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Messages - mumble

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106
The X-Com Files / Re: Healing for enemy units
« on: October 12, 2017, 10:33:40 am »
There is an option "sneaky AI" for ending their turn in cover/hiding.
They cannot crouch... only xcom can.
I would, but I don't want this for ALL enemies, just humans and intelligent aliens.

Some dumb enemies should be devoid of this script, while others would highly benefit.

...I wish this could be an AI tag assigned at the discretion of the modder.

107
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 12, 2017, 06:05:06 am »
Something seems wrong with the black lotus warrior : they just stand around, and don't charge. I was able to walk up on 1 with two tazers with no issue at all, until I triggered throwing knife overwatch range. Did you possibly give them an energy of zero??

Also, warriors really could use a samarai armor instead of a black full body suit : it would distinguish them from ninjas, and would excuse giving them much needed armor / health (warriors are kinda weak considering they have melee only, and I've never viewed them as a serious threat like I have chosen of dagon with magnums, or exalt goons with mac10s.)

108
The X-Com Files / Re: Healing for enemy units
« on: October 12, 2017, 05:40:45 am »
Really? Guess I don't see it as much as I expect, like shooting then moving in cover, or crouching behind low obstacles..

109
The X-Com Files / Re: Healing for enemy units
« on: October 12, 2017, 04:33:46 am »
Biggest thing would be AI. How would you prioritize healing VS fighting? Would a medic try an save someone at the risk of themselves? would others run to the medic?

xcom has decent AI, but as far as I know the AI doesn't even play defensively and take cover like humans, so I'm skeptical how good this could be.

110
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 11, 2017, 07:25:08 pm »
I'm pretty sure it was just a custom made graphic for it, and perhaps all cults will get them in due time.

111
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 10, 2017, 02:46:02 pm »
The close combat thing is a feature where if you are within 1 tile of an enemy, there is a roll between yours / their melee state, to see if CQC failed or succeeded.

if you succeed, you shoot them in the face. If fail, they push the gun away. And vice versa.

this applies to you too obviously, so you can use a high melee person to breach small rooms to great effect.

112
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 09, 2017, 10:11:21 am »
Article for ghouls text is too long for the page, cuts off. Vampire knights appear WAAAY earlier than tomb gaurdians, yet reference them (through to be honest, it seemed like hunting rifles / mp5s did squat against them..).

I know theres the need to know basis thing, but referencing something in the zombie arc way before you get that deep seems a little strange.

113
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 09, 2017, 09:18:38 am »
Guess I never noticed it with agents, odd  :-X

By the way, now that the AI for "civilians" is different, military assistance missions are amazing! They actually feel like a pretty rad experience, and aren't total slaughters!

Seeing military gun down zombies in the dark while others are hacked down by vampires is amazing, and really gives the vibe of military calling you in for a look while they do (some) of the heavy lifting.

my only complaint is that military personnel dying takes away far too many points. They are MILITARY personnel after all, they sign up for that stuff, so I think their death value should be half, or even a third just so those missions aren't a total failure in terms of points just because people die.

114
OXCE Suggestions DONE / Re: [EXE] Scout/Sniper AI
« on: October 09, 2017, 05:29:11 am »
is it possible to exempt the LOS accuracy loss for shots within 1 tile of the target? One unfortunate side effect of this is trying to blow open certain segments of walls on purpose enforces the accuracy drop, which seems unrealistic when I'm only targeting DIRECTLY on the other side of the wall...

115
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 09, 2017, 04:44:20 am »
I just noticed you added black people to exalt : which solved that one lore problem (in my opinion) so I appreciate that. Though it seems corpses retain the same skin color.

Is there any way to fix this? Also applies to chosen of dagon as well.

116
The X-Com Files / Re: The X-Com Files - 0.7.1 alpha: Breaking The Waves
« on: October 08, 2017, 06:40:35 pm »
Very similar to the apprehension mission, except perhaps a little private security, a steep  cost for killing the VIP, and slight cost for killing security. They aren't criminal cultists, after all, so gunning a mayor down in the street will look very bad.

So yeah, a lot like apprehension, but harder on the player, and with different leads.

117
OpenXcom Extended (OXCE) / Re: [OXCE] OpenXcom Extended
« on: October 08, 2017, 08:33:51 am »
Any chance you can allow a mode 3 on multi level view button, which shows ONLY the selected floor, and nothing underneath? I often find with areas with lots of same textures, its hard to tell where there is and isn't gaps in a destroyed floor, and this would really help.  It would also help telling exactly how big a smoke cloud is.

118
The X-Com Files / Re: The X-Com Files - 0.7.1 alpha: Breaking The Waves
« on: October 08, 2017, 07:55:29 am »
I just found out a nasty thing about CQC... friendly fire.

I was arresting an exalt suspect, who had an ax, and I had 3 dudes outside the warehouse, another with a sporting rifle on watch

2 guys with pistols and tazers, another with a shotgun. Gambled on overwatch being enough to protect me

Guy runs up, and overwatch fires once hes in melee range, and he pushes the agents pistol over to shoot the other agent in the gut, and another bullet into the ceiling. Another guy shot him, incapping him. The agent who got shot survived, I was just glad it wasn't a shotgun blast, because that would of been a mess! Also, is there a way to drastically lower accuracy of thrown off shots? Seems a little odd shots always go straight up or to the side, when a violent melee should make it extremely unpredictable...

Both survived obviously, but this gave me a nasty idea for black lotus : what about giving warriors, or even ninjas, some sort of drugged smoke bombs? Something to lower reactions, lower energy on hit, and deal stun damage. Obviously far less smoke than a traditional smoke grenade, but enough to blind someone on a direct hit, and impeed their next turn. Then they would have an opportunity to attack, and would fit with the trickery nature of them.

On another note, I had an idea for opening up more obscure quests : maybe a contact for a group is ID'd (a police officer, politician, gang member, ect) and verified for being aware of a case, but uncooperative, and xcom is sent in to nab them? Would be interesting for opening up stuff with hybrids or other groups

Also, using the sniper code, is it possible to give high level red dawn mortars to fire? I think it would be interesting to have a mortar guy with a backup pistol (but can AI have a 2 handed weapon, and a backup gun?) firing shells with poor accuracy with a spotter giving information over radio. And it would fit the militaristic tactics of the group.

119
OXCE Suggestions DONE / Re: Hunter-killer
« on: October 08, 2017, 04:43:12 am »
Should it REALLY involve the ship not being gotten back if it lands intact? Even if its horribly fucked up, I figure one could do a lot of repairs on it....or at least maybe salvage the ship for parts? I just don't think it should be a total loss, thats a lot of potential money being blown up even if you save it.

120
The X-Com Files / Re: The X-Com Files - 0.7.1 alpha: Breaking The Waves
« on: October 07, 2017, 09:33:56 pm »
I getcha when you say "fancy sniper rifle" but its STILL a 10/22. an ak47 is very similar in accuracy parameters, more reliable, better calibur, costs more steel, has more machining, but costs less IIRC.

Keep in mind, a decked out 10/22 cost around 700$. Default 10/22 is around 150, and a custom stock, mag, barrel, scope, and receiver are all probably under 600$.  Sure, it might be fancy, but its still 22LR, which is very easy to manufacture for compared to a 7.62, as the tolerances are stupidly forgiving.

I guess id just ask for you to show me a custom 22 rifle over 2k, because I don't think they exist =) I've seen people turn a hipoint into a custom pistol which performs better than a 1911, but the cost STILL never exceeds 1500 for total costs

Speaking of throwing, can items change how they effect being thrown? I expect a clip would be easier to throw farther than some other larger item with the same weight.... and obviously a low weight item would have a little less range than a featherweight item. Density has a big influence on an item to be flung long distances.

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