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Messages - HinterDemGlas

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1
Who would've thought the Madman's Diary was that literal  ;D

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Translations / Re: German Translation
« on: September 06, 2021, 12:34:30 am »
Vielen Dank für die Mühe! Ich habe mal reingeschaut und das sieht schon sehr gut aus. Sehe ich da eine Lovecraft-Anspielung?

Ich weiß nicht, ob automatisiertes Hochladen eine gute Idee wäre(edit: wegen Veränderungen kurz vor der 2.0, und wegen möglichen Korruptionen, nicht wegen der Qualität der Korrektur!), ich gehe das wohl lieber erst mit dem Vergleichswerkzeug meines Texteditors durch. Ich werde mich daranmachen! Aber erst Ende der Woche.

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The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 05, 2021, 02:35:39 pm »
Congratulations on the big 2!

- Your M83 Barrett rifles and ammo will disappear, sorry.

 :( :-\ why

it was 1 of my most favourites heavy sniper guns
You may find it's still there, "downgraded" slightly... if only in name.

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Translations / Re: German Translation
« on: September 02, 2021, 02:08:51 pm »
Die Anmeldung ist recht unkompliziert, man muss aber

Quote
Open source project? Sign up here

auswählen für die kostenlose Version.

Angemeldet kommt man über German (de)->Translate->X-Com Files zum Übersetzen, und mit German->View Resources->X-Com-Files zu einem Übersichtmodus.

Anbei die Language-Datei zum ausprobieren. Stand: jetzt. Einfach die de-Datei im Language-Ordner der Mod damit überschreiben!

EDIT: Language-Datei entfernt!

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The X-Com Files / Re: German Translation at 100%
« on: August 29, 2021, 10:58:18 am »
I will, at least for a while! Keeping it up to date will be a much less consuming task. And I do want to know where the Illuminati stuff is going... By the way, I marked some possible typos as "issues" on Transifex.

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 27, 2021, 11:57:08 pm »
After translating a lot of this game I have some random observations/opinions about style, prose and information layout to share.
  • I like the characters, very discernable voices.
  • The entries about weird parapsychology and phenomena were a treat to read/translate.
  • The Madman's Diary and the Planet of the Snakes may be my favorites
  • The Alien Science/Engineering stuff is good. Actually really good compared to the other X-Com-descendants I know.
  • I didn't figure out the Smartgun's strangely unclear name was an Aliens reference even though I had watched that film multiple times before :-X
  • The end of the Church of Dagon feels a little bland. The cthuloid idol is... a filing cabinet? And those deep ocean mages are simply arrested? Okay I guess.
  • This may be partially an issue with the English language and the formal-ish style of the prose, but some texts are absurdly equivocal(if that is the right word). I point out the "Sniper Rifles" entry, which could only be summarized with the word "quite".
  • There is much more fresh information in the _BRIEFING texts than I noticed during play. I thought about it and the problem is that the first sentences are ususally the same as in the _DESCRIPTION texts, and the end is always "To abort this mission..." so my eyes simply glaze over it and never read the center part. Maybe that's just me, maybe some change in layout would help.(Linebreaks?)
  • Speaking of, the "To abort the mission return X-Com operatives to the transport vehicle and click on the 'Abort Mission' icon." text now makes my eyelid twitch in annoyance. After the first few missions the player can probably assume this and only needs to be informed when it's not the case.
  • Not a big fan of the new intercepted cult messages. They only restate stuff you experience in play from a slightly different perspective 9 times. Not a lot of humor or weirdness or foreshadowing I think.
  • Some texts may benefit from being cut down by 40-50% but I'm not zealous about that, verbosity is not bad. Some sentences however should simply be two sentences.
  • Do not attempt a drinking game for the word "alien"  :P

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The X-Com Files / Re: German Translation at 100%
« on: August 27, 2021, 10:20:15 pm »
Gerne, gerne! Insgesamt hat die Mod mit Leichtigkeit Romanlänge, fühlt sich gut an, das geschafft zu haben.

Morgenrot ist sehr gut. Und es ist besser, auf die Anrede zu verzichten, wenn der englische Text das "you" eher unpersönlich benutzt wie das "man" im Deutschen. Muss ich bei Gelegenheit mal nachbessern.

9
The X-Com Files / German Translation at 100%
« on: August 27, 2021, 03:45:42 pm »
The German translation of the X-Com Files on Transifex is now at 100% (Unreviewed)! I assume this means the next update will have that translation (minus, of course, the strings changed in that update) but I don't know how it works on the dev end. I may be able to whip up a language file before that if anybody is interested.

I think I translated just under 5000 of the 7724 strings, but of course I used the X-Com, TFTD and Final Mod Pack strings where applicable. Thanks to all the other participants!

This doesn't mean the translation is really done, of course. Given that I didn't have a proofreader there are going to be typos, inconsistencies, grammar errors and word errors in there. Some of the translations, especially those I did while sick, read extremely stilted and overly close to the original. Some texts are probably too long for their windows. And then there are the exciting new changes with every update... Feel free to correct any of those on Transifex, or simply message me! I was planning on replaying XCF to find the errors, but I don't think I will have the time to start finish a playthrough over the next months.

I would like some input from German-speakers on a couple questions...
Spoiler:
Wie übersetzt man Red Dawn? "Rote Morgenröte" is pleonastisch doppelt gemoppelt. Den englischen Namen will ich für eine Post-Sowjet-Organisation aber nicht stehenlassen.

Ich habe "Smart-"(gun) weitgehend mit "Digital-"(waffe) übersetzt. Einwände? Bessere Vorschläge? Meine Abneigung gegen das Wort "smart" ist vielleicht zu stark.

Der Spieler wird mit "Sie" angesprochen, da fast alle intra-diegetischen Texte entweder in einem "beamtlichen" Berichtsstil verfasst sind, oder von para-militärischen Untergebenen. Sollten die extra-diegetischen Texte (Anleitungen etc) den Spieler duzen?

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 19, 2019, 06:54:19 pm »
But if we'll back to 'normal' model, napalm grenade still have no significant advance. Lesser damage, lesser blast radius (napalm square 3x3 against 5x5 incendiary)...
see:
Most likely one is using vanilla fire damage model (5-10damage ignoring armor), while another does proper listed fire damage on top of that.

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The X-Com Files / Re: Shogg arc design
« on: April 30, 2019, 11:45:43 am »
Personally I welcome our new rat overlords

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 04, 2019, 06:09:58 pm »
Which rifles would you say are worth using? I found the Nitro Express and Hunting Rifle decent before I got magnums, and later it was worth keeeping a couple of Arasakas on my guys for those really long-distance shots (on the 120+ Firing Accuracy guys, obviously), but for everything else the magnums were top-tier. Particularly with tritanium ammo, which tied up my engineers but was otherwise pretty cheap to produce.
I like to mix and match and experiment so I have always around 5 uniform templates. But the most standard early game agent had a rifle in the right hand, a pistol in the left hand, empty QD holster to put away the pistol easily, electric club in the belt.

For rookies (usually already gym-improved but not capped) the rifle was a shotgun, the pistol a Glock or other quick handgun like the MAC-10 for better training and variety.
The precision rifle for the main troops and elites progressed something like this over my game, influenced by chance and blind trying:
Crossbow->Hunting Rifle->Nitro Express(semi-retired into anti-fleshtank niche)->SKS->trying out various rifles->Arasaka(the Queen of Rifles)->Asuka(but that's later game?)
I also used some assault rifles but they were usually outperformed by marksmen with access to a pistol. The FN-Fal and the G-11 have their own niches as elite hole maker and training horse respectively.

But I assure you the mod development continues in the background. For example yesterday I rebalanced all rifles and sniper rifles.
And now nothin I said matters anymore!

Thanks for the constant work!

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 03, 2019, 07:04:17 pm »
Commits suicide
Oh no?!

How alien psionics work, particularly vis a vis enemy sight - is the thing where if they see one of your guys, they can control any of your guys still a thing? Do they still focus on the weakest guy (which is pretty exploitable)?
Psionics should be nominally unknown and scary in my opinion.

I'd suggest buffing the gym to work faster and take agents to a higher level, and potentially nerfing a couple of the more bullshit 'death from nowhere' things, like Lotus Assassins. I've heard people say that the grindiness is something that's still being worked on though, which is good to hear.
The gym is very very good already; I agree on the mission grindiness though. It's my own fault to a point, I needed the cash so badly I couldn't skip a single cryptid hunt.

I was surprised, given the Piratez influence, that night ops are so harshly punished here. It was great fun in that mod sneaking around and taking out unsuspecting Academy guys, even if it was a little OP in the earlygame. Here it seems borderline suicidal, at least in the first couple of years. Is there at least a way to turn off the lights on the car/van/craft/whatever you came in? They're doing my agents absolutely no favours.
Night missions are valid and useful in this mod. In fact I get utterly ruined everytime I try day missions against human enemies in the early game.
Press 'l' to switch off the personal lights. The lights on the craft are actually flashlights lying on the ground. Don't bring flashlights! Flashlights are a death trap! Bring a dog and some E-lights and stick to the black squares. A few enemies will shoot at you from across the map for no discernible reason even when you've gone perfectly dark but they usually miss.

Weapon balance could use some work. Magnums are too accurate, and there seems little incentive to use rifles and machine guns instead. From something like month 6 to month 30, the vast majority of my squad went from using magnums, to black ops magnums, and eventually smart magnums. A couple of them had Arasaka 3000's, and one had a Milkor (eventually upgraded to a rocket launcher) but aside from undercover missions there rarely seemed an incentive to use anything else.
I agree on the Magnums.
Rifles are useful, especially precision ones. The only "real life" SMG I ended up using was the MAC10 for 16 fucking shots per turn. the best "real life" machine gun is the M60, being useful at rifle range and reaction fire, the others have a pitiful effective range. It would be nice if more MGs had Snap Shot(x2) or (x3).
All the Black Ops machine guns and miniguns are hella sweet though.

Anyway, thanks for all your hard work on the mod. It's a lot of fun, and one day, when someone combines it with XPiratez and then remakes the whole thing in the Jagged Alliance 2 engine, we'll have achieved gaming perfection ;)
I can see the light now...

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Translations / Re: German Translation
« on: March 09, 2019, 10:53:58 pm »
Gern geschehen! Ich hoffe, es hilft.

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Translations / Re: German Translation
« on: February 28, 2019, 09:30:23 am »
Habe die Reste des FMP übersetzt. Vielleicht nicht der konsistenteste Versuch, aber gerade die Strings der Auszeichnungen sind schon im Englischen voll mit Wiederholungen, Zweideutigkeiten, inkonsistenterm Informationslayout (ganz zu schweigen von pathetischer Militärromantik). Habe fallweise einige der Zitate unübersetzt kopiert.

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