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Messages - efrenespartano

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646
A little progress report...

* Skynet bases can generate 1 interception mission every 12 hours, so if you want to destroy the base you'll need to get rid of the interceptors, detect and and assault it in the 12 hour period.


Does this intercept mission consist of 3 HKs? I always see three HKs.

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* Starting next to the Skynet Core basically means a restart - it has improved HK interceptors and it can generate them every 6 hours, plus the tactical mission will be designed to be very tough to make it past the first part. I've considered before other options as a workout to this issue, but the only viable alternative at this point is to set the Skynet Core always to be placed in North America, instead of a region randomly chosen.

I think I placed my base in Europe near the Skynet Core, I am constantly harassed by squadrons of Improved HKs, I think the Core is located in Russia or in the Urals (would be a reference to the Battle on Mount Yamantau?).

Regarding permanently placing the Skynet Core in North America, you could apply the "island hopping" strategy used by the USA in WWII. They could not directly attack Japan, so they attacked and established bases on islands. Attack Factories, HK Bases and so on, softening the enemy, before attacking the Skynet Core

Spoiler:
Could it be the attack on the mini core in Mount Yamantau before the main attack on the core? You know, that Death Hand-stuff of the storyline. Maybe a requisite to attack Skynet Core.

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* Pairs of craft operating together (one escorting the other) work better than two craft operating independently against HKs. I've had a mission where 2 Warthogs and 1 Talon working together quickly killed 2 HKs in succession. It also helps if the craft have different weapons loadouts.

In fact, a lone craft equals a downed craft.

One tactic that I have found effective in very hot areas, is to create "attack packages", similar to those used by NATO in Operation Allied Force, in the 90s. Attack aircraft along with support aircraft / logistic, entering areas of Yugoslavia, attacking targets and returning to base. I use Prowlers or Tracers and Mohawks mostly, escorted by Lions or Warthogs. Sometimes I use Skyhawks, but they are somewhat weak and I reserve them to escort the Ospreys. So, I detect bases, I watch the skies and I keep my attack package secure. The problem with this, that I practically deploy all my planes at once, so I stay a couple of days without fighters, in which they are repaired for each incursion.

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* A choice I'll have to make soon will be if craft can be purchased at start, purchased after research is completed (not sure if this is possible), manufactured at start, manufactured after research is completed, recovered from missions, or a combination of all possibilities.

It's possible. One of my favorite mods, World of (terrifying) Silence, for TFTD applies it. You start with basic weapons and you must investigate to obtain "contracts" with new weapons for X-Com.

You could investigate "Search in Abandoned Airbases" and unlock the purchase of a Lion, for example. You research "Search in Civilian Hangars" and you unlock a Twin Otter, etc.

647
I like this very much! Seems very, very useful. I hope that Meridian consider to add this soon.

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648
This project is just so COOL! Great job guys!  ;D
I will try your 0.3 version when I'll have the time for it.
Cannot wait for new updates! Again good job!  ;)
I'm glad you like it! ;D

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649
Offtopic / Re: New X-COM-like game: Terran Shield
« on: March 29, 2018, 02:10:45 am »
Wow! Seems like a good game! Keep up with the great job. ;D

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650
Just uploaded the download link with one last change that I was able to finish tonight:
* Added Sector Comm Reports spawning recovery/extraction missions in their areas

This means that once you finish a Comm Report for Sector 00, for instance, then on the next month you'll see a mission spawned in that sector with the objective of recovering weapons/craft or advanced research. Those missions can only be spawned once per month and per sector.
That's a really nice feature! Thanks!

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651
But the question is, does it come with a burrito?
 j/k
Absolutely. v0.30 introducing "Hunter-Killer Burrito T-1111", phased-plasma nuclear-capable burrito.

Enjoy.

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652


Tech-Comm Alpha updated to v0.30 - http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zip

Change List (v0.30):
* Added alienRaces progression to alienMissions, more advanced terminators are now deployed as months progress
* More variance to HK terminator crews
* Added Sector Comm Reports Research/Intelpedia articles (WIP)
* Added Craft Weapons icons, designed by efrenespartano
* Redesigned starting base to a more defensive layout

I've just checked and tested HARMs on Prowler :)

Woah, that was quicker than expected. :0 Yay!

Downloading! ;D

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653


Cool. I'm also going to be very busy in the next weeks, good luck with your work![/quot]

Thank you! You too. :D

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I've finished the Intelpedia coding, and I'll add your icons and upload version 0.30 either tonight or tomorrow, depending on how tired I am.

Awesome! Can't wait to try it. :0

Oh, just a suggestion: can you add the HARM missile to the Prowler's arsenal? It can carry Standards, but no HARMs and the real plane actually uses it. Thanks. :)



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654
Work In Progress / Re: Cult of CampDragon Mod .... baby steps
« on: March 26, 2018, 03:50:37 pm »
Woah! Totally awesome! I can't wait to try it and with with them.  ;D
Keep up with the great job.

655
Good day to all! I'm about to go to work in the courts, but here I have a new addition to the mod. I (finally after a loooog time) finished the inticon / basebits of the craft weapons. I was starting to assign them their place in the ruleset, but I really didn't know what number to assign them, because I don't want my numbers to have problems with yours, Hobbes. Anyway, give him a look and as usual, tell me if you found some weird color or something out of the ordinary. :D

656
That logo is just temporary - background should be green like the original, the sword needs also some recoloring to make it more visible, I just don't have a lot of time to go through it right now. Plus, it will also require versions colored to the other palettes (Basescape/Geoscape).

Actually, since we're going to use logos, it will necessary to look at the Geoscape game to evaluate where and how to use/place them. The logos could also be used for mission briefings, Geoscape alerts, etc., in addition to the Intelpedia.

It seems good to me, we'll think where to put them. First I will solve the problem of palettes haha
 
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I'd say that for now we should focus on getting the Intelpedia and its images up and running, then we can decide on the final insignia design and placement, once we can see how the end result will look.

I'm still working on that. I hope to have the Intelpedia images ready soon. But consider it done.

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I'm almost done coding the Sector Comm Reports, and I've already added your text to the generic reports. They all use the temporary sector image for now.

 It seems good to me, we'll think where to put them. I will put the logos as planned, in the lower right corner. Then we'll see if we change or modify them. :)

657
Some of the images should use Basescape palette, others UFOPaedia palette - it all depends on where the images are displayed ingame. Try using those 2 palettes instead of the Geoscape one.

Converting existing images to the palettes through Grafx2 sometimes works, other times Grafx2 doesn't have enough colors on the xcom palettes to properly reproduce the existing colors.

OK, I'm going to try with another palette!  :D

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It looks like you misunderstood me regarding the location of the insignia - check the attached pic.

I'm gonna enhance the colors a little on the Logo 2 for more contrast

Hahaha yes, i'm sorry.I misinterpreted.

I like very much the new Logo 2.  ;D

Talking about the position and size of both of the insignias on the normal Intelpedia reports, what do you think? Modify them as you want.

658
I just finished a new version of the example Intelpedia images. I reduced the size of the badges and added a new version of "Logo 2", because the original had an ugly white spot.

What do you think about the position of the insignias?

659
On the Skynet insignia try removing the lettering below 'SKYNET' - it looks too small to be easily read

Esta bien! I will do it right now.

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The issue with the extra detail is that the logo will be used in a variety of sizes (for it to appear on Tech-Comm bases it will have to be 30x20 pixels, so a lot of detail will be lost) and all the images should have a consistency on detail (they should look about the same).

Can you post both logos? I'll try enhancing the images a bit.

I add them.

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The positions are an issue, because they require adding an additional image to the UFOPaedia article - something which I don't think it's possible to do it through the rulesets. How I was thinking of doing it would be to add the logo to one of the corners of the weapon/craft image.

In fact, I thought about doing it "manually", without using any ruleset parameter. I considered that in "position 2" it was fine, because it did not obstruct any text or other image. I'm working on what you asked me, I'll upload a couple of tests in a few minutes.

Regarding background images, I'm in trouble. I've been struggling with the palettes for a couple of hours, they're totally ruined and I do not know how to repair it. I used the palette that I have of Geoscape, some look good, but others look terrible. Could you help me?

660
Hi. everyone!

These are the examples that I commented in the afternoon. An apology for not uploading them, I had to leave my house for a family commitment and I just came back.

Regarding the Skynet insignia, I'm very satisfied. But regarding the Tech-Comm insignia, I have some doubts.

To differentiate them, I named them "Logo 1" and "Logo 2". I, in particular, prefer Logo 1, it seems more detailed, but I don't know if you prefer Logo 2.

In the image of the Intelpedia of the HARM missile, I could not decide where to put the insignia. I particularly prefer position 2, what do you think?

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