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Messages - Alazar

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The X-Com Files / Re: Logics, questions, suggestions.
« on: April 28, 2020, 12:43:46 pm »
Been listening to lots of original soundtracks for X-Com. Got a suggestion, why dont you replace all original, dry sounding music on geoscape and intercept screens with revamps and remixes, its basically the same music, but it sounds sooo much better.

The X-Com Files / Re: Logics, questions, suggestions.
« on: April 17, 2020, 03:25:59 pm »
Who ever said he was terminated? O_o
What a disturbing assumption... :D

I am pretty sure that  "УНИЧТОЖАЕТСЯ ПРЕДМЕТ: Ассасин 《Черного лотоса》" on tech tree window translates as "OBJECT DESTROYED: 《Black lotus》 Assasin", like 100500% sure. ;D

The X-Com Files / Re: Logics, questions, suggestions.
« on: April 17, 2020, 01:28:38 pm »
On question answer 4:
 I get so many UFOs that I dont think that will ever happen again, besides after the interrogation dude gets terminated, so how does a corpse train my agents is beyond my understanding.

On question answer number 5:
I am pretty sure two combat submarines in docks and a large quantity of torpedoes near them counts as military, besides it is stated in briefing (at least in RU), plus how they would down USOs if they would have been civs? They would not have access to military equipment to do that.
Also, your military advisor mentions that he organised this company to hunt USO, this already speaks that they are an early branch of X-Com that later grows to what we operate in TFTD, which makes them SpecOps military. Thats why I wondered why they are so underequiped.

The X-Com Files / Logics, questions, suggestions.
« on: April 17, 2020, 11:18:40 am »
So, here is the list of what I think is either does not make sense, breaks lore or just not logical:
1. Aquatoids having purple (psi) shield. TFTD lore says that every marine alien is full of implants that block psi, so why do they have psi shield?

2. This comes out of question 1. I can mindcontrol and panic those critters.

3. Shock weapons under water. I'ma be real with you chief, buy a shocker and stick it in water then pull the trigger. Block shock weapons for under water missions, we have dart guns for that.

4. Why do I need a assasin interrogation to unlock martial arts training when I have ninja scroll and Lo Wo's scroll? I am late game and  locked out of Helix Knights and Psions cause they demand MA training.

5. 90% of Hydrospace marines during alien raid in military base run around with crowbars and axes, unarmored. Really? These guys are affiliated with X-Com, why do they not have aquaplastic armors? Theres also only 1 dude with gas cannon and 1 with sonic pistol.

6. Can we fix non hostile AI? Police/military, all run around like headless chicken, sometimes even two steps away from enemy, instead of shooting they like "I'ma run around  stupid"

7. Is zombie arc broken? I cant seem to progress after cleaning nests and catacombs, and I did live captures and kills of all HVTs there.

8. Not getting Shogg arc opened, whats the criteria? I did open it last playthrough.

9. Not getting bobblehead robots missions too.

The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 09:00:46 am »
Firing a squad of highly trained, bio and implant enchansed, martial art master, ACE pilot Helix knights/psions during an alien ivasion. Maybe just instantly close the project and let aliens win? I'd rather execute every chairman of this council for treason against Earth than allow that to happen. Which reminds me, how about adding a mission to hunt down Council member clones after you beat at least 1 alien embassy?

The X-Com Files / Re: Starter Tips section and how to make money
« on: April 15, 2020, 05:28:36 pm »
That is not what I meant. My question basically boils down to: Is it worth it to set up a manufacturing facility purely with the intention to make money?

1 workshop ($800k)+ 1 living quarters($400k) + 50 engineers ($2.5M) costs $3.7M

50 engineers producing and selling chemoguns all month long make a profit of $1.46M.
Deduct from this your 50 engineers' monthly salary of $1.25M.
That's not a lot of profit. You will not make back your initial investment of workshop, quarters and engineers in a long time.

100 engies, 2,5m salary, producing and selling warp rifles 4,8m per month, profit 2,3m.
But its endgame stuff really.

The X-Com Files / Re: So, What's -Your- Excuse?
« on: April 15, 2020, 05:09:23 pm »
When you finish the Share Alien Gardens Tech research,
your military envoy asks you how you're going to explain your decision to help proliferate alien chemical weapons to the council...

So let's hear it, what are you going to tell them?
After I get to certain point in game and have like 3-4 manufacturing bases which provide more money than greedy, needy, whiny Council.
I'ma be like: "We are in a state of war with forces you all are god damn aware of and even collaborate with by supporting MiB. I would order to execute those who collaborate with aliens for treason against humanity if I knew who they are. I dont need you all breathing down my neck, criticising every action I make or dont to protect OUR planet, OUR home, OUR EARTH! If you think I need to explain you anything, you are gravely mistaking, it is you who needs to explain me why you hinder the development of OUR race, how many more times must I see police officers, soldiers, pilots and seamen die in hopeless battles against the invaders only because YOU, dear council, forbid X-Com to share technologies to fight those invaders, caring only about saving you sorry asses, moneybags and seat of power. If we lose here, our planet and our race are done for. From all the interrogations my scientists did, I know that this is a war till extinction, ours or theirs, so dont fool yourselves with petty dreams that you could parlay or even strike a deal with aliens, you are just an unfinished stake of meat in their eyes. I have nothing to say to you, as well as you have no rights to judge me."

The X-Com Files / Re: AKs and grenades.
« on: April 03, 2020, 02:41:20 am »
I don't mind you thinking grenades are unbalanced, but anything thrown has a maximum throw distance directly proportional to the strength of the thrower.
Thats why its absurd, if throw range is something like "strength minus item weight equals range in tiles", then a 50 tile throw is stupid, each tile is rougly proportional to 1 meter, I would like to see anyone who can throw a grenade that far in real life.

The X-Com Files / Re: Alien Engineers
« on: April 02, 2020, 07:10:32 pm »
Engies do spawn in downed UFO missions, however they can also spawn dead since they usualy are near the UFO power source, which blows up during the crash. Its RNG really if engie stays alive during mission start.

The X-Com Files / Re: AKs and grenades.
« on: April 02, 2020, 06:59:48 pm »
last I checked the files, the AKM did have higher accuracy. +5 across the board. Maybe that's not enough? idk.

Might be I am wrong, but since its a mess with icons I probably mistaken them or maybe not, need to check later.

2: I am unsure about the code for the flashbangs, but the normal grenade range is actually very well balanced, as it is directly related between the strength of the thrower and the weight of the item, whether or not it's a grenade. Also, I will sometimes use a three-turn delay on my grenades, since I have a pretty good handle on what the ai will do in certain situations. All I can say about guns is that there is already another thread talking about them.
They work like a shot weapon I think.
And no, I can not agree that throws are balanced, you can throw a grenade across the map, but a grenade launcher will complain that there is no trajectory or its out if range, that is absolutely unrealistic and cancels the need for grenade launchers as a whole.
Also impressive prediction skill if you can effectively use a 3 turns primed grenade.

The X-Com Files / AKs and grenades.
« on: April 02, 2020, 06:12:06 am »
Started a new game.
1. AK-47 and AKM use 7.62 both, AKM was,is and will be using 7.62 caliber rounds, not 5.45. So both should have same damage, plus AKM is more accurate, not less like in current mod build.
Also swap icons, your AK-47 has AKM icon and AKM has AK-47 icon.

2. This bugs me a lot. Normal throw has insane range, but impact grenades like flashbangs have tiny. Suggestions:

a) Nerf throw range. (Cause catching grenades across the map when a grenade launcher cant boast the same is not cool)


b) Make all grenades work like flashbangs do. (Cause lets be honest, no one uses primer above 0, unless its explosives and tnt)

The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 27, 2020, 05:07:21 pm »
Imagine someone between plasma tanks,auto mortars, multi barrel rocket launchers, scatter laser wielding exoskeleton armored soldiers, trying to deploy an HMG, and everyone is like "hey! this is special forces. we don't do that here... no heavy weapons dude!"  ;D
At this point of time its gonna be Heavy Machine Gauss, rather than Gun.
Also what stops you from strapping a 40mm autogun on Juggernaut exo? Abandon reason, know only war!

The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 27, 2020, 02:25:30 pm »
Yes, smoke exists and is persistent... But smoke is smoke, it only has one type (regardless of source) and many of its features are hardcoded.
Smoke creating weapons (like the fire extinguisher, or gas munitions in Piratez) have special properties, yes, but they only matter at the moment of explosion. Leftover smoke is just regular smoke.

Well that sucks...

What I meant to say is that:
1) X-Com is more special forcer than regular army, so use of such weapons is disputable;
Excuse me? When the invasion starts they literally become the front line, regular army of whole Earth, they have Air Forces, Ground forces, Heavy armor, Drones, Fleet (abridged version) and Orbital defense. If this is not a definition of regular army then I dont know what is. There is no dispute in use of such weapons when the invasion starts, especially in defense missions.

3) I suck at scripting.
This sucks though.

I'm not really into weapons. What exactly would it bring to the mod? Could you describe some in-game features they would have?
Well you could refine all the MAGMA trash in something more usable, plus slap the "the further the target, the harder it gets krumped" trait.

Miniguns and similar weapons have been radically redesigned so many times that it's hard to say... XD
Frankly, in this form they're more sci-fi than real weapons, so I'm not super concerned with how they work, as long as they follow some basic logic. Would you described would be more applicable to the HMG, though.

Is that your way of saying: "I dont wanna do it!"?  :)

Sure we could, but these needs are already mostly covered by M.A.G.M.A. guns.

Large weight, takes a lot of space in inventory, tiny clip size, inaccurate. Totally covered. Also pulse guns are too late in game to compete with anything. The only gun from MAGMA I really love is Thrasher with alloy ammo, that thing just rips everything.

And while certain recombination is possible, Cydonian designs are literally millions of years old. It's hard to come up with something better in a few years.

Guess aliens suck at tech as much as earthlings do.  ;D

Anything else you have in mind?
How about more sensor grenades, maybe slap a IFF on top of that? Cause the only "mines" we have are basic grenades.
Also why not make a Incinerator grenade? Like we have an alien flamethrower, we can make a very strong incendiary grenade base on tech we get from this flamethrower\Incinerator.

The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 25, 2020, 06:13:20 am »
I think the point solarius is trying to make is, what additional gameplay element would such a weapon add over a recoilless rifle? both are basically just more accurate versions of human weapons. any other differences would be hard to simulate on the battlescape, regardless of how major they are in real life.   I guess maybe the weight difference could work, but that doesn't seem worthy of a whole other tech tree to me at least.

Well, it can be a endgame human tech with different ammo types, like frag slugs (3x3 blast area with moderate explosion damage 30-60) kinetic (solid AP slug), acid tip (self explanatory), incendiary and what ever you can come up with, like a super versatile endgame gun, but still weaker than plasma for obvious reasons. Can be shot full auto.
Still its just an idea, because I kinda dont like how endgame heavily relies on alien weapons, as if its pinacle of tech, which is not, a good example is Ufo ET, they got Ion tech, AKEW tech and EEEW tech (some weird mix of laser and plasma), Particle tech, all that just trumps plasma.

The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 25, 2020, 03:26:28 am »
The DoT idea is of course interesting, if only it was possible.
I dont know why you say "if only it was possible" when its already in game. Check fire extinguisher, the smoke that it leaves deals DoT stun damage. I noticed that when I was extinguishing my agents from fires, the longer I left them in that smoke, the more stun damage they accumulated. I am sure you can find that chunk of code and play with its values to get needed results.
The deployable weapons from 40k are formidable, but I'm not sure they fit XCF.
Well you could rework some super heavy weapons, like HMG, BO minigun, Gauss cannon, make some turret variations of weapons that deploy a shield when crouched (not sure the said shield is possible).

Gyrojet weapons - there is the recoilless rifle, anything else you have in mind? (Also, it's not really that advanced.)
No, gyrojet is gyrojet, recoilles rifle is recoilless rifle, absolutely different.
Gyrojet slug does not have casing, it acts like a micro missle, meaning its launched not by powder combustion in casing, but by burning solid fuel inside itself and accelerating all the way to target untill it hits or runs out of fuel. (still maintains a lot of kinetic power after fuel is spent)
You can look up on youtube for gyrojet pistol shooting live video.

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