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Messages - chaosshade

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61
Resources / Re: Drages Weapon Sprite Collection
« on: July 19, 2017, 12:57:43 am »
*laughs nervously*  I am made of fail... request withdrawn ^^;

62
Resources / Re: Drages Weapon Sprite Collection
« on: July 18, 2017, 08:38:54 pm »
No, they're from XenoOps, XOps made them.

63
Resources / Re: Drages Weapon Sprite Collection
« on: July 18, 2017, 06:36:31 pm »
Drages, can you make ammo sprites for this set of weapons?

64
Resources / Re: Drages Weapon Sprite Collection
« on: June 24, 2017, 08:50:26 pm »
I'd love to see handob sets for these... my mod is currently stalled because of a lack of sprites...

65
Work In Progress / Re: Aircraft Storage?
« on: June 23, 2017, 09:36:20 pm »
What about making the hangers give you two storage space instead of one, or would that cause glitches?

66
Work In Progress / Re: Seeking players who use explosives often
« on: June 20, 2017, 11:50:48 pm »
I don't particularly like to punch holes in the UFOs, the alloys are useful to me (because I have a mod that's alloy-hungry.)  Even if you boosted the regular grenade to 70HE, I wouldn't use it because the High Explosive (HE) is so much stronger despite the weight.  I prefer to use explosives to get results, not worry about things tactically.  My standard use for an HE is to clear buildings on terror sites or farms; make a hole in the wall/ceiling then chuck one inside.  9/10 it'll kill whatever's in there (or at least maim it) and I can move on to my search zone.

What's funny is that I don't actually use the Blaster Bomb because, while it's super powerful, it's also glitchy at times and either misfires, misses its mark, or just makes a huge mess on the map (that said, it's funny to watch the aliens kill themselves with them.)

Given my "base" explosive damage is 110, I think your mod is pretty balanced in the grand scheme of things.

67
Work In Progress / Re: Seeking players who use explosives often
« on: June 19, 2017, 11:46:58 pm »
I use explosives almost exclusively for my squads.  If I'm not arming them with explosive weapons (Auto Cannon, Heavy Cannon, Grenade Launchers, etc) then they have at least two High Explosives.  I changed the Alien Grenade to have the same explosive power as the Sonic Pulser in TFTD so they're more worthwhile to use (I understand that most people use them regardless of the damage reduction because they're lighter, but I wanted to give the aliens a fighting chance against me, lol)

Because of the mod I curate (which I really need to get around to updating) the aliens have a HUGE selection of explosive and non-explosive weapons at their disposal.

For the most part, when I make explosive-based weapons, I don't bother setting a blast radius.  I give them a set damage and play around with it until I get something that "feels right" to me.  I'm not above editing someone else's mod to tweak it to my liking.  Obviously everyone has their own tastes, but I understand the need for general feedback.

68
Resources / Re: Neoworm Sprites dump
« on: June 11, 2017, 12:53:17 am »
The Muton Commander one reminds me of Ming the Merciless, lol

69
Hobbes could make use of this for a project we're working on.

70
Resources / Re: Neoworm Sprites dump
« on: April 29, 2017, 11:42:35 pm »
Note that the shown aircraft are high-speed ones and therefore may benefit from twin stabilizers because of frame loads not normally present in other aircraft.

71
Offtopic / Re: What class names do you use for your operatives?
« on: February 25, 2017, 06:18:01 am »
Artillery (Auto/Heavy/Hydrojet/Gas Cannon/Blaster/Disruptor Pulse Launcher):  AC/HC/HJC/GC/BL/DPL (depending)
Heavy Weapons (special title used with a specific mod):  HVY
Grenadier:  GR
Sniper:  SN
Breach Team (first in on UFOs and Alien Command Centres):  BRT
Reserve (doesn't fit any aforementioned category but has respectable stats in several categories):  RSV

72
Offtopic / What is the GOD DAMNED TITLE!?
« on: February 25, 2017, 06:11:20 am »
I'm searching for the title of a story which centres around a post-apocalyptic setting in which a single house and square of lawn has survived the end. Its owners carry on as though nothing has happened outside their home and when other survivors arrive and begin asking questions, things get weird.

73
Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.3a
« on: February 03, 2017, 01:07:12 am »
I know this is a very... silly request, but is there a chance you might give the Megaspawn a top hat and monocle as an optional file?

74
Resources / Re: Graphic Gallery
« on: January 14, 2017, 06:19:05 pm »
That could be useful for explosive weapons that have blastRadius: 0

75
Resources / Re: Graphic Gallery
« on: January 12, 2017, 09:19:34 pm »
1) Please use smaller pics, I am on a normal desktop PC and it's too big for me. What can people on laptops say?

2) If you're showing something, please disable the filter, because to be honest I can't see anything.

Size is fine on my end, I'm on a desktop PC with a widescreen monitor (1440x900), what res are you at, Solarius?

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