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Messages - pWWWa

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16
Released Mods / Re: [WEAPON] Gauss Weapons 1.8b
« on: June 15, 2016, 11:58:29 pm »
to GrandSirThebus:
Alt bigOb Rail Rifle for your Railgun sprites (more equal to rail pistol)
to Solarius Scorch:
Hit animation for RailGuns.

17
OK Topic can be closed, i decided to go with a:
Zotac GeForce GT 730 (GF108), 1GB DDR3 (800MHz), 2x DVI, Mini HDMI (ZT-71104-10L)
btw, GT 730 is weaker than your 9800GT. I recommend to look at GTX 750Ti chip based videocards - the most powerful videocards without pci-e power connector (~60W (TDP)).

18
Work In Progress / Re: Vanilla Sprite "Extraction" Question
« on: February 17, 2016, 01:07:56 am »
to Orz, What about PhotoShop ?
Quote
Basically, I was/am thinking of having Calcinite spawn its amorphous mass of protoplasmic entrails upon death by using Silacoid's sprite in its place (which, since I don't use it for my UFO/EU mod, I figured I'd just put it to good use here). The spawned blob would then get a ranged acid (TFTD electric, but whatever) attack to compensate for Calcinite's previous melee-only limitations while in the suit
Tiny mod with your wishes:
- Dead Calcinite spawn Plasmicide (Gray&Green Silacoid with Deep One weapon);
- Plasmicide research open Calcinite BioScreen, Corpse - Calcinite`s autopsy;
- Plasmicide corpse unlocks Vibroblade.

Update:
- Plasmicide corpse is really unlock Vibro_Blade now (shame on me);
- Added Green/Blue Plasmicide Graphic (Old exists in subfolder).

19
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: February 14, 2016, 07:27:21 pm »
Update 1.06

- unresearchable bug fixed ("requires" replaced with "dependencies");

- slightly changed item stats (weight -1 point, sellcost +500, added "attraction=10" for both);

- hit animation changes (more sharp + "fade" affect).

20
Suggestions / Re: Alien autopsy damage bonus
« on: February 09, 2016, 12:05:51 am »
That idea was realised in UFO EXtender/TFTD Extender --  "Know Thy Enemy" option.

21
to hellrazor: Hit animation for knifes:

22
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: September 25, 2015, 11:05:02 am »
pWWWa, there's a download problem - page doesn't exist.
Oops, sorry. Fixed!

23
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: September 25, 2015, 12:45:26 am »
Update 1.05:

- added fixed handob sprites for twoHanded=false option (error with wrong item location/offset). Thx to hellrazor;

- twoHanded=false option set for plasma knife & sword;

- polish translation added. Thx to Solarius Scorch.

24
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: September 16, 2015, 03:29:01 am »
hellrazor, just checked. No errors found (weired?!). Check that case without any other mods, except Plasma melee.

Solarius Scorch, OK, I`ll add polish translation at next update :-).
_______
Updated:
hellrazor, I`ve corrected handob sprites, so there are no more graphic error with TwoHanded=false option.

25
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: August 31, 2015, 12:13:52 pm »
Very nice and the sounds are impressive too
The animation is a really nice touch! Looks much more natural than the other melee weapons.

Thanks, guys !
Quote
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

In that case I think, that  melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Spoiler:
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==>  [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.

26
Translations / Re: Russian Translation
« on: August 29, 2015, 08:35:52 pm »
1. В целом, согласен, но что насчёт "overheated"? Этот термин тоже  переводится как "перегретый" и как раз к кипению воды, и к перегреву  в целом (охлаждайки в радиаторе авто) он подходит  больше. А для super- , более осмысленным выглядит разогрев, мгновенное/направленное прогревание.

2. ИМХО, Ё/ё лучше оставить, без неё мы - не мы. Те же немцы своё U с точками не гнушаются писать, чем мы хуже. К тому же, шрифт всегда можно подпилить, например, как во вложении.

По UFOPAEDIA: в текущем переводе в обоих частях - УФОПЕДИЯ (мы ведь беседу ведём об OpenX-COM ?). Как вариант: НЛОпедия (для 1 части) и НПОпедия (для второй).
 
Spoiler:
p.s. да и в целом, в русском переводе хотелось бы многое переписать, т.к.  помимо некоторых "надмозговых" текстов встречаются даже грамматические ошибки (где-то заметил слово ЗОПАС вместо ЗАПАС). Также мне не очень нравится перевод Ethereal как Эфириал, прямо как в старой рекламе по ТВ: "Всемирная История - Банк Империал". Уж лучше Эфирный (астральный, ментальный). Или взять благозвучный (хотя и несколько еретичный) вариант из DOS-перевода "Небесный".

То же касаемо Mind Probe - Мозговой зонд. Mind - разум, мысли, а не кусок нейронов. DOS-вариант с "Ментальным зондом" подходит куда лучше.

По TFTD. GillMan - Гиллмен. Гиллмен - это что, фамилия ? Может, лучше заменить либо на транскрипцию Джилмэн, либо на перевод  Жабролюд, Человек-Амфибия. Любимого Тентакулата (Tentaculat) обозвали Тентаклитом.
MC-Disruptor - "МК-имплантер" - ужас. Верните старый добрый МК-разрушитель...

27
Released Mods / Re: [WEAPON] Daichi Blade
« on: August 29, 2015, 06:47:40 am »
Alternate BigOb sprite and hit animation.

28
Resources / Re: XCOM/TFTD resources from the internet
« on: August 28, 2015, 10:45:36 pm »
Little magic with Windows 7, dashivas_mapwiev & photoshop.

29
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: August 28, 2015, 02:24:00 am »
Update 1.04:

- reballanced item`s stats (damage, accuracy, tu-cost);

- small changes at alien deployment (for Alien with both Launchers);

- Blade & Sword`s hit animation are slighly different (old animation are exist at resource folder).

30
Alternate Plasma Hit Animation.

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