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Messages - NiceMicro

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31
OXCE Suggestions DONE / Re: [Suggestion] 3 new Geoscape mechanics
« on: September 29, 2018, 06:18:03 am »
Wow, that sounds nice!

I would be happy to see the alien bases to serve some additional purpose, like sending out more UFOs. In that case, even in a faithful mod, assaulting a base would be kinda more of an urgency.
I would also be happy to see the alien supply missions have this kind of effect, it's so weird to me that the supply UFO lands, I land next to it with the Skyranger, and there is nothing else there, the aliens are just hanging around the UFO, no base entrance, nothing. I have no idea how a more "realistic" solution would work though.
And if we are talking about extended stuff about the alien bases, is there any way of keeping track of the health of a UFO base? I.e, combine it with the bases serving as a base of operation for some extra stuff, would it be possible to set it up in a way, that if you sabotage the supply of the base, than they are i.e. low on elerium, so they can't fly out that many missions any more, and if I totally starve them out by destroying all supply vessels, they won't be able to do their operations.

I'm no software developer, so these are just some random ideas that I had last night.

32
Released Mods / Comparision of mega mods
« on: September 28, 2018, 02:31:02 pm »
Hi!

As some might know, I'm very much in love with the Area 51 mod, and recently I was browsing around the site, and figured, that there is a mod similar in what it seems to be, the Final Mod Pack. There is not much info though what exactly have been modified there, and there are also some other mods out there (UNEXCOM and Reaver's Faithful) that seem to be similar in concept.
What I reckon is that X-Piratez and the X-Com Files are changing the game in fundamental way, while the Area 51, FMP, UNEXCOM and Reaver's Faithful leave the general gameplay and feel of the game, and the modifications are generally subtle (more difficult and diverse research paths, etc.), and mostly add new things to the game to make it more diverse.

So to compare (for me and for other busy people who want to make a fast decision on which mod to try first), could we make a table, that shows which of these mods offer which of these features (my list is based on a not finished Area 51 playthrough, so add more options, if other mods offer something important I might have left out)?

* Expanded starting weapons for X-Com
* Expanded tech tree for research
* Expanded aircraft / HWP choices
* More base facilities
* More diverse terrain
* Modified Geoscape (more cities etc)
* New alien races
* Modified / new alien weapons
* More alien UFO layouts
* More alien UFO types
* More alien mission types
* Added story elements
* Added story driven missions

Thank you.

33
Suggestions / Re: Smarter Civilian AI?
« on: August 17, 2018, 06:09:41 am »
Xtendo-com's patches are usable. Unfortunately, he combined extended behaviour with extra bleeding, which does not combine well with improvements to stunning in OXCE+. I tried to separate those parts, I worked around API changes. The end result is usable, but the game hangs occasionally. (And I'm not sure if I got what Xtendo-com intended.) Also, I'd rather separate turn order and control over civilians. If you know C++ or can find someone else to do this work, you are welcome to fix my patches or start with Xtendo-com's patches once again.

Thank you for the answer!

Yeah, my problem is that my programming skills are too low for such an endeavor. For Xtendo-com's modifications, I found it a little too much for me, i.e. controlling civilians, or the huge punishment for stunning.
And also, I'm playing with mods, especially Area 51 is my poison, and I am afraid that it'd be too much of an effort to try to integrate his patches with everything by myself :(

Are you saying though, that your versions of these patches are 99% compatible with the 2018 builds of the vanilla XCom?

34
Suggestions / Re: Smarter Civilian AI?
« on: August 15, 2018, 07:20:06 am »
I have just read this discussion, and I'm very sad that it is over.

My 2 cents on this issue is that for me, civilians running towards the Skyranger once in sight, and even running in and using up space, or just generally obstructing the way of the X-Com would be annoying, but realistic, and therefore I'd deal with it better than the civilian, who runs out from below the Skyranger towards the aliens.

Did all effort cease for modelling a more complex civilian behavior for the vanilla game (with an advanced option switch of course)?

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