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Messages - efrenespartano

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721

The good part is that the essential of the mod, which is air and ground combat, is working, despite being incomplete. And I'd like to ask a couple of questions to everyone who has tried the alpha to help evaluate it:

* What change from the original did you liked the most?

Greetings, Hobbes! One of my favorite changes is the intense air combat. It's so exciting, I'm enjoying very much this. I just couldn't send my transports alone, the HKs down them almost always.

And the weapons and the armors are awesome, they seemed very Future War-ish.

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* What did you disliked the most?

Well, it's quite hard to hunt the few remaining Terminators in the city maps, especially when you have few troops. And the Base Defense is very very hard, I've lost a few battles. Haha I know, that's the propose of this mod, being hard to resemble the toughness of the War Against The Machines.

Otherwise, this mod is very good, keep up with the great job. ;D


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722
OXCE Suggestions DONE / Re: Hunter-killer
« on: February 21, 2018, 02:21:11 pm »


One more bigger feature:

Allow HKs to escort/protect other (normal) UFOs from the same mission

Aliens can now also tell their UFOs to escort and protect other UFOs... hunter-killer can escort, normal UFOs can be escorted.
Escort works only for UFOs from the same mission.

Actually, this is a nice feature, Meridian! So, this means our interceptors maybe could encounter more than 1 UFO with the same mission? This could encourage us to scramble our interceptors in squadrons, not just only 1 lonely fighter. I like this very much, thank you!


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723
Hit 'Randomize" (bottom right on New Battle screen) - it will reload the base defense layout from the starting base, then try again

Totally worked!

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Only because I haven't added unarmed civilians - they'll be removed from Civilian Defense missions later. They appear on Resistance Support, Resistance Defense and Base Defense missions.

It's a nice feature, actually. It's fun to play with them.

724
Wrong image dimensions on my case, most likely his as well.

Just uploaded another update - Base Defense is now working, although base building and facilities aren't finished yet and I haven't had time to add the sprites for the new facilities. Tech-Com bases are now on the surface.

Starting base now consists of:
* Access Lift (20x20)
* Housing (20x20)
* Stores (20x20)
* 3 Hangars
* Missile Defense + Grav Shield + Small Radar

I can´t play Base Defense yet.  ???

725
I've fixed both bugs, the soldier body parts and the New Battle error.

And I've also added NPC Resistance fighters, in addition to new rank icons

Download link on first post has been updated.

Glad you're enjoying :)

Thank you for fixing the armors, they are OK now.

The Resistance fighters are awesome!  ;D
They fight hard and they have good weapons, one girl flew a couple of T-600 with a M202 FLASH. Even I've found one soldier with a M25A1.

They only appear on ""Civilian Defense" missions?

726
OXCE Suggestions DONE / Re: Hunter-killer
« on: February 18, 2018, 08:43:50 pm »

727
OXCE Suggestions DONE / Re: Hunter-killer
« on: February 18, 2018, 07:59:58 pm »


Feature 5: User option to allow escorting friendly craft

With this option turned on, you can now tell your interceptors to follow your transports, for example.

The escort will fly at max speed until it reaches the escortee and then it will match speed with the escortee.

It will also consume less fuel while escorting, based on escortee's speed... but not less than 50% and not more than 100%.
I.e. interceptor speed = 7000, transport speed = 2000
When escorting, the interceptor will consume fuel based on speed 3500 (because speed 2000 was below 50% of 7000)

Btw. 50% fuel consumption is also used when patroling, for those who didn't know that.


Hi, Meridian! Just a question: when this new features are going to be updated for the Android version? The last update was v2018-01-31 and I really want to try it on my phone. This update, (2018-01-31) does have the Hunter-Killer behavior?

Thank you very much for all of your work! ¡Un fuerte abrazo desde México!

728
Hi, everyone!

I've downloaded the mod con my PC in the morning, I've played some missions, and it's awesome!
The Terminators and the HKs are really tough, my first assaults were very difficult. On route to a mission site, my Osprey were intercepted by a scout, but it manage to down the HK. As Gordonmull say, it's very exciting the air combat. My fighters were busy.

I know it's an alpha, I just want to inform about some problems I've encounter with the armor sprites of my soldiers. I don't knew the reason, but some parts of the body are invisible. xD
And sometimes, an error appears, only on New Battle. I've attached some screenshots.  ;)

I really liked this mod. Totally worth it! Thanks for such a great mod, keep up with the great job.  ;D

P.S. I'm going to install the mod on my Android later, so I can test it. :D

729
The version of OXCE +, supporting hunter-killer ufos, has not yet been ported to Android. For this mod, they are necessary.
Crap. :(

Well, I hope they ported fast, I play OpenXcom more on my phone than my PC.

What is the current version of OXCE + for PC and what is the Android version? Does the behavior of normal UFOs really change so much compared to Hunter-Killer UFOs?

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730
Haha hey, that was earlier that I expected. :)

I'm going to download it tomorrow, when I come home. I hope this works on my phone, too. :D

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731
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 10:46:07 pm »




These are my current ideas for the frequency of missions/gameplay:
* The whole world will be more 'sandbox' than the original game - you'll have objectives to win the game, but you'll achieve them by expanding to other regions and discovering/assaulting specific Skynet bases
* Unlike the original Skynet and the Resistance start more or well balanced regarding some techs, but the machines will eventually start deploying more advanced terminator models (T-1000?)
* Unlike the original you won't have to shoot down every HK you detect or send squads to all the mission sites - it will depend on what's available (within reach of your transports) and your supply needs.
* The mission sites will be spread over the month, and they will only happen in regions with Tech-Com bases. So as you spread your presence, those mission sites will also spread to other regions.
* Some mission sites, like Supply Drops or Assist Resistance Forces don't give any penalty if you don't accept them (and they also last for weeks on the Strategic level). Others like Defend civilians or Resistance forces have a lesser penalty than the original.
* Skynet will also be expanding its presence from the first month - and if you don't strike and destroy the factory on each region it spreads to, then the region will eventually be overrun by Skynet bases and HKs.
* Skynet bases generate missions on their own - the more bases present in a region the more HK activity
* Tech-Com bases will be more 'disposable' - you might just build one to get in reach of a Skynet research facility you need to assault, then abandon the base because it's deep in Skynet territory and will eventually be overrun. And retaliations will be more frequent

So, the War Against the Machines will be slower that the vanilla campaign.

It's great to know that the bases will be cheaper than the XCOM bases. I don't know how many cash have the Resistance in their wallet, but I don't think there's much hahah

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732
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 12:24:11 pm »


Several different types of missions displayed, most within range of the base's transports (roughly half the radius of the displayed circle)
* Blue cross - Assist Resistance forces
* Green cross - Resistance Supply Drops
* Pink cross - Defend Resistance forces
* Red cross - Defend Civilians
* Green square - Abandoned base (supplies)
* Other pink symbols - different types of Skynet bases. Pink square is a factory that has already placed a 2nd HK base (V) in the region
How many missions will be avaliable at the same time? Is there going to be some penalty if we don't accept some of them?

This is looking sooo good, Hobbes! You are making my childhood dream come true, a good Terminator game. :'D

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733
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 03:51:12 am »
At this stage anything is possible, if someone designs the sprites for it :)
Haha too bad I suck doing sprites. :(

Talking about HWPs, do you have planned to add any for the Resistance? Some technicals or mini drones, maybe?

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734
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 01:59:03 am »



* Bases facilities are initially built on the surface, on existing civilian buildings adapted by Tech-Com, and they'll take less time to build. Or some you can build underground versions to better protect them and your soldiers but they'll cost and take more time to build.

Can we build bunkers, barricades or some kind of defenses, besides Missile Defenses?

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Base Defense should work slightly differently: the starting missile defenses will be effective against most HKs trying to attack a base, but the HKs involved will vary and carry different numbers of Terminators. Some attacks will be minor raids (but which still can kill people), while on others you can and will lose the base.

* On Base Defense the terminators are deployed from the air, so they can start anywhere, specially on top of buildings. Most of your soldiers will start on specific locations, and there will be also civilians either carrying weapons or spawning in the same locations where your base items appear (so they can actually pick a gun and fight).

Yay, that's what I'm talking about! The refugees and other civilians will be useful defending the base.

Would you add some mini HKs in ground missions, so we can blow them with RPGs?

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735
Work In Progress / Re: [WIP] Tech-Com - Terminator series
« on: February 16, 2018, 01:23:38 am »

I like the new sprites.

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It is tense - I've seen what you describe about having to choose which planes (and crews) to risk.

And it is also very different:
* Your base' radar now feels like a protective bubble where your craft can fly more or less safe without being ambushed by HKs
* That bubble is pretty small when compared to the rest of the continent, and radar planes are critical to conducting ops outside the bubble
* If you place your base in the middle of Skynet's territory, the plane can be attacked the moment it launches
* If you place your base too far from ruined cities (the white Xs) then you risk your transports not being able to reach the supply caches or any other mission that only appear on those locations
* Another thing is that crafts now require pilots and these are chosen from your soldiers (some have piloting skills, others have not) onboard the craft. So, even losing a fighter will cause you to lose personnel.

OH MY GOSH, pilots! <3 That's a great idea!
And it totally make the air combat more strategical.

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I got it covered - current starting base now has 4 Hangars, and each can support 2 planes. There's also some major changes coming to base design, but I still need to figure things out a bit because HK interceptions changed things.

Well, that solves my problem.



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