Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - HumanTraitor

Pages: [1] 2 3 ... 22
The X-Com Files / Re: [Suggestion] Macro Flamer Tank (and hover tank)
« on: February 22, 2020, 04:36:14 pm »
Yes, it can be done. It's actually on my to-do list.

Flame tanks? Hell yes! Especially if they do actual damage instead of just damage-over-time.

I hope we get a funny staff report about this about how your science lead tries to justify deploying such an hilariously illegal and inhuman weapon in the field.

40k / Re: 40k
« on: February 22, 2020, 04:33:53 pm »
Thanks for the answers!

Shame about the lack of innovation/techno-heresy. Perhaps if you go Chaos, this would be an option in the far future?
Speaking of innovation: Will the Adeptus Mechanicus become a playable faction? They do have tons of fun toys, and two separate armies (techpriests' own stuff and the Skitarii).

40k / Re: 40k
« on: February 22, 2020, 10:51:48 am »
This looks quite nice. Too bad I'm burned out with WH40k, the mod is promising. Are the different campaign options future playable factions besides Sphees Mahrines! and the IG, such as say orks? Will there be options to do techno-heresy and innovate by researching and producing stuff that is not a thing in the lore (ie: A rapid-fire meltagun)?

Lastly but not least: While the units having voiced lines is a nice touch, it gets annoying quickly. Is there a way to disable them?

Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: February 17, 2020, 12:15:42 am »
Looking forward to hearing how it works out.  Curiously , what changes were needed to configure it for XCFiles ?

Note that I haven't tested it fully yet, as I'm waiting for the next release that will include something I was waiting for a while (and I'm not in the mood for another play-trough of XCF yet). Nevertheless, making it compatible with XCF was simple: I cheated and I removed the "Master" status for XCF, so that it was considered a "normal" mod like the others. As for the armor, if it was to be integrated in the game fully, it would require Promotion 1 or 2 at least rather than being available in the start. Nevertheless, its expensive price is quite a deterrent enough.
It's also slightly better AND worse than the Armored Vest, as it weights nothing, it's expensive, has full available inventory space (that skin-tight suit must have many pockets) and has neither penalties or bonuses to stats. I don't know if it gives you a bonus to avoiding melee attacks, or even allow the wearer to dodge them to begin with (I suppose not). After unlocking better armors than the Armored Vest (ie: Tritanium Vest), the MRF loses relevance, but it's excellent for a starting armor.
I did notice that the version of the armor that you can buy does include Psi Vision 2, even though you said it shouldn't have it. A bug?

The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 17, 2020, 12:10:15 am »
Thanks! I hope you do so.
Have you considered future non-lethal devices for the future, or will that be all for the future? In Piratez there's a mod with foam grenades.
In any case: Are humanoid chassis ala Terminator for AI Units still a thing? What about cyborgs? I wonder what are you planning you next.

The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 16, 2020, 05:37:36 pm »
Note though that researching the same topic in different bases won't do anything, it's a shame but that's how the game is coded.

Speaking of, peering at the github changes, I noticed an important change is incoming. Spoilering this just in case.

Rubber bullets, at fucking long last! Alas, they only work with the regular shotgun at the moment, not for the Black-ops Shotgun, despite being identical and only slightly more precise. Why is that? Shouldn't these non-lethal rounds be compatible to some degree?
Granted, it's a work-around until you unlock dart guns and better stuff, but still, it would be better if the black-ops shotgun can also use rubber bullets IMO.

Work In Progress / Re: [WIP][BETA] MRF Liquid Armor
« on: February 16, 2020, 05:33:55 pm »
That looks cool, and works with XCFiles (with a few modifications)! I'll give it a try to see how it works and compares with other armors and so on, once I begin my next playthrough.

The X-Com Files / Re: [Suggestion] Psi Armor (Mentall Shield)
« on: February 06, 2020, 11:28:48 am »
For research topics, I would make two versions: A low-power, bulky device that has to be carried in a backpack or something. This one would require Psionics (and all of its required research topics), the brainchip research, and potentially an interrogation of a Sectoid Leader or better. This one could work with any armor, but is not that great.

For the ultimate mind-shield, it requires researching alien electronics, flying power armor, and interrogating a high-tier psychic enemy (Ethereals or the Embassy brain should suffice). That one is naturally way better shield, but more expensive to make, and may only work with power-armor type suits due its intense energy requirements (if you wish to code in that limitation). Alternatively, it could be integrated into the best power armor types (the Flying and the yellow one types), but that would require changing the stats of the existing armors, or creating a new one with minimal differences. I dunno which option is better.

The X-Com Files / Re: [Suggestion] Ai Armor
« on: February 05, 2020, 11:49:18 am »
Speaking of new armors for AIs,, I think I mentioned this one, but what about a bigger, bulkier drone frame that is meant as a combat form before unlocking the HWP ones? Something like this:


Thanks for the new version!
By the way, any idea what happened to Dioxine? Was he kidnapped by actual pirates or something?

The X-Com Files / Re: [Suggestion] Psi Armor (Mentall Shield)
« on: February 05, 2020, 11:43:47 am »
Yes, that's the best solution. However, to make it elegant enough to be passable in XCF we'd need a designated slot for it, because I think keeping it in the backpack or on the belt would be weird. But maybe I'm exaggerating.

If the helmet idea isn't enough, what about a bulky device that is meant to be carried as a backpack? That way, it makes perfect sense to have it in the backpack or the belt slot.

The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 27, 2020, 12:01:46 am »
Correct action is to change those custom XCF mods to require XCF as master (instead of xcom1).

How would you do that? Adding a medatada file that specifically mentions XCF as the master mod? What about those mods that were compatible with x-com 1 but also worked for X-Files (such as the Fire Blanket one)? Would that trick work?
Could it be possible to simply "undo" the master status on the XCF mod to be less of a hassle?

The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 25, 2020, 06:48:44 pm »
I've been checking the github thread, and it seems the next release will make the mod a Master one. That's cool and makes it easier to use in one hand, but it will also break all compatibility it had with previous mods and those that affected the regular UFO game as well. Is there a way to make the mod back to a "non-Master" state to not to break the mods you're using for XCF? Ie: Recruitment Office, Smaller Rockets, Fire Blanket, etc.

The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 20, 2019, 02:50:01 pm »
I remember that one of the new possibilities offered by the upgrades in Open Xcom is the possibility of having less aliens show up in a Base Defense mission if you manage to damage the attacking vessel during the Defense phase. Is this a thing in X-Files? Otherwise, there's no reason to keep defenses unless you want to avoid being attacked too frequently, or there are vessels capable of destroying instantly your base (also a thing possible in the modified engine).

The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 18, 2019, 08:22:32 pm »
I noticed you can build multiple "Headquarter" type facilities in the same base. Is that intentional? If so, I suppose it's a way to build additional labs once you built the regular ones, even if it's in a very cost-inefficient way.

Also, another question that no-one answered in the "open feedback" thread:

This has more to do with Piratez and X-Com Files, but I think it applies in regular X-COM games as well. If an unit has both a melee weapon and a firearm in each hand, which one takes preference if it can use both? Ie: Storming an UFO, you place a soldier next to the door to hit Sectoids with reaction fire, but doing so makes them come into melee range of the soldier.

Do your units take into account the CQC rules from the mods mentioned above and therefore automatically choose to use melee? If they have a hand slot free, would they automatically use unarmed attacks instead?

The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 15, 2019, 05:02:11 pm »
I'm not sure if it's been mentioned before, but it bears repeating: The mod doesn't exactly require, but would be better if there was some sort of "mind shield" against psychic attacks. Piratez has two types, and X-COM should be able to whip out a solution for that: Some sort of "neural shield" to protect weaker units from mind-rape. End-game power armor would have that option already built-in (since they lack space to carry additional stuff due lacking a backpack slot), at the expense of being more expensive.

Also, is the regular helicopter you unlock early intended to be allowed for infiltration missions? I suppose it makes sense that a civilian type helicopter is not too eye-catching compared to a hi-tech airship, but I wish to confirm just to be sure. Too bad the Skymarshall lost its frontal door.

Finally: Is there any thought about having an attack-type vehicle between drones and the HWP platforms? Before unlocking the small-sized tanks, I meant stuff such as military, bulkier drones. These are a thing IRL and they carry machineguns and stuff like that, so it would make sense if at Promotion 2 you can eventually unlock the option to have that before Promotion 3. Naturally, said unit would be big, but not as big as the HWP, and would be limited to having a machine-gun weapon only for balance purpsoses.

Pages: [1] 2 3 ... 22