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Messages - The Reaver of Darkness

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1201
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 09:33:13 pm »
So, I'll repeat my question again:
If we implement a feature that decreases the number of aliens spawned in base defense mission based on the damage taken... how can it be used to make the game harder (or same difficulty), not easier?
I didn't say anything about implementing a feature that decreases number of aliens. I want the power to choose how many aliens spawn in varying situations, to make it not always the same but differ based on interesting factors.

The part I mentioned about decreasing aliens based on damage to the incoming ship was but one point among several around this topic, and even that could be used to make the game harder if it gave the modder enough control. You could make MORE aliens drop out of a craft that was almost destroyed, if for whatever reason that's what you wanted to do.

The way I'd use it might involve making an even bigger and scarier UFO with even more aliens that only spawns in late game, has a high chance of making it through your defenses, but if you shoot at it enough you might reduce the aliens coming in to numbers you can handle.

1202
Work In Progress / Re: How do I reveal all enemy units on base defense?
« on: February 19, 2017, 08:29:11 pm »
But I want it to be a feature in my mod.

1203
Work In Progress / How do I reveal all enemy units on base defense?
« on: February 19, 2017, 08:23:44 pm »
A lot of players find base defense missions annoying because your base can be very large and complex, and the aliens can wind up hiding in weird places. Most veteran players choose to build their bases in a defensive style which puts their soldiers in the chokepoint between the hangars/access lift and the rest of the base. But why can't the base come equipped with security cameras? I'd like to eliminate last alien hunts from base defense missions so we can focus on the more fun parts where there's action happening.

I know the base defense mission automatically reveals the terrain, and I'm thinking it would be fairly easy to simply not hide the aliens' image on the battlefield even if no soldiers see the alien. You'd still have to search with your eyes to find the aliens.


I am also interested in other modding possibilities to add base security, including but not limited to:
 * aliens show up as radar blips on the map or battlescape
 * security station facility which can shoot at aliens
 * weapon installments that can shoot aliens
 * individual security cameras which count as a unit to provide sight to a specific area

1204
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 08:11:37 pm »
But yeah, go ahead... take away from us the only way how an experienced player can actually lose the game: https://openxcom.org/forum/index.php/topic,5287.0.html
I'm not trying to lose the game. I prefer to see my mistakes building up, rather than suddenly losing and not knowing what happened. But my modding efforts won't take anything away from you, so I don't see why you object so strongly. If you think my mods are too easy, you can just not install them. There are plenty of hard-mode mods for you to use.

1205
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 11:34:53 am »
Don't think any developer will agree to implement something to make the base defense even easier.
Who says it'll be easier?Being able to change it will allow for making it harder as well! But what I want to do is make it more variable. If I wanted to make it easier, I could simply change the deployment to put fewer aliens in. What I really want to do is make a small number of base defenses have a non-zero usefulness.

1206
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 19, 2017, 08:09:54 am »
3) is currently impossible

Neat stuff!

I was taking a peek at the missionScripts file and I see this:
Code: [Select]
  - type: beginnerRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION: 100

I wonder: is it possible to design my own retaliation missions including the attack on the base plus its own unique deployment section, with the missionWeights rule determining which mission is selected?


edit: I have successfully made a terror ship attack my base. I think I made the game weight terror ships pretty high on both research retaliation as well as difficulty retaliation. It's a push in the right direction, but still I think the majority (if not vast majority) of retaliation missions will be triggered by shooting down UFOs, which is why I really wish there was a ruleset to declare stats relating to that missionScript. It remains undeclared despite being one of the most important missionScripts in the game. We also need a way to determine a mission's choice of deployment and map, including if it's an X-Com base assault. It'd be cool to then have a way to determine a unique crashed state based on what weapons were used against a craft, or how much damage it sustained above its crash threshold. This would be useful both for making unique craft weapons with effects other than damage as well as determining things like how many aliens get through when your defenses fail to shoot down the alien ship.

1207
Work In Progress / [DONE] Making more UFO sizes attack your base
« on: February 19, 2017, 06:14:40 am »
I'm sure this has been discussed before but I can't figure out what keywords to use to find it.

I want more UFO sizes to attack your base, so it's not always a battleship, especially earlier on. If I could make first or second-month attacks tend toward being a large scout, then there'd be some purpose for installing 1-2 missile defense early in the game. As it stands, it's plasma or fusion defense, before that no point in putting up any at all. Also, battleships traveling 5000 knots have a high chance of avoiding detection all the way to your base, while any slower ship has a much higher chance of being detected in transit, giving you a chance to react and shoot it down. Lastly, most ships can be caught by Firestorm but battleship can only be caught by Avenger.

Ideally I'd like to be able to make all of these changes:
1.) make final retaliation ship spawn type vary
2.) make ship type choice weighted based on progression (maybe alien tech level)
3.) make alien deployment depend on the attacking ship

If I can do at least the first piece, I'll be happy. If the attacking ship varied between battleship and terror ship, there's no need to change the deployment since their crews are roughly equal, but the hit points of the incoming ship would depend greatly on which ship was attacking you.

1208
Released Mods / Super Rich - A Reaver's X Mod for When You're Very Rich
« on: February 18, 2017, 07:09:20 am »
I am building this mod for my Reaver's X mod series, however I am trying to keep it compatible with vanilla X-Com. It should work correctly without any other mods, but the attribute balance of things may fit better in my version of the game.

This mod gives you expensive things to spend your money on. They aren't that much more powerful than the cheap versions, but a little can make a lot of difference. Generally these won't be worth the money but if you get your income ahead of your expenses, you may find yourself with some excess money you don't know how to spend. Well now you have a way to waste money!!

The mod folder comes with a set of segment rulesets and matching segment folders. The folders are draft versions and don't affect the mod. You can pull any one of them out and use it as a standalone mod, however they may not have all of the final fixes applied and thus can be buggy.

-----------------------


Super Air Weapons

Predator Missiles: These missiles have power similar to Stingrays but range more like Avalanche. They can easily bring down terror ships if you've got the armor to stand up to one. This is a great way to spend extra funds in the early game -- as long as you're spending the funds on missiles and not on new aircraft...

Blazer Cannon: This is a laser weapon with range comparable to the Laser Beam and power closer to the Pulse Cannon. It's not all that expensive and not all that exciting, either. A good stepping stone for the slightly rich.

Plasma Torpedoes: These combine the sheer power of "light" fusion balls with the elerium efficiency of a plasma weapon, and with a greater ammo capacity to boot! A set of these can take down anything, and they'll do it messy! Prepare to spend a lot more greenbacks than goldybits to power this thing. Research plasma beam and fusion missile to build these.

Craft Fusion Beam: We thought it wasn't possible, but it turns out enough money can do almost anything you want it to! This weapon costs no elerium at all to fire, but each shot is pretty expensive and it's very expensive to fully load the weapon. It mimics the attributes of the old Plasma Beam for nostalgia. Research fusion defense to build these.



Super Soldiers

Super Soldier: Serum technology can greatly enhance soldier combat prowess at great cost to their long-term health and sanity. If the paycheck is high enough, you just might be able to convince them to sign this waiver right here... You can hire these after you research Medi Kit.

Super soldiers have their maximum starting attributes and attribute caps increased significantly, but have a particularly large advantage to their minimum starting attributes. You won't get any bad soldiers, though they still vary from one to the next. Their psionic attributes are the same as vanilla including their minimum values, which is still a lot higher than the 60/60 from Reaver's Soldier Classes, though you might have to recycle a few to get good psi strength ratings.

Super Armor: This armor has the toughness of the power suit plus the flying capability from the flying suit. It also has the TU bonus they both have, the strength bonus of the power suit, the accuracy bonus of the flying suit, and an additional bonus to health. If you're particularly good at losing soldiers, the high price on this armor might even be a financial investment.



Super Tanks:

Each super tank has guardian tank armor and health with assault tank speed, accuracy, and reactions. They are very expensive initially but cheap to maintain. If they use ammo, they take assault tank ammo.





Planned projects:


Super Aircraft:

Super Interceptor: Same attributes as the vanilla interceptor, making it a lot stronger than the Interceptor, Punisher, or Marauder from Reaver's Armada.

Super Transport: Same capacity as the 18 troop Custodian, same speed as the 1140 knot Skyranger, possibly also with enhanced fuel to enable long-range patrol capability.

Manticore: Bit of everything. This is a low-tech elerium-powered craft with speed between the Sparrow and Lightning, one weapon, hit points similar to the Marauder, room for a few soldiers, along with low fuel consumption and a strong radar. It'll stay afloat for a couple days which is more than enough time to get to the other side of the planet.

Conquerer: It's the old Avenger. You know you missed that ship when I nerfed it. This one is far more expensive to build, however.

Except for the Conquerer and Manticore, these aircraft are not only expensive but also have high rental rates. If you're keeping them around, you'll want to make sure you have ample income.



Super Ground Weapons:

There will be one super ground weapon for each basic weapon type: AP, laser, plasma, and launcher. The first three will have weight a bit under the heavy weapons, but rate of fire closer to the rifles. They will be fairly accurate but will hit nearly as hard as heavy weapons, meanwhile they will have good rates on all three shot types. In Reaver's Ground Weapons, the automatic weapons have lousy snap and aimed shots, while the semi-auto weapons have either lousy auto shots (rifles) or no auto shot (pistols and heavies).

Super Launcher: this weapon will load clips containing five rounds each which can be given waypoints like the blaster bomb, but come in a variety of damage types and power values, including AP.




Known Bugs

If you install this without Reaver's Tanks, you'll have assault tank ammo options without the tanks. This is for the super tanks, but might be slightly off-putting.

1209
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 05:57:21 am »
Thank you very much, that's very nice... But I make 2nd tier at best. :)
I did say maybe, but the best never believes they are best. So it's still possible you are best.

1210
Work In Progress / Re: How to create mods or cover the ufo mods for TFTD?
« on: February 18, 2017, 02:17:08 am »
Another amazing post by one of the top X-Com modders. Maybe THE top X-Com modder.

1211
Thanks!!

1212
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
« on: February 18, 2017, 12:39:30 am »
World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we?
The lore explains it as the X-Com universe existing in an alternate timeline in which aliens are visiting Earth a lot more often. In the wake of the first war, the public knows we were visited and attacked by aliens. While many of the artifacts are held in secret for government research, many new technologies are inspired by alien technology and released to the civilian world. By TFTD timeframe, alien alloy technology has become a staple of high-durability construction around the world. Aircraft are lighter, engines are lighter and more powerful, so even conventional craft can do things engineers once thought impossible.

The high amount of development of amphibious technology may have been a joint effort between secret government agencies both preparing for rising oceans and perhaps having some knowledge about an alien civilization hiding in the depths.

1213
Another solution would be to manufacture tank ammo, with 1 elerium giving multiple plasma charges.
I can accept that, but how do I give a project multiple units of output?

1214
I'm running into a problem with modding tanks. I want the plasma tanks to cost elerium to fire, so I gave them an ammo type. But it doesn't seem like I can set an amount of ammo on the clip. While the clipSize function on soldier weapon clips determines how much ammo is in the clip, for tank ammo it instead determines how many shots the tank can hold.

Can anyone tell me how to make tank clips that give more than 1 ammo?

1215
Work In Progress / Re: EMP Craft weapons
« on: February 17, 2017, 06:12:32 am »
No, it's not per-map, it's a hardcoded 75% chance to explode for map objects with the MCD data for power sources.
...for maps flagged as crash sites. If you could make a crash site link to a landed map, it wouldn't detonate the power source. Unfortunately, I don't think openxcom currently has any flags to do that depending on the weapon that shot the craft down. First, it would have to be programmed to store that or other relevant information on the crash site.

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