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Messages - Cooper

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136
Maybe the excuse could be that the alien blaster launcher requierd some spesial kind of psionic skills not availible to humans, for guiding the missile. And then our scientists could find a way around this problem, making our own version of the weapon.


137
Work In Progress / Re: Customizable Balance Mod Pack
« on: October 20, 2015, 04:11:17 am »
Code: [Select]
items:
  - type: STR_BLASTER_LAUNCHER
    requires:
    - STR_JUST_SOME_RANDOM_TEXT_12321

manufacture:
- delete: STR_BLASTER_LAUNCHER
- delete: STR_BLASTER_BOMB

138
Work In Progress / Re: Customizable Balance Mod Pack
« on: October 20, 2015, 03:59:09 am »
But this seems to work:

Code: [Select]
item:
  - type: STR_BLASTER_LAUNCHER
    requires: STR_SOME_RANDOM_TEXT

139
Work In Progress / Re: Customizable Balance Mod Pack
« on: October 20, 2015, 03:40:49 am »
Good point. Hmm I guess I should do more testing before I publish stuff.

You mean like this?

Code: [Select]
item:
  - type: STR_BLASTER_LAUNCHER
    requires: STR_NOT_AVAILABLE

Cant get it to work.. ???

140
No, sorry but most aliens won't be able to use it then.

Ohh..Damn. Would it work if we had two different kinds of blaster-launchers, identically, but the one x-com uses is way heavier? And the alien blaster-launcher would just not be possible to use for x-com.

141
Only two waypoints or requiering psi-skill would help. Setting the number of waypoints would be difficult then? How about requiering psi-skill, is there any ruleset for this? I cant find it anywhere.

Making it extreamly heavy is a also a step in the right direction!

142
Work In Progress / Re: Customizable Balance Mod Pack
« on: October 20, 2015, 12:38:13 am »
Question: Will this code still allow aliens to use the Blaster Launcher?

Code: [Select]
items:
- delete: STR_BLASTER_LAUNCHER
 
- delete: STR_BLASTER_BOMB
   

manufacture:
- delete: STR_BLASTER_LAUNCHER
 
- delete: STR_BLASTER_BOMB
   

ufopaedia:

- delete: STR_BLASTER_LAUNCHER
 
- delete: STR_BLASTER_BOMB
   

research:
- delete: STR_BLASTER_LAUNCHER
 
- delete: STR_BLASTER_BOMB
   

143
Work In Progress / Customizable Balance Mod Pack
« on: October 20, 2015, 12:36:33 am »
Getting tired of the over-powered Psi-Amp and Blaster Launcher ruining this awesome game, I just made the "Customizable Balance Mod Pack" (my first public mod, yay!).

This is 7 different options for reducing/changing theese weapons, like requiering line-of-sight to use the Psi-Amp, making the Blaster Launcher so heavy that only very very strong soldiers can carry it, or simply removing Blaster Launcher from the game.

https://www.openxcom.com/mod/customizable-balance-mod-pack

Edit: New link to the mod: https://www.openxcom.com/mod/customizable-psi-blaster-balance

Edit 2: Latest version is attached to this post!

144
Oh, yeah, the hovertank launcher.. I totally forgot about that one!  :o

Cool. I'll just remove the blaster-launcher and do a little fine-tuning and then I'm happy :)

145
self-restraint... nah, that sounds to hard :P

I like your idea! If it would require a HWP it could take up the space of four soldiers, and that would be much more balanced. Number of blaster bombs in each tank can also be quite limited.

Anyone made a blaster-launcher tank mod yet?

146
Hello!

Since the game gets a little boring after psi-amps and blaster launchers are researched, it would be nice to limit the power of theese weapons. I know there are made some mods that limits the psi-amp, I even made one myself that requiers line of sight to use it (but still allows you to use the mind probe from anywhere).

About the blaster launcher.. If we only where allowed to bring one, or maybe two, to a fight, it would not be that OP. Is there any way to limit the number of a spesific item allowed onboard a craft?

147
Work In Progress / Re: [Question] How to make a craft map?
« on: September 10, 2015, 01:22:16 am »
That looks quite cool!

148
Suggestions / Re: Awesome extended ending
« on: August 31, 2015, 06:20:41 am »
Glad you like the idea! It could make the game even more interesting and longer.

The roles could be reversed here, with differend kinds of missions we could do on Mars:
-Harvesting: sending crafts to Mars to harvest for example elerium to take back to earth (or alien food!)
-Retaliation: looking for, and attacking their bases on Mars
-Research: gathering stuff on Mars to take home and research
-Base: sending crafts with supplies etc to build bases on Mars
-Supply: sending supplies to our bases on Mars, like soldiers, weapons and crafts

While we do this, the aliens will of course try to stop us. Maybe each mission could have a risk of beeing interupted by aliens.

And at the same time of course, we will have to defend earth in the same way as now.

Quote
Guess you wouldn't get much variation in the terrain....

Thats true, but at least we would still have missions on earth. And maybe some areas could have a lot of mountains and caves, some be more flat, and maybe we could have some kinds of alien cities.

But yeah, it could be a hard mod to make and I have no idea how to do it. Maybe some day in the future. Or maybe someone else like the idea enough to give it a try :D

149
Playthroughs / Just finished OpenXCom for the first time!
« on: August 31, 2015, 05:53:50 am »
Just finished OpenXCom for the first time!

As you can see, I got quite lucky on the last mission, and finished in just a couple turns.

(and as you can also see, I stole a lot of names from Meridians playtrough, here represented by Roderick the tactic :D )

What an amazing game! Thanks a lot for all the hard work on this project :D Just love all the new stuff! And all the bugfixes.

Looking forward to replay the game, in ironman and with more mods :)

150
Suggestions / Awesome extended ending
« on: August 19, 2015, 03:58:28 pm »
Hos about making an extended ending, where you have to attack aliens om Mars just like they attack us on earth?
On the geoscape screen there would be an option to toggle between earth and Mars after you have researhed Cydonya or bust, for example. Then you would have to send crafts to Mars, looking for their bases, getting attacked by ufos, attacking their bases, and so on. To finish the  game you will have to find their main base by researching live aliens found in the other bases on Mars.

I always wanted the game to be like this! Would be super awesome   :D

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