to obliterate it all!

Really, all we need is implementing a star map.

Ha ha, that's exactly what i am thinking about expanding x-com game :D Though it will be a more distant goal, because it needs a lot of extra art. No, actually A LOT of extra art assets.

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Suggestions / Re: Mobile bases
« on: August 27, 2014, 12:09:17 am »
In short, i am thinking about ordering some pizza
so do you want to code this or just asking for volunteers to do this in detail explained idea?
Well, not sure if i can code that, but i can draw some art, and i have an idea how to make aerial ship tileset from mixed ufo defense/tftd assets. And about details...
Well the base either have several different layers to build (and defend). Basically it may be a flying sandwich from 2 or 3 bases. I guess that may be easier to do that than expanding current base-bulding space limits. And additional decks may be available after some research and spending.
Must have some new critical components, like bridge, propulsion and reactor. Need an appropriate art for that. More modules may need more reactors, and more decks - more massive and slow to accelerate base become. Enemy may not attack all base levels, just those critical components, so there will be no potentially exhausting 3+ levell missions...
Base defense modules can be used as weapons in combat. Though this can be OP even if base itself will be slow to move and accelerate. There can be only two weapons, or many modules assigned in batteries (OP again). Either way if enemy ship comes too close, base defense mission starts, so gravity shield can be very useful, as it may act normally or be an actual shield, so enemy will have to wear it down before trying to board your base.

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