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Messages - Dwarmin

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16
The X-Com Files / Re: Dossiers wanted!
« on: November 12, 2017, 10:01:45 pm »
Spoiler:
Name: Zhan Jian
ROLE: Farmer
AFFILIATION: None
DETAILS: Located in a remote village in coastal China, Zhan Jian was brought to the attention of XCOM after our statisticians determined his rice farm was the focal point for a large amount of local Strange Life Form activity. Surveillance revealed he actively fed and sheltered these Lifeforms from the safety of his land-and even helped them recover from injuries. These creatures, which are mindlessly hostile to all other humans, seem to treat him gently and respectfully-they offer him the protection and solitude he desires. It seems he is not even above directing his 'children' (as he states in audio tapes) to attack locals who grow suspicious of him, or performing the occasional murder to attend to their 'unique dietary needs'. How he manages to communicate with them at all, or befriend these creatures is a complete mystery.
STATUS: Ministry of State Security Notified

Spoiler:
Name: Kelly LeMerk
ROLE: Human Resources
AFFILIATION: EXALT
DETAILS: Kelly LeMerk is the 'HR woman' of EXALTS business fronts-she coordinates staffing and manpower issues over dozens of EXALT sites around the continental United States. While the vast majority of her underlings are unaware of their indirect participation in EXALT, Kelly LeMerk knows very well-though her position is still too low to be gifted which much more than a crippling personal addiction to PsiClone. Still, she handles many 'ground level' liquidations, removing any workers-by any means-who ask to many questions or dig too deep.
STATUS: Surveillance Ongoing

Spoiler:
Name: Arnold Hammerman
ROLE: Ice Cream Man
AFFILIATION: None
DETAILS: A man extremely dedicated to his craft. Arnold Hammerman was once a highly educated Military Engineer-he suffered a mental breakdown in 1995, and began a new life serving Ice Cream from the back of a truck. He still tinkered, however, turning himself into something of a freelance inventor. By all accounts the extent of the upgrades to his truck, freezers, and mixers were far beyond civilian grade. He might have remained harmless, but Hammerman has recently found a new set of toys to tinker with-black market alien technology. He even professed interest to an undercover XCOM agent in acquiring some 'new flavors' from harvested alien plants and animals. The results of his seemingly good intentions could be catastrophic, if extremely tasty.
STATUS: FBI Notified

Spoiler:
Name: Clark Lewis
ROLE: Vigilante
AFFILIATION: None
DETAILS: Clark Lewis, a reclusive multi-billionaire with a pipeline to various illegal groups who could supply him with alien tech. A bad combination, usually, but Mr. Lewis is unusual in that he seeks only thing to gain-Justice. No doubt taking inspiration from various pop culture sources and his own tragic childhood, Mr. Lewis has taken a good deal of alien gadgets and tech to fashion himself into a real life 'superhero'-he uses his wealth and position to wage a war against crime in a suit of powered armor that protects both his body and his anonymity. Thankfully, most of his weapons are entirely non-lethal, and he usually relies on self trained martial arts augmented by his suit to deal with any threats. XCOM has decided he is not a threat, and might even be a potential recruit. We established low level contact with him after our surveillance revealed that (predictably enough) some of the criminals of his city are beginning to obtain their own black market alien tech devices to become 'super villains'.
STATUS: Contact Ongoing

17
XPiratez / Re: PSA regarding the Triton
« on: November 09, 2017, 03:04:05 am »
Yah, 2nd turn exiting the craft is always optimal...smoke grenades to break enemy LOS vital if you are being bracketed (Important because Open Xcom aliens try save their TU's)...but don't wait too long, because after a few turns aliens can start lobbing grenades or blaster bombs. I also like to use HWP's for extra security.

Note, I dunno how much of this advice applies to this specific mod. :P

18
OXCE Suggestions DONE / Re: Hunter-killer
« on: November 08, 2017, 11:07:10 pm »
I like the idea of this mod.  :D

It is a significant increase of difficulty, of course.

I'd adjust so that HK's have varying strength-at the start of the game, they should be weak and slow. They shouldn't be able to kill XCOM craft unless you literally hang in there. I'd think they are more interested in driving you away-perhaps they don't bother to pursue. This is just the 'tutorial' however-it gives the player time to absorb the danger and react appropriately. Much like how aliens don't immediately start with Ethereals wielding blaster bombs and heavy plasma. Hostile and persistent craft should start attacking the more successful you are/the more time passes-and those you can't run away from. My only thing is, a bunch of them who were superior to xcom ships, overflying terror mission sites consecutively would pretty much make the game unwinnable at that point, right? Even enough of them early game would pretty much mean that you lose, or would become very boring-you can only fight so many off before you literally have no planes left, and with no planes, you can't intercept and have to rely on hoping the aliens land near your 1st base and patiently wait for you to arrive.

Worse if you didn't build a base that has enough reach for interceptors to escort your skyranger to get spots far on the globe...at that point of the start of the game, I don't see the aliens even seeing XCOM as a threat. I mean, look at it from a lore perspective-Kiryu Kai was the group that tried before XCOM. They neither attacked, or were attacked by the aliens for their entire five months operation time. The aliens literally ignored them, because they were ineffectual. The Spanish didn't need to sink the Aztecs canoes to conquer them either. :P

To sum up. As long as both the intent and the danger is communicated clearly and fairly to the player, and you are given a chance to adjust tactically to this threat over time, I have absolutely no problem with losing a dropship and crew to HK's.

It should be a realistic threat, otherwise there's no point.


...

Other thoughts.

What would be the chance of adding extra XCOM base slots along with this change? Or even mini-bases, of like 2x4, 4x4 8x8 construction blocks, that could be converted into full size bases later (thereby cutting initial lump sum costs). With HK's threatening the skies, we're going to need more interceptor 'slots'. Or we'll get wrecked before we can expand our air defense coverage all over the world. Or just ordinarily wrecked. I always have a hard time trying to figure if I should plug the radar hole in the Pacific, or try to fortify the Americas with a third base, one of which is my HQ usually and has less space for interceptors...

Another good addition-small 1x1 storage bays that can hold aircraft being repaired, or just being held in reserve. You still use hangars to launch and service them, but why waste the space for repairing non-functional or minimally functional craft? If we're going to be fighting dozens more air battles this will require some complements on our end.

This mod should def come with actual named pilots being introduced baseline, with their own skills and callsigns. I mean, INTERCEPTOR 1 has probably killed more aliens than my most elite Xcom soldiers. I wish he had a name...

Edit: Btw, the youtube link is broken, does anyone know where I can see this in action?

19
This may be obvious, but what files do I need to extract to make it a general mod? Or is for some reason going to be tied to this specific mod?

20
Troubleshooting / Re: Soldiers do not react to shots from behind them
« on: November 08, 2017, 06:11:57 pm »
Nothing better than sneaking up on that muton and shooting him in the back, only for him to spin around and gun you down like Neo from the Matrix.  :P

21
Edit: Hmm, I downloaded xcom files and it seems to work now  ::)

22
Work In Progress / Re: [TFTD][CONCEPT] USO: Deep Strike
« on: November 07, 2017, 02:12:07 am »
Sounds good  :D There is at least two big mods for TFTD right now, but none of them handle updating the story very well. For example you can fight human enemies (The SORESO Corp) in the mega mod. But it's not stated WHY, or why they drive alien USO's...

https://www.ufopaedia.org/index.php/Interlude_(Timeline)

^Alot of it takes inspiration from the interlude timeline, but no mod has really gone into detail here.

I'll add my thoughts to yours here.

Future plans and thoughts:
 - human enemy faction: not cultists, Just old good criminals and black market representatives.
Given the state of the XCOM world (most major countries collapsed in 2015, leading to worldwide chaos) there would be good reason for these, though XCOM would probably only fight the real scumbags who try to work with the aliens. Ideas!

~Inquisitors! They're not a cult, they're an anti-cult. :P They are violently opposed to the Cult of Sirius, and generally hate aliens, like too much, if you can believe it. This actually led to a religious war that took place only three years before TFTD begins. Actually they sort of got destroyed, but it's very possible they are still around. They would attack XCOM to keep those 'sinful alien devices' from corrupting humanity.

~SORESO is the very shady corporate predecessor to XCOM. They do a bad enough job they're probably a bunch of traitors anyway. :P

~Alien/Sectoid hybrids def exist by this time. They are your traditionally '2nd class' citizens. They could easily form a hostile rebel faction looking for an 'edge' acquired by alien weapons to earn their Independence

~These losers could easily appear in some form, or at least inspire your criminal factions.

https://www.ufopaedia.org/index.php/Diablo
https://www.ufopaedia.org/index.php/Psyke
https://www.ufopaedia.org/index.php/Osiron

Pretty much, they are gangsters who use illegal psionic devices like modern gangs use drugs. To make money. Given the Aliens of TFTD use a different system (Molecular Control) it would probably involve something only slightly different-maybe they are making some sort of body enhancing steroid, which might explain why they start tanking gauss cannon shots to the face when fighting XCOM...


 - Hybrids Conspiracy plotline
Fits into the whole 'why we hate alien/mutants' thing. Would be cool if there were hybrids of all the original alien races, sort of a throwback to XCOM 1. Someone get that young man a recolored Ethereal cloak!

 - a unique terror mission with mind-controlled civilians ("IT'S A TRAP!")
Better update to include the stun weaponry included in the other big mods :P

 - more terror sites: off-shore oil rig, sealab, island military base and so on.
I can think of a few! Kelp/Fish farm located in coastal regions, helping to alleviate hunger issues in the future. Aquatic theme park ironically invaded by angry sea life. 'Seasteads', which are houses on water, occupied by people made homeless by war/environmental catastrophe. Geothermal power plants built on the seafloor. Move to the rivers and swamps! Aliens would probably love to blow up a Hydroelectric dam.

 - underwater terror missions (needs some more brainstorming)
There's already unoccupied undersea habitats in XCOM, but you never see any people there-presumably they all got eaten right before you arrive. Civilian divers (sprite em with XCOMS crappy diving suits  ;D ) could easily be added to these maps. Civilian or military submarines (So many extra sub models being thrown around these days) being targeted by aliens, and downed, with you having to rescue them from the crash site. A group of civilians investigating some ancient undersea ruins, or a shipwreck (because of course now is the perfect time to explore the ocean, during the 2nd Alien War) finds an amazing discovery-Tentaculats. Shipwreck survivors being picked off the ocean floor (thankfully the aliens spared you the trouble of a sea-liner mission) and you've got to save them.

23
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: November 04, 2017, 10:31:47 pm »
I have no idea if this is wanted or needed, but I thought someone should use a look through to correct grammar errors and generally add some clarity. At least that was indicated as needed in the OP . Anyway I had an afternoon off so I spent it modifying the strings file. ;D

I added some extra lore I thought sounded nifty in some cases, which you might decide to nix, but mostly I tried to make stuff read a bit smoother for English speakers. I really love this mod and want to see it keep being developed! Good luck to you, man!

Edit: I'll do another spell check pass tomorrow, noticing little fiddly bits I missed.
Edit edit: Should be done now!

24
Released Mods / Re: End Game Flares for UFO and TFTD
« on: November 04, 2017, 04:37:21 pm »
A nice little mod!

Your little snippet of lore for Zbrite flares makes me want to port Overlords from the Area 51 mod into TFTD.  ;D

25
Help / Re: How to make HWP's leave recoverable corpses
« on: November 02, 2017, 04:12:06 pm »
Huzzah! Success! ;D

Thanks for your help, Warboy and *checks spelling* ohartenstein! If I make this into an official mini-mod I'll give you credit.

26
Help / Re: How to make HWP's leave recoverable corpses
« on: November 01, 2017, 06:51:11 pm »
Well I added size, cost sell, and listorder (Not sure about the last one but I am just looking for anything I missed) and still no luck.

Spoiler:

- type: STR_DRONE_CORPSE
    size: 2
    costSell: 5000
    weight: 20
    bigSprite: 65
    floorSprite: 53
    invWidth: 1
    invHeight: 1
    battleType: 11
    recover: true
    armor: 25
    listOrder: 15000

Just gonna be one of those annoying things I never figure out.

27
Help / How to make HWP's leave recoverable corpses
« on: November 01, 2017, 05:21:56 pm »
This is probably an easy one for most of you. :P

But, how do you make HWP's leave corpses that can be taken back to base? I want to make it possible to repair them-I have seen this can be done in other mods, but I can't figure how to get past this part.

This is what I am messing with right now, taking the light scout  from the TFTD mod. It can spawn a corpse on the battlefield I can pick up with my soldiers, but the 'wreck' never returns to base with me.

Spoiler:
items:
  - type: STR_DRONE
    size: 1
    costBuy: 60000
    costSell: 30000
    transferTime: 48
    weight: 0
    bigSprite: 20
    floorSprite: 19
    handSprite: 120
    bulletSprite: 1
    fireSound: 39
    hitSound: 38
    power: 60
    blastRadius: -1
    damageType: 9
    hitAnimation: 8
    hitAnimation: 108
    battleType: 1
    accuracyAimed: 100
    tuAimed: 2
    flatRate: true
    fixedWeapon: true
    arcingShot: true
    maxRange: 10
    invWidth: 1
    invHeight: 1
    clipSize: 1
    listOrder: 1073
  - type: STR_DRONE_CORPSE
    weight: 20
    bigSprite: 65
    floorSprite: 53
    invWidth: 2
    invHeight: 2
    battleType: 11
    recover: true
    armor: 25
units:
  - type: STR_DRONE
    race: STR_DRONE
    stats:
      tu: 90
      stamina: 120
      health: 50
      bravery: 110
      reactions: 70
      firing: 65
      throwing: 60
      strength: 15
      psiStrength: 120
      psiSkill: 0
      melee: 60
    armor: DRONE_ARMOR
    standHeight: 8
    floatHeight: 16
    kneelHeight: 8
    value: 5
    moveSound: 444
    deathSound: 57
    energyRecovery: 60
armors:
  - type: DRONE_ARMOR
    spriteSheet: BIODROZ.PCK
    spriteInv: DRONE_INV
    allowInv: false
    corpseBattle:
      - STR_DRONE_CORPSE
    corpseGeo: STR_DRONE_CORPSE 
    frontArmor: 30
    sideArmor: 30
    rearArmor: 30
    underArmor: 30
    movementType: 3
    drawingRoutine: 16
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 0.0
    loftemps: 2
    constantAnimation: true

extraStrings:
  - type: en-US
    strings:
STR_DRONE: "LWP/Recon"

STR_DRONE_CORPSE: "LWP/Recon Wreck"
STR_DRONE_MELEE: "Smoke"

STR_DRONE_UFOPEDIA: "These Light Weapon Platforms, also nicknamed 'Roaches', can be equipped with a variety of items to carry out many different missions. However, they are rather fragile and need good planning to be deployed correctly, especially on land missions."

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