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Messages - The Reaver of Darkness

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1216
Work In Progress / Re: EMP Craft weapons
« on: February 16, 2017, 06:46:20 pm »
The version of the game we had when I was a kid would always leave the UFO power sources intact when any ship was shot down using cannons. We thought this was a feature, but apparently it was a bug. Unfortunately I don't know what version we were playing, and all versions I've tried won't do it. But any crash gives a 75% chance (IIRC) for power sources to explode, meaning a small or large scout has a 25% chance of having an intact power source, and a battleship crash averages one intact power source since they're all separate from each other. Supply ships, harvesters, and terror ships have the lowest chance for recovering power sources because if even one explodes, it usually destroys the others.

I don't think there's any basic functionality in openxcom to prevent a weapon from detonating power sources, but you could alternatively alter the maps to separate the power sources from each other or put strong walls between them.

1217
Work In Progress / Re: SoldierNames. Again.
« on: February 16, 2017, 06:38:21 pm »

1218
I made a couple of major updates to the mod. First, I added military and civilian aircraft which you can't fly but which you can sell for money. Second, I reworked the secondary conventional aircraft again.



Civilian Aircraft: costs alien alloys, requires a large amount of space and time to build. These have a lower profit per engineer hour, but you don't need special materials to make them (except some alloys which you can build yourself).

Military Aircraft: costs alloys, elerium, navigation, and power source, but costs less space and time to build. Individually these sell for less than a civilian aircraft, but the profit per engineer hour is significantly higher. After considering the lower space requirements, these offer much higher income than civilian aircraft and are a great way to burn through a bunch of extra UFO components you have laying around.



While playing with the secondary conventional craft, I found myself loving the Marauder and Albatross quite a lot. I didn't use the Albatross much because I was getting lazy and also because I got radar bases all over the world, but I had a Marauder at every base. The Sparrow and Stormstrike, however, I wasn't using at all. I realized these craft need to be more expensive, and I had to buff the Sparrow and Stormstrike to make them worth flying. I also noticed after I got Marauders, I missed the choice between Interceptor and Punisher. So now the Sparrow combines its radar bonus with being an upgrade to the interceptor, still with one weapon and slightly increased hit points. It can't patrol as long anymore but it is much faster than before. The Stormstrike now has way more fuel plus the same radar bonus that the Sparrow has. Now you can have your choice of long range patrol craft: either with integrated interception or with integrated transport. I think it makes sense to combine these because all three (light interceptor, light transport, long range patrol) are less popular options than the long duration patrol, heavy transport, or heavy interceptor.

The rental costs of secondary conventional craft are increased, and their initial cost to build has been increased by a lot: they cost over a million dollars to build, plus special materials. I also gave them each a secondary tech requirement because I found I was abandoning the purchase craft too early in the game. These should still find some longevity past Firestorm/Lightning as they do not require elerium for fuel.


Hopefully this will give players more reason to spend money on base expansion and getting more aircraft. I aim to give the player more ways to earn money as well as ways to spend it. Right now I seem to be getting too much money from monthly payments even though I am getting much less from loot, so I'm decreasing the funding (in starting base variation). I originally increased it by 50% per country, but I'm lowering that to 40%. I realize probably part of my excess money comes from not buying many personnel (I only have 50 scientists), but I have a lot of aircraft so that ought to offset it more than it is currently.

So I'll try these new values and see if it works better. I'm still looking to give the player more ways to spend money, so if you have any ideas, please share! Currently there seems to be nothing to do with very large amounts of funds other than show it off to other players.


Last bit of info: I think the game can search into the subfolder to find the startingBase ruleset pieces. If you don't want the alternate starting base, you can simply delete it's subfolder.

1219
Thanks for the tip on going around corners.  I had heard of "mutual surprise" but didn't exactly know what it was.

And if you want to play TFTD, you need to go to the Options, Mods, and then at the top where it says "Game Type" you select Terror From The Deep. Then hit "OK."
Thanks! I got TFTD working.

Mutual surprise is whenever you see the aliens at the same time as they see you. When you both see each other at the same time, reaction fire cannot occur. But if you move in front of the alien after you see each other, they can react. One major reason night missions are difficult is because the aliens use your soldiers' light radius to determine visibility, so they see you before you see them.

1220
Playthroughs / Re: Fastest Game Over Ever
« on: February 14, 2017, 08:26:11 pm »
Isn't it right, that then it will come over and over again? I darkly remember a discussion here, about that topic. In vanilla the simply went on and on, until they finally break through whatever types of defenses you use. Only after landing at your base this stopped.
After the defenses shoot them down, it resets the retaliation mission and they have to find your base again. In practice I found the time it took them to come back was highly dependent on the stage of the game and number of alien missions around the globe (regardless of how many I was pursuing), so it probably means they give up after the battleship goes down to your defenses. It's likely the same if your craft shoots it down.

1221
Sign me up, and give me a soldier with low attributes. Underdog power!

edit: nvm I realized this is a lot older than I thought it was

1222
Playthroughs / Re: Fastest Game Over Ever
« on: February 14, 2017, 07:59:42 pm »
Also, you cannot stop infiltration mission (or retaliation mission) by shooting down UFOs.
Well, you can shoot down the final battleship, but it comes in at 5000 and makes a beeline for your base. Easiest way to shoot it down is with 2+ avengers using plasma beams, but it's really just easier to install defenses.

1223
I saw on Lion66six's playthrough that he lost a scout drone and it cost him 30 points.

You can see it here on his mission end screen:
https://youtu.be/WAQGuweGGF4?t=2803
It says "TANKS DESTROYED...............1.......-30". You can see the scout get shot at timestamp 16:30.


I feel the score hit is a bit too high for that tiny scout. Most of the time it won't matter, but if your score was tight, putting them into the line of fire could be more of a liability than they're worth. I think 5 or 10 points is plenty.

1224
Playthroughs / Re: Fastest Game Over Ever
« on: February 14, 2017, 04:14:37 am »
No, I mean I stop shooting down all UFOs, not just retaliation scouts.
I meant if I've been shooting everything down and I suddenly stop, the aliens almost invariably have a big event in which over a dozen ships spawn in an area over less than a week, and there's about 2 chances out of 3 my base gets hit within the month. But if I continue shooting down everything I can get my hands on (usually 30-40% of craft at most, if I don't have Firestorms yet), I generally don't get my base attacked much at all. I might get one base attack by the end of the year.

I don't think I could stand to play without shooting down alien craft. I'm a sucker for justice. I don't give the aliens the slightest rest from my onslaught. I like to keep the fire lit underneath them. Only time I stop running ground missions is when my soldiers need to rest or retire and I need to wait for new tech to keep my casualties within acceptable limits.

1225
Playthroughs / Re: Fastest Game Over Ever
« on: February 13, 2017, 07:20:20 pm »
Happened to me so many times already (on Superhuman with 20% chance), that I stopped shooting down UFOs completely...
I find I get more base attacks when I stop shooting them down. Usually the retaliation scouts make themselves very apparent for quite a while before the attack. It's only a problem when the scout is a battleship, anything else (always a small ship) and you can shoot it down with an interceptor. Or at least that has seemed to be the case.

In this case, over the four days between shooting down that ship and getting attacked, my radar did not ever detect any alien craft.

1226
Playthroughs / Fastest Game Over Ever
« on: February 13, 2017, 12:10:00 pm »
I got a base defense mission four days into the game, and all I did before that was buy a bit of stuff and shoot down one small scout.



I never had this happen in the original game. In fact, I don't think I ever had a base defense mission before April until I played openxcom. Now the first one usually comes no later than March.

1227
XPiratez / Re: Future of the Mod?? Retire or Continue?
« on: February 13, 2017, 05:32:52 am »
Future of the Mod??  Retire or Continue?
I don't understand. What changes? Why is this mod obsolete?

Is it possible to do something like this in regular openxcom? If not, maybe you rnext project could be to convince WarBoy to add it? :D

I want to see a lite version with no 'z's or crosses, or flipped textures, only lack of blood for unconscious units.

"When you do things right, people won't be sure you've done anything at all."
          -God (Futurama, s3e20)

1228
Released Mods / Re: [FULL MOD] Awesome Guns
« on: February 13, 2017, 03:30:40 am »
I am looking for someone who would like to improve Awesome Guns articles and check the English grammar in the UFOpedia articles.
Done.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_LASER_SWORD: "Laser Sword"
      STR_LASER_SWORD_UFOPEDIA: "A long time ago in a galaxy far, far away...{NEWLINE}{NEWLINE}The soldiers insisted we make this thing. No it doesn't hum or buzz. Due to the nature of the laser cutter, the wielder's strength is not added to the weapon, but the cutting damage is very high regardless."
      STR_LASER_PISTOL_UFOPEDIA: "Laser technology fully miniaturized. This weapon sacrifices accuracy and range over conventional pistols, but has superior power and a sleek design that is lightweight and easy to hold."
      STR_LASER_RIFLE_UFOPEDIA: "Adaptation of laser technology for use in combat. This weapon is vastly superior in power over conventional rifles, but due to the heat it generates it is not able to re-fire quickly."
      STR_HEAVY_LASER_UFOPEDIA: "This monster of a weapon is essentially a laser shotgun: it fires three laser beams at once. Unfortunately it charges and fires at a slow pace due to the extreme amount of heat it generates. Nonetheless, it has immense power and infinite ammunition."
      STR_TANK_LASER_CANNON_FROM_TANK_CANNON: "Laser Tank from Tank Cannon"
      STR_TANK_LASER_CANNON_FROM_TANK_ROCKET: "Laser Tank from Tank Rocket"
      STR_SNIPER_LASER: "Laser Sniper Rifle"
      STR_SNIPER_LASER_UFOPEDIA: "Heavy laser rifle. This laser weapon combines unbelievable power with excellent precision at mid to long ranges. In addition, it has unlimited ammo."

I did more than check your grammar: I modified the statements a bit such that it still conveys the same basic idea, but adds a bit of color and sounds like something a dramatic poet would say. That's basically how most UFOPaedia articles are written, including in Vanilla.

I didn't make any changes to the Laser Sword. It's not how I would have written it, and it's not how MicroProse would have written it, but its grammar is perfect and it is plenty colorful enough as it is.

1229
Work In Progress / Re: Any mods that take the blood off unconscious aliens?
« on: February 13, 2017, 01:45:41 am »
You didn't provide a link.

1230
Work In Progress / Re: Any mods that take the blood off unconscious aliens?
« on: February 12, 2017, 10:58:28 pm »
I can't get my XCOMextractor to work. Every time I try to turn the .pck images into .gif, it splits them into upper, middle, and lower portions, puts every frame in a separate image file, and then duplicates them five times over in the UFO palette, and three times in the TFTD palette.

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