aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kikimoristan

Pages: [1] 2 3 ... 44
1
Offtopic / created a new discord server regarding game discussions/design
« on: February 07, 2019, 02:14:19 am »
created a new discord server regarding game discussions/design

join here

----link removed----

2
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: March 12, 2018, 07:10:22 am »
I do not remember adding use of this string in OXCE, didn't you use OXCE+? If yes then you should post this in Meridian thread.

Is there . I asked in discord they told me is because the string has a correction so I had to translate both the correct and wrong string in order to be approved :)

3
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: March 01, 2018, 11:40:01 pm »
I have completed the Romanian translation for OpenXCom Extended.

I could not translate this "{N} of us are still fatally wounded" seems it has an issue between different spellings and won't let me provide a translation.

4
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: February 28, 2018, 04:21:54 pm »
I'm working on the transifex Romanian translation right now. I'm a bit over 50% done :D

5
Released Mods / Re: Deep Aliens Mod [RESOURCE] [ABANDONED]
« on: November 25, 2017, 06:37:09 am »
I hope the theme is not completely abandoned. In the fashion there are no three creatures from TFTD - Tentaculat, Hallucinoid and Xarquid. Are there models of these creatures that have been converted under the UFO?

P.S. Do not ask why this is needed.

the creatures you seek as far as i know are indeed in the mod and converted to ufo defense palette

but note that this mod never implemented any creature in the game so you never really see them

anyone is free to use these for whatever they see fit no need to ask for permission. knock yourself out :)

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: August 18, 2017, 10:16:13 pm »
Animal, spitting toxines, is still called venomous.
But acid is not from that family. In fact, i know no animal or plant, using acid as weapon. Except lemons.
And for use poison as weapon against aquanaut, we need to penetrate his armor first. Well, if his suit is sealed. But acid can penetrate armor by self, though.It is possible for armor sets, very doubt about weapons. But why 50%? Water disperse light around 1000 times more than air. So i decided to divide laser weapons to surface-only and underwater-short-ranged.

Actually Skunk uses acid as a defense.  I mean this is real life not Alien :D  Skunk anal glands produce thiols which are sulfur based alcohols wtih an acitity of pK of 3-6  . In comparison citric acid  which is actually made up of 3 different acids each with pK 5 4 and 3 . So technically Skunk is as acidic as a lemon hahah

And regarding lasers yes that makes sense :)

There are ants which can spray acid (formic acid).
https://gfycat.com/WholeFairCat#?format=gif

ok so formic acid pk is 3.77

That's good to know  tho. I am working on a story about mutated giant ants. They can now spit acid. my Antmen race shoulda had that acid spiting ability

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: August 18, 2017, 11:21:33 am »
tollworkout, thank you. Acid damage type works as intended, and his principe described in ufopedia. But while checking it, i found four other bugs, which will be fixed soon. Scientific (ok, looking-like-scientific) explanations of SciFi can be called my hobby.  :)
ohartenstein23,  using poisons is a good idea, maybe i implement it somehow. Possible aside of acid... Thanks.
 And about owerpowered lasers - you do not played mod, i think? Usability of lasers is very limited in this case. But if you has played and think lasers is OP, i can balance them.

Nord back to the original discussion :) You ain't getting away that easy >:) JK

I m pretty huge  scifi nerd and while I enjoy fantastic pseudo-scientific elements  I am pretty big science nerd too and I kinda like when the two blend well.


Poison type damage over time  could indeed work quite well in TFTD both on land and under water!  In fact  this is precisely how Crocodile Hunter "Steve Irwin"  died swimming around venomous fish. RIP But heres the thing.  Scientifically poison , venom and toxin are different. Organisms that bite you  would be  venomous . But if they spit it then it would be toxic or acid? Toxin = bad substances made by living things. Venom = bad substances made by living things that are injected on bite or sting.  Although colloquially any bad substance is a poison .  Just giving you more ammunition for possible names for a new damage type . 


In regards to laser they are supposed to be 50% weaker under water . Would it be possible to make it so that laser deal more damage on land than under water? 

8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 19, 2017, 05:00:02 pm »
Nord have a look at this old post I made a long time ago how Posion could be implemented

https://openxcom.org/forum/index.php/topic,3409.msg39619.html#msg39619

You could ask Meridian to implement this mechanic in OpenXCom Extended  and use Poison instead of Laser as it ignores armor like you want to and makes more sense underwater .  Poison damage ticks over time so it would add a whole new mechanic where you would hit aliens and wait until they die OR if aliens use poison then you need to bring  a  lot of Medi Kits or some other new kind of item that can cure Poison toxin.


BTW Laser is generally less common underwater  because water absorbs light and is harder to ionize to produce a focused light ray. Of course lasers are used underwater but just water is much less useful medium for lasers. Water is less clean and lasers are less effective too.  So essentially if you take UFO1 weapons and use them underwater they would be like only 30% of damage.

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 19, 2017, 04:44:29 pm »
Well.. They called it electric shock, but in fact it must be acid. So i renamed electric into acid and add laser damage type. And yes, i has implemented changes in armors and attack types, so NOW deep one and some other units DO acidic damage.
By the way, most armors receive 100% damage from laser, but all lasers ignore half armor.
As i can see, there is no problem with that. But i will check this part one more time right now. ;)

Well is actually called Electric Shock and is a blue electric  animation very different than Acid. Of course is simply a name but the idea is Electric/Acid is an extra type of damage that humans are weaker but aliens are immune to.


As far as I know TFTD calls the damage Electric Shock in game . I should have a look again because I remember you mod adds Acid AND Electric Shock side by side. The armors had Acid resistance but also have Electric Shock resistance.


Here is a good example what I mean

Lobsterman

Armor Piercing 20
Incendiary (Phosphor) 30
HE High Explosive 30
Gauss 30
Sonic 50
Stun (Freeze) 110
Drill (Melee) 200
Electric Shock 0
Laser 100
Acid 100

This makes Laser OP and breaks the default TFTD gameplay style. You no longer need to go melee or use melee because Laser is better. 
 
Also acid damage underwater is kinda weird because there is water everywhere it would instantly dilute the acid spit and reduce the burn. You usually treat acid burns with water right away. Maybe on land  missions makes more sense.   

Poison would make more sense in a way in TFTD esp if you could do damage over time type . You could ask Meridian to implement poison damage type.

10
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: July 19, 2017, 03:48:56 pm »
I like that you added up to 20 damage types I was reading the code you got extra D_1 to D_10

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 19, 2017, 02:05:06 pm »
Acid type of damage persist in TFTD from beginning. Deep Ones uses it, and some other...
What about knife - is it in this version, that they do piercing damage? Because they must not... I make spears for pearcing and other melee weapons for melee damage.
Btw, i has added new type of damage, but it is laser.

Upd.: Oops, indeed, i make a mistake and knife got piercing damage type. Will fix it soon.

TFTD uses Electric Shock damage instead of Acid
Deep One does  an electric attack

See for ex  https://www.ufopaedia.org/index.php/Talk:Damage_Modifiers_(TFTD) Acid is removed and replaced with Electric Shock but in your mod you brought Acid back for Armor rating. But unfortunately no enemy in TFTD deals acid damage.

This is because in OpenXcom extended you can add up to 20 damage types so you added Acid on top of what TFTD already had.

edit fixed the link it was ponting to UFO

Here are the damage types in TFTD
Armor Piercing
Incendiary (Phosphor)
HE High Explosive
Gauss
Sonic
Stun (Freeze)
Drill (Melee)
Electric Shock

You also added Laser and Acid but none of the aliens in TFTD deal Laser or Acid damage or have any form of resistance to those damage types. So this means if you add Laser it will deal 100% damage to all units unless you go and add Laser stats for all their armors

Just a heads up. Whenever you add a new damage type you need to re-balance all the armors in the game including alien resistances. Otherwise laser may produce a kind of imbalance to the whole gameplay. For ex Lobsterman generally are really hard to kill so you need to use melee weapons BUT since they have no Laser or Acid resistances using any of those damage types kills them from range so no need to use melee. The whole point of Drill and melee weapons in TFTD was Lobstermen or weapon durable aliens


Also it seems your Knife should probably deal Armor Piercing damage actually  because this would make it less effective against Lobstermen having to use Drill (melee) damage instead. So it would be effective against weaker aliens without tough plating. So even tho was accidental I think it makes sense to be weaker than Drills and diff damage type.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 16, 2017, 08:31:19 am »
Aight just started playing with this mod and I noticed right off the bat that there is ACID damage type in TFTD. Odd because Acid carried by Celatids in UFO was replaced by Freeze Deep One in TFTD. So somehow you added another damage type?

Also I noticed Knife is Armor Piercing damage type but there is another Melee damage type used by Drill. I am not sure if you meant to make drill and knife different damage types or not.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 12, 2017, 07:42:15 am »
No, they are campaign-only race. It is because in TFTD each race must consist of two - surface and underwater. And in case of mutants they are only surface race now. In game you can not meet them in sea.
 But if you want, i can make them battle-usable.
 In fact, i was thinking about mutant base, but can not imagine what can be a prize for that mission.Odd. And no warnings/errors in log file?Thanks.

Thanks for the explanations. I don't care about battle usability but only campaign :)  As long as they work in regular game is all good. I only use battle feature when doing my own modding for testing purposes pretty much it.

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« on: July 12, 2017, 12:43:42 am »
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.

Upd.: Version 2.01 is up. Nothing added, just bugfixes.
Changelog:
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Ah gotcha so the Mutants are WIP. I thought was a bug.

So I would never meet Mutants in the actual game right? 

15
Work In Progress / Re: Hybrid game
« on: July 11, 2017, 01:13:10 pm »
easiest way to make a hybrid is simply bring all the ufo1 aliens/weapons/armors/ships into ufo2. 

Pages: [1] 2 3 ... 44