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Messages - Cooper

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91
I made a mod where building a psi-amp requires live aliens (not directly, but through some substance extraction) to limit the availability, but having to extract ammo would be great.

Agree! Then you could manufacture, say 5 ammo for each psi captured alien.

The solution I use in my mod is to require a psi suit to do effective psi attacks, and the psi suit costs extracted substance from a couple live psi aliens to manufacture (and the suit is not recoverable). This combined with requiring line of sight for the psi amp makes doing psi attacks quite risky, because you have a lot to loose if you get killed.

92
Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: March 30, 2016, 11:58:03 pm »
Its about time for a update on this project again. Hope it is not too many boring details.
This is the current status of development:

Early game:
Research/projects: Pretty much done.
Items: Almost done, just want to add a couple more items for more diversity
Ufopedia text: Many are done, but many of them lack text or have very bad text. (at some point, someone with better english skills should have a look at this..)
Missions: Done
Testing and balancing: Pretty much done.

Mid game:
Research/projects: More than 50% completed. Have planned a bunch of new research/projects that will be added to make things more interesting.
Items: Done, i think.
Ufopedia text: Most entries are just horrible drafts
Missions: Done
Testing and balancing: Not much done.

End game:
Research/projects: «Going to Mars»-research is completed, but the rest is so boring that I will remove it and start all over again
Items: Have not decided yet if end game will be low tech or high tech. High tech weapons are added, but might then be removed and replaced with other weapons.
Ufopedia text: Most entries are just horrible drafts
Missions: Mostly done.
Testing and balancing: Not much done.


Other:
Graphics: I have made graphics for a bunch of new items. Dogfight and Ufopedia craft images are yet to be done. I would also like to create some new battlescape graphics, like walls and stuff.
Sound: A friend of me is making very awesome music for the mod. Mostly done.
UFOs: 10 new UFO types are added, most of them completely or almost done. Planning to add one or two more.
Aliens: A few extra races have been added (from other mods), want to add 3-4 more.
Terrains: Have created one new terrain, and changed the farm terrain a lot. Alien Base and Base Defense terrains are completely recreated, almost done with the Base Defense maps, half way done with the Alien Base. Still a lot to do on new mars terrain and new terror site terrain. Also planning to add some terrains from other mods.
Crafts: A few new crafts added, including some crafts from other mods. Planning to create a couple more.
Basescape: A few new buildings added, and most vanilla building are completely rebalanced.

Some words about the gameplay:
Powerful weapons are very scarce in this mod. Every heavy plasma clip is worth its weight in gold. This is done by requiring rare items for manufacturing of powerful weapons, and having alien weapons selfdestruct when the aliens die.

Making new types of tactical items (like motion scanner, stun grenade, psi amp etc) have been a priority, so items like the Motion Detector, Time Looper, Airsoft Pistol, Alien Slaves, Stationary Turrent, Tank/Shield, Suicide Bomb and Psi Suit have come to life.


Image 1:
New type of alien base
Altiod aliens (by Duke_Falcon)
Right hand: Psi projector (by Arthanor and Raidau)
Left hand: Time Looper

Image 2:
Craft: Skymaster
UFO: Medium Bomer
And a Sectoid Slave :D

93
give the ability to limit the number of uses (like the medi-kit has)
+1

Or make it consume ammo, then the ammo could cost a lot to manufacture.

94
Playthroughs / Re: Really?!?
« on: March 30, 2016, 03:39:41 am »
I had a very similar mission once.. except that the last remaining soldier (almost dead, with fatal wounds and all) did NOT die of the blast from the last cyberdisk :D
(If he was one or two tiles closer, he would)

95
Released Mods / Re: [UFO] Extra Battleships
« on: March 20, 2016, 10:28:48 pm »
That's right :D

Here are the new ones. Not showing to much here to avoid spoilers. But anyways, they are named BS4 and BS5.  :)

96
Released Mods / Re: [UFO] Extra Battleships
« on: March 20, 2016, 08:05:42 pm »
The new version is finally done!

Changelog:

1.1
Added two additional map variants
Improved the routes for the existing variants
Variant no 3 map slightly changed (door added on second floor+engine rooms redone)
 

Thanks to Hellrazor for fixing the routes!

97
Troubleshooting / Re: Text looks weird in latest nightlies
« on: March 17, 2016, 06:50:25 pm »
That worked, thank you!

98
Troubleshooting / Re: Text looks weird in latest nightlies
« on: March 17, 2016, 04:49:55 pm »
You mean the Display Filter? Its set to Scale, and the problem is still there when disabling it or changing to other filters.

99
Troubleshooting / Text looks weird in latest nightlies
« on: March 17, 2016, 04:05:55 pm »
Am I the only one who got this problem in the latest nightlies?

101
I have played a bit with TU cost 45 for psi amp combined with LOS, and its makes it quite balanced in my opinion. PSI soldiers will always have to be near the front line. A lot more fun :)

102
Offtopic / Re: Streaming XCOM and more! (Live right now)
« on: February 23, 2016, 12:59:02 am »
With the XCom Armoury Expanded? My mod?! Really?! I was convinced that had fallen into oblivion.. If you are indeed using it, I have loads of content that could be uploaded in.. a week at most?
Sounds interesting :D Im using XCom Armoury Expanded in my expansion mod, would love some more stuff.

103
Released Mods / Re: [UFO] Extra Battleships
« on: February 10, 2016, 06:46:22 pm »
Quote
Err... why link 3 - 59 "should be small"? Can't it walk on this 2-tile large space?
Sorry for the lack of clarity. The link leads to a node located in another room, only small units can go trough the door.

Quote
Because they won't be able to move effectively, for example getting out of a room - or indeed leaving the node - may be impossible. (Unless they spot you, that is - node info is only used for patrol.)
Okay, thanks. Gonna study the changes Hellrazor made and figure this out.

Will publish a updated version with improoved routes and probably also a new map variant as soon as I have time.

104
Released Mods / Re: [UFO] Extra Battleships
« on: February 05, 2016, 02:36:51 am »
Okay I see. But why is that nessesary, really? I mean, large units will never be on those nodes anyways.

105
Released Mods / Re: [UFO] Extra Battleships
« on: February 04, 2016, 11:03:23 pm »
Thanks for great feedback people!

Quote
some of your route nodes for bs2 and bs3, do not contain proper size settings. I advise to recheck.

You mean these three, right? I'm not really the expert on route nodes.

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