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Messages - Arctic

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16
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 24, 2023, 12:09:50 pm »
Super-Bombard. Some kind of advanced mortar tank with the ability to fire more rapidly - you can get off two snap shots in one turn, or select autofire to unload an entire 4-shell clip in one go. This would support CTRL+SHIFT spray dragging. I'd also like to see cluster rounds for artillery, if that's even possible.

17
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 23, 2023, 10:49:05 am »
Problem: Baby Nukes are awesome, but lack a good delivery mechanism.

Solution: Replace an RPG rocket's warhead with one to create an RPG Nuke Round. Compatible with both the handheld RPG and quad launchers, though quad-packs cannot be constructed. It is simply an RPG rocket but with a nuclear payload, so its performance is identical to the Baby Nuke.

18
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 06, 2023, 05:21:54 pm »
I wanna see some rebalances to rocket launchers:

- R-Rifle is pretty lousy, but is an effective nutcracker. I'd like to see it get an explosive round and be available earlier on. Also, you should be able to build exotic ammo types for it. I think this makes sense since the RR is rather less flashy and a bit lower tech compared to its brethren.
- LASS and Panzerfaust become available at about the same time. I'd like to see the Panzerfaust become available sooner. If it could be bought at the same time as the RR, this would give both a reusable and disposable AT option.
- I think we should be able to make Piratey Panzerfausts, maybe with a Hellerium warhead.
- The Rocket Launcher should be able to guide its rockets with a single waypoint - so you can make top-attack trajectories, like the Javelin. It does say it's "laser guided", after all, and I think this would make it a bit more unique over the alternatives. This mechanic also seems somewhat underutilized. The Advanced Rocket Launcher could have 2, or maybe it could be the one that has a single waypoint.

19
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 31, 2023, 09:38:29 am »
Can this even be done? Are vision ranges exposed to scripts? I don't think so, but I can't be sure...
It'd probably be a very useful engine change if it isn't already possible.

In general, actually, a full depth pass on night fighting. Night battles absolutely suck balls, so the more equipment we have to even the odds, the better, in my opinion. In the early game, I'd like a variety of flashlight options. A head mounted flashlight would be the most basic form of night fighting aid. Throwing magna-flares is a waste of precious TUs and I loathe doing it.

I'm not sure if this would be possible without engine tweaks but I'd really like some sort of illumination parachute flare that could be shot into the air and provide wide area illumination. Perhaps that could be fired out of a 40mm grenade launcher. Ideally, just one should cover a really wide area. Though I can't think of any existing weapons that work like this so I really don't know if it's even remotely possible. Basically I want a very powerful floating light source. Perhaps a floodlight mounted on to a drone?

I also think it's very weird that most interiors have no light sources whatsoever. It'd require a pass to add lanterns to all the different map tiles but this would add a lot of depth to night fighting (you need to stay away from light sources to remain concealed)

If NVGs become a hat slot item (and I think they should become one) there should of course be a wide variety of them. They could be found on enemies as well. And I don't know if it's possible to tweak the vision cone of a unit but ideally different NVGs could limit a unit's vision cone. High end NVGs can grant thermal vision or bonuses to targeting (I'm thinking like the ENVGs, used by the real life US army, which actually highlights detected thermal targets). Then - and this is really getting into wild territory and I don't know how feasible this'd be to implement - early NVGs might rely on IR illumination lamps and increase a unit's visibility against anything with Thermal Vision.

I don't think I've ever seen a turn based strategy game try to even broach the topic of night combat. I think sneaking around without being seen is a fun mechanic.

20
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 30, 2023, 08:04:04 am »
I'm sure this has been covered before, but how about some item slot night vision goggles? I spend a lot of time putting on and removing night-ops gear and it's kind of lousy anyway. I don't really see why they shouldn't be able to wear night vision goggles with other armors. The existing night-ops suit can be converted into a night-time sneaking outfit, just for its night camo benefits, while moving the night vision to an equippable item.

Ideally it should even be visible on the character models, though that'd probably be quite hard to implement and would at least require OXCE tweaks, I think.

21
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: October 18, 2017, 11:33:04 am »
Here's a screenshot of the error I had. I assume it's the same as everyone else's. Maybe this'll help.

22
XPiratez / MANPADS for Expedition
« on: May 29, 2017, 01:43:13 pm »
Title. What if the Expedition could be equipped with personal guided missile launchers? They're extremely slow, so they wouldn't be very good, but they could still serve as an option for swatting down air vehicles in some circumstances. To prevent players from being able to fight aircraft too early on, the launchers could be restricted to a certain tech level. Maybe the launchers could also be used in the Battlescape as a low-damage, high-accuracy HE launcher with extremely expensive rounds. As for the art, I do have an existing missile launcher uploaded that you could use.

23
OXCE Wishlists / Re: Solar's wishlist
« on: August 12, 2016, 12:46:37 pm »
For Yankes (he already changed this part of code, I shouldn't be messing with it)
-------------
- Global damageAlter per type
- Custom damage types
- More than 1 damage type per bullet

Interesting (I'll put it on my todo list)
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- Terrain destruction by melee
- Environmental effects
- Starting conditions by terrain ... except for allowedCraft, since terrain is unknown at take-off time
- Exclude a soldier type from the promotion system/military ranks
- Exclude a soldier type from driving
- Soldiers as pilots
- Sick Bay facility

Hmm? (on todo list with low prio)
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- Terrain trampling by AI units... would need to look at AI... which I don't want
- Random Treasure Lists
- X-Com craft crash sites
- Unhardcode approach/disengage speed per ship
- Definable types of Alien Containment

Meh! (not my taste...)
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- Custom factions in battles
- Alternate vision modes
- Everyone can do everything

Huh? (I have no knowledge of this part of the code, can't say if possible or not)
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- Vertical maps

What about "Integrated HWPs"? Basically, craft could have HWPs pre-attached, which spawned in the same place relative to the craft every time. It would make stuff like gun turrets possible. Imagine: Do you bring 14 men, or 6 men and a craft capable of fire support?

24
Released Mods / Re: [EQUIPMENT] ATGM Launcher
« on: June 03, 2016, 02:30:18 pm »
Yeah, looks nice. The graphics are good too, although I think the coloured strips could use some finishing touch (more gradient).

About the more powerful rocket, is it Elerium-based? Otherwise it's definitely too powerful, I think.

You know what? It should be. Good idea.

25
Released Mods / [EQUIPMENT] ATGM Launcher
« on: June 02, 2016, 06:23:53 pm »
A simple mod that adds a guided missile launcher. It has 2 waypoints, so it can be fired around obstacles. It can fire one of two missiles, a wide-area demolitions missile, and a much smaller missile that does far more damage for use against heavy opponents. Excellent against Sectopods, Cyberdisks and the like. Also effective against buildings and on terror missions.

However, the launcher is heavier than the rocket launcher. It is exceedingly expensive, as are its missiles.

This is my first mod, so make of that what you will. If anyone has any feedback, please don't hesitate to tell me about any complaints or issues.

If anyone, for whatever reason, wants to use this in their compilation, feel free. Do contact me in some form though.

EDIT: Updated the mod. Missiles should be a bit more powerful now.
EDIT: Another update. AT missiles are now obtained by manufacture. They are unlocked by researching Elerium-115 and take 10 elerium each to build.
EDIT: ATGM Launchers now take more time to fire, so they aren't as powerful. It'll take two turns to load and fire one, which seems like a good exchange.

26
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 03, 2016, 05:12:42 pm »
Could always ask to get alternate hangars in OXC.

27
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 03, 2016, 01:00:55 am »
Maybe you could even have ground-air AA weapons.

28
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 10:37:09 pm »
On another note, I think it would make a lot more sense to say that the Mudranger is an amphibious all-terrain APC, and you drove instead of airdropping it - it would explain why it can carry so many people, why it can go over water, and, crucially, why it has such a short range.

29
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 09:46:32 pm »
Yeah, haven't done them yet. EXALT is a late addition...

You're right! Fixed.

Just made the Ufopadia page. See the attachment.

That actually looks really good - I honestly wouldn't mind if the other vehicles looked like this. It's authentic and resembles the original X-Com UFOPaedia images, and besides that it's easy to churn them out.

30
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 07:54:07 pm »
Bugs I've found that people haven't yet posted
 - EXALT Network strings are missing (?)
 - Kevlar Vest lacks a UFOPaedia description

Anyway, what even IS the MUDRANGER?

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