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Messages - new_civilian

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646
Resources / (Resources)
« on: October 23, 2014, 11:51:59 am »
Silver Cyberdisc
 and
Sand City/Road

PCK files as a free reource for anyone.

have fun

647
Suggestions / Re: SHIELDS. A new take on the old problem.
« on: October 23, 2014, 11:40:48 am »
My post was meant for the modders, not for the coders, Dioxine.  :)
As you said, they have to decide, Yrizoud (and me) were only giving tipps/opinions for them.

648
Suggestions / Re: SHIELDS. A new take on the old problem.
« on: October 18, 2014, 01:45:05 pm »
IMO, shields that act like armor (automatically reduce and/or suppress damage) don't bring anything new from a tactical/game standpoint.
But if you mean shields that need to be voluntarily activated, have a very short duration and/or can't be used while moving, now we're getting somewhere.
For example, relying on the existing tile system of OpenXCOM, shields could actually create a vertical wall tile in the map, which lasts for a handful of turns (unless destroyed early). Shield wall, anyone?

Yrizoud is right, they will not change the game much, especially if done wrong AND they got to have limitations (talking about personal shields here) otherwise they are simply bonus armor that makes the game even easier than it already is. Take the shields in X-Com Apocalypse for example: The player is able to carry multiple of those and switch them endlessly, basically turning the game into a Inventory-Tetris with invincible units.

They have to be big, bulky, handicap your player OR they should be only strong enough to deal with one hit. And not rechargable during the tac game, please! If that is considered and applied: Yes, add them, they make the game even more interesting. If not, then they aren't worth the effort.

649
Sorry for the OT, but I simply have to answer this one:  ;D Flying units have several advantages over walking units, ever sat on a building (in X-com that is) where no Sectoid could reach you? All you have to do is to walk to the edge, fire, walk back, be safe. And when flying the chance of getting hit by a grenade becomes rather low, too, albeit I had a floater killing one of my units in flight with a grenade recently  :o

I don't say the sectoids are helpless, BUT having flying units against nonflying units really makes things easier. It isn't an autowin situation (except with Chryssalids, where it is) and you suffer penalties in accuracy if you hang in mid-air,  BUT the mobility/position advantage is easily worth it.


Oh and there is a mod that adds those cover aliens, see for the thread with the name COVER ALIEN.  :D

Back On-Topic: I really like the new Battle Tank, btw, especially that you balanced it and did not make it the only tank to have. Good work.

650
Work In Progress / Re: Agents used in manufacturing
« on: October 18, 2014, 01:16:29 pm »
Mmmmm... Come to think of it... I guess it is time to create a mod that would rip the lascannon out of the Sectopod wreck and rebuild it into a man-portable superheavy laser. Say Power 100 and weight 20, so it is both weaker and heavier than a heavy plasma plus all the ammo you can shoot during a sensible mission. But it would still make a good endgame laser weapon....

Cool idea!  8)

651
OpenXcom Extended / Re: OpenXcom Extended
« on: October 18, 2014, 01:08:45 pm »
Sorry, no unit graphics, I tested the Primed Grenade feature with a custom icon.

Yankes, I found a bug, PM'ed you about it. Will be offline for some days, so i can not report for that time.  :-\

Btw, is it possible to add one thing that I really miss when modding X-Com: An exclusion function for researches? e.g. If you research this weapon theme you will be unable to research another one, forcing you to make decisions e.g. should I go for  Laser or Gauss or Heat-Ray this time? This would give the player a reason to play another campaign, testing all the weapons by themselves and not all at once...

And it would unclog the research selection screen...  :)

CU soon-ish...

652
Released Mods / Re: (MAPS) X-Com Base Overhaul
« on: October 16, 2014, 12:25:20 pm »
No, i added those, it simply doesn't work for me. I guess I am more an equipment and unit modder  :D

653
Open Feedback / Re: OXC mod site is unavailable
« on: October 16, 2014, 12:21:27 pm »
2nd day now  :-[

654
OpenXcom Extended / Re: OpenXcom Extended
« on: October 15, 2014, 04:41:56 pm »
Just tested the ALTSPRITE features and the dual-wielding personal armor concept and both work fine!  :)
This is so awesome! *happy*

And the craftweapon types work fine, too. I split my weapons into three teirs (eras) and it worked w/o the slightest problem, really good work!

One thing that surprised me (and scared the shit out of me) was the damage that the alien PSI attacks do by default. But it was as easy as adding tthree lines of code to my ruleset and the problem was corrected.
The default setting makes alien psi VERY deadly. No range limit, no ammo limit, NO defense possibility and worst of all: they do not need to see you (if you don't use the LOS option)... I swear that was one scary mission before I could go back to base and edit the rul file  ;D
The scariest mission I played in several years actually.

Talking about features: After trying the REALVISION exe some weeks ago, would it make sense to add a VisibilityatDay entry as well? I am still not sure about this. The REALVISION exe was quite a performance hog on my PC... the game basically stopped each step a unit made so...

*Update: tested most, maybe all damagemodifiers and they work! I even managed to make a Stasis-Grenade, removing all the TUs from the hit unit, impressive work redv and Yankes.

655
The reason why they did swap the units is simple: If the Sectoids do not have a flying unit they are easy prey for units with flying suit. Just take a look at the chryssalid: The most feared unit in XCom and they are completely helpless when faced with flying enemies.

So, I understand why they did it, BUT I do not like that solution, it feels amateurish... :)

656
Released Mods / Re: (MAPS) X-Com Base Overhaul
« on: October 15, 2014, 04:20:19 pm »
Yes, true but sadly I couldn't get the new map to appear then, unlike for Dioxine adding/editing base facilities doesn't work for me, so I went for the second best solution.  ::)
If it would you could bet that I would make more base mods, right now no new facility map appears OR in its place is the unmodified one OR even worse: The access lift. Or even worse than that: nothing and the base facilities are unconnected.

However: Every help is welcome, so maybe you could update the ruleset for me?   :-[

It's the same with new craft icons (for the base view), I can follow all the things that other modders do and do not have success with them, they don't appear...  Some things don't work for me when modding OpenXcom...

657
Released Mods / Re: (Equipment) Breaching Charge
« on: October 15, 2014, 04:06:05 pm »
Ok I followed all you guys' advices and updated the mod. I will update the first post accordingly and once the mod-website is online again I will update there, too.

Many thanks infini and ivandogovich!  :)

658
Suggestions / Re: Soldiers to recruit.... elite....
« on: October 14, 2014, 04:51:32 pm »
I added buyable merc units in my personal mod combo, HOWEVER they will not improve, can't kneel, can't use armor and use a fixed-weapon pistol. They are technically spoken HWPs. They are excellent rank-fillers at the beginning of the game, but become obsolote very fast.

659
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: October 14, 2014, 04:47:45 pm »
I find this idea great. I used torch in two or three missions and then flew to Cydonia - they code definitely too late. And TU set to 90% should be enough.

What ucel said, the fusion weapons are too late.

660


Cyberdiscs Are Bull#@$%

  This module switches the terror units used by the Sectoids and the Ethereals.
  The Sectoids get a (nerfed) Sectopod, the Ethereals get a (massively buffed) Cyberdisc.
  Honestly these seem like more fitting matchups anyway. It never made sense to me that the first (usually) enemies you meet have the second-most-badass terror unit in the game, while the game-ending Ethereals had a crappy unit... seemingly named after the Sectoids... using inferior weapons tech.
  Also, the Sectopod uses a laser bulletsprite instead of a plasma one, per its description.

Misc


THIS, a thousand times. SECTO-pods going with SECTO-ids and the flying cyberdisc with the flying ethereals.

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