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Messages - MKSheppard

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166
Work In Progress / Re: Brainstorming for slower technological progression
« on: September 28, 2013, 09:38:41 pm »
I was actually thinking that those weapons don't have a mechanical trigger at all, instead relying on some kind of psi-related activation circuit, possibly available after researching psi (or perhaps mind probe?).

I had also thought about actually needing an alien weapon and a mind probe to construct a human weapon - would finally give some use to the mind probe :)

That's actually brilliant -- and explains why we don't just capture a Plasma Rifle and then immediately turn around and give it to a squaddie; because it's pretty obvious where the magazine goes, what the magazine is; and how you point and aim the rifle and fire it.

EDIT: And if weapons have a psi-trigger, then what's stopping the weapon from being psonically linked to it's user's health?

Basically, if the Psi trigger detects that it's authorised user has expired suddenly; and if it doesn't get "reset" by an engineer within a certain amount of time; then it automatically destroys itself. You'd still be able to figure out some rudiments of how the system works from the self-destroyed guns, but you'd be missing a lot.

167
Work In Progress / Re: Brainstorming for slower technological progression
« on: September 28, 2013, 09:35:19 pm »
Make alien alloys play a much increased role in the game.

There are so many things that alien alloys could be used for in real life!

For example, the "autocannon".  In real life when they adopted Titanium for some parts in the M134 minigun (what is used in PREDATOR), the weight of the gun dropped from 62~ lbs to 41~ lbs. Weight reductions would be more with alien alloy, making it possible for the minigun to actually be a "man portable personal weapon" weighing about 30~ pounds.

Also, alien alloys could be used to create advances in battery technology, whether through conventional rechargeable batteries via replacing conventional nickel or lithium plates in batteries with Alien Alloys.

Or, you could use alien alloys in something a bit more unconventional -- the Mark 50 torpedo for the US Navy used a Stored Chemical Energy Propulsion System (SCEPS) which had a small tank of sulfur hexafluoride gas sprayed over a block of solid lithium. This reaction caused enormous quantities of heat, which was used to drive a rankine cycle engine; and because the reactant byproducts took up less space than the original reactants....it was pretty much closed cycle.

So imagine having to "load" a 99 round SCEPS into your laser rifles. This would explain how we somehow got man portable lasers with the power density necessary to kill other living things at long ranges, yet not need an extension cord leading from the skyranger!

168
Released Mods / Re: Improved Nations Mod
« on: September 27, 2013, 12:18:59 am »
Latest ruleset as of 5 PM today -- added a rough draft of Norway, Sweden and Finland.

169
Released Mods / Re: Improved Nations Mod
« on: September 27, 2013, 12:00:28 am »
You could kind of make a middle eastern town by reusing some of the "Desert" sprites, and then changing the colors of the stock houses to be more tan.

170
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 10:10:42 pm »
are the new nations going to get new terror maps and or map chunks for the non-terror maps? that would make this sooo cool :)

As much as I'd like to see a special "middle eastern" terror map chunk set for missions in the middle east...that's not likely to happen for a while.  :-[

171
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 08:49:47 pm »
Moving along now; I'm going to implement pretty much all the African states as the AFRICAN UNION -- it's a bit of a anachronism, as the African Union wasn't created until 2001/2002; out of the Organization of African Unity (OAU); but we can squint and pretend that the Aliens landing forced this to happen earlier than normal.

This also will help in making Africa a bit more useful to players, in that there'll be enough countries banding together to offer enough of a paycheck to XCOM to make it worthwhile -- I think this is why they redesigned the countries in TFTD so much; to make it worthwhile for someone to set up shop in Africa or South America.

Here's the 2:13PM EASTERN 26 SEP 2013 version -- African Union is still very much raw.

I've made changes to the Russian, Canadian etc area boxes that if you want them to show up properly, you need to open up Xcom1Ruleset.rul and comment out the COUNTRIES block.

172
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 06:51:30 pm »
Thanks.

Currently all the funding is pretty much placeholders -- simple cut and pastes; I'm getting the locations correct first, as well as adding a few extra cities where I can -- for example, is it really a TERROR SITE if the aliens land in Detroit?  :P

173
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 04:32:40 pm »
i notice some dangling 'tabs' tho

Dangling tabs?

174
Troubleshooting / Slight graphical glitch in Craft equip screen.
« on: September 26, 2013, 03:37:02 am »
Part of the bitmap for the top view is being cut off:

Left is Original DOS UFO in DOSBOX, right is well you know.

Discovered this bug while making a large oversized 15x40~ pixel image for a alien alloy interceptor's hangar top down view.

175
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 03:03:46 am »
Current version of ruleset 8:22PM Eastern, 25 SEP:

Changes:

Added INDONESIA
Added TURKEY
Added DENMARK
Added POLAND
---added Warsaw
Added LIBYA
--added Tripoli
Added VIETNAM
--added Hanoi
--added Saigon

Taiwan/China
Added Hainan Island to both Taiwan and China's zone of coverage.
--Added Haikou city.

FRANCE:
Corsica now part of covered area
New Caledonia (east of Aussieland) now part of covered area
French Guiana (N of brazil) now part of covered area

ITALY:
Bottom of Sicily now part of covered area
Sardinia now part of covered area

176
Released Mods / Re: Improved Nations Mod
« on: September 26, 2013, 12:49:09 am »
Bump.

EDIT. It slots in nicely, and there are only two graphical glitches when playing with more nations than stock in OXCOM:

Finance Screen -- there's already mouse scroll support built in; it works nicely; but the scroll up/down buttons are almost off the edge of the screen.

Graph Screen(s) -- It overruns the graph screen; may I suggest a MORE button be added if more than x countries are found in the ruleset(s)?

End of Month Report screen - No problems so far.

177
Programming / Re: A bug in battlescape and a fix for it
« on: September 25, 2013, 07:40:50 pm »
"latent-seeding"

save a seed, but give the option to regenerate it

CTRL-ALT-R - and "Random Seed Re-Rolled" appears on screen?

178
Released Mods / Re: Tyran_nick's mods
« on: September 25, 2013, 01:43:38 am »
In the grim darkness of the far future, alien plasma rifle is no match for AK-47!

DA COMRADE.  8)

179
Suggestions / Re: Additional Geoscape Debug Features
« on: September 25, 2013, 01:42:48 am »
Thanks so much, SupSuper; it works great now for adding new nations!

180
Offtopic / Re: Do you like Xcom 2 Terror from the deep?
« on: September 20, 2013, 02:30:46 am »
I still want the SVGA graphics promised me on the back cover of the US TFTD box.  :P

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