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Messages - GarlandSP

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16
XPiratez / Re: Full Plate Mail
« on: April 08, 2016, 06:16:12 am »
Besides, requiring the corpse of a dead cyclops to add extra armor plates and meshes to the Metal Armor doesnt seem very logical...

17
XPiratez / Re: Base defences
« on: April 08, 2016, 05:57:51 am »
I wonder if it would be possible to generate a downed UFO mission next the base that shot it down.

Somewhat like the russian files mission that seems to be generated by some trigger programmatically.

I could help with this if someone gives me a guide on how to program this mod.

18
XPiratez / Full Plate Mail
« on: April 08, 2016, 05:46:36 am »
A week ago i was going to try the Full Plate armor.

I was able to shoot down a Star God ship, but my gals were outgunned and outnumbered by the star gods, i was able to pull out a couple of cyclop guardians one dead, other alive. Did the research required for FPM but when i was going to produce i realized i required the body of 2 Cyclops per FPM.

That wouldnt be a problem but the star gods disappeared from the game at least for now.

There is somewhat a disbalance with this armor because its an outfit meant for CQB combat, and obtaining cyclops corpses is difficult in mid-game ( star gods dont appear or you are outgunned ), while a Ravenant armor which is actually better suited for CQB than FPM ( Better reactions, stamina, TU, few disadvantages ) is far easier to manufacture and can be made with common materials.

Is the requirement for cyclops corpses there for a reason?

what i mean is that when you are able to manufacture this armors they are already obselete by the ravenant armor.

19
XPiratez / Base defences
« on: April 08, 2016, 05:26:07 am »
I understand that xpiratez is meant to be a high difficulty mod.

My strategy to defend secondary bases is to build 15 missile silos, that keeps away almost anything, even worst with a grav shield...

as far as i have tested a succesful anti-aircraft defence will make the assaulting faction to keep trying to invade my base.

This causes a constant loop in which an enemy faction keeps sending ships that keep getting shot down.

isnt this too cheap for a defense strategy? how can the AI be tweaked to avoid this? for example if a ship of a certain size is shot down, then bring a larger one.

Attached one of my forward posts that is meant for scanning over the african continent while providing industries for alcohol making. this layout was enough to defeat every ship that kept coming no need for hands to defend.

20
XPiratez / Re: Miniguns and vulcan guns
« on: April 08, 2016, 01:18:37 am »
Thats why i said if it was posible to reduce the animation to one frame instead of 10. ( check https://www.ufopaedia.org/index.php/SMOKE.PCK ).

BetaSpectre, Vulcans are awesome area denial weapon, and also for destruction of enemy cover, a Gal with a loader suit can carry the vulcan, 2 packs of ammo and a panzerfaust, what i often do is placing the loader Gal near the transport, while a Recon Gal scouts for enemies, once enemy is found i shoot it with the vulcan, if the enemy is behind cover i ctrl-click it, its a secure kill most of the time as the vulcan gun can destoy walls.


 ;D mun tzu is wise  ;D

21
XPiratez / Miniguns and vulcan guns
« on: April 08, 2016, 12:45:42 am »
In my second run in the game i started testing the miniguns, what i dislike is that they are too boring, discharging 20-25 rounds takes too much time.

The auto-shot consist of the following:

  • fire sound: blocks auto-fire but is not sensible enough
  • bullet travel time: blocks auto-fire until bullet reaches its destination ( reasonable )
  • hit animation: this one is the main blocker in auto-fire, as auto fire cannot continue until the animation is finished
  • hit sound:  blocks auto-fire but is not sensible enough
  • Repeat

So what i did for smoothing auto-fire for miniguns is searching for the ruleset and modifying the hit-animation:

changed this:

Spoiler:
  - type: STR_MINIGUN_2_AMMO
    size: 0.2
    costSell: 4000
    weight: 12
    bigSprite: 415
    floorSprite: 102
    hitSound: 122
    hitAnimation: 26
    power: 65
    damageType: 1
    damageAlter:
      ToArmorPre: 0.05
      ToStun: 0.5
    clipSize: 100
    costThrow:
      energy: 20
    battleType: 2
    armor: 35
    invWidth: 1
    invHeight: 3
    listOrder: 3631

for this:

Spoiler:
  - type: STR_MINIGUN_2_AMMO
    size: 0.2
    costSell: 4000
    weight: 12
    bigSprite: 415
    floorSprite: 102
    hitSound: 122
    hitAnimation: -1
    power: 65
    damageType: 1
    damageAlter:
      ToArmorPre: 0.05
      ToStun: 0.5
    clipSize: 100
    costThrow:
      energy: 20
    battleType: 2
    armor: 35
    invWidth: 1
    invHeight: 3
    listOrder: 3631

While the hit animation will be gone, the autofire will be much smoother and much more rewarding, specialy if you max fire speed.

I wanted to ask you if something can be done with the hit animation so that it does not block autofire, perhaps restricting the hit animation for 1 frame only instead of a 5 frame animation.

As the wise mun tzu said, you can never have too much dakka, but is boring to wait half a minute to discharge 20-25 rounds.

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