Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Human Ktulu

Pages: 1 ... 5 6 [7] 8 9
91
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 28, 2014, 08:01:36 pm »
You sleep sometime ?

 ;D

92
Work In Progress / Re: Maximum blastRadius?
« on: April 28, 2014, 07:57:16 pm »
Nice nuke test  ;D

But that will not to improve the tactical side of game !

(or for Predator mod maybe ...)

93
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 27, 2014, 03:15:30 pm »
The "Nuclear Laser" is more powerful than plasma and gauss ?

94
Released Mods / Re: (Release) Music Replacement
« on: April 27, 2014, 03:01:58 pm »
Personnaly I use music of UFO:TTS (and cydonia fall's for intro) ^^

95
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 27, 2014, 02:45:42 pm »
No problems, we will see that more later.

For dragonskin I hesitated to include it, but it's maybe interesting to see an strong human armour (front armour near to personnal armour value) but with penalities (weight,  stamina and reactions - to see for TU's). Yes against Plasma it's not significant but kevlar is better than nothing ? (or set to 0 armor for uniform and lower kevlar maybe)
In addition I don't see the level of damage modifier.

Another thing, I think it's will be well if the tanks are in a separate rulset.
I continuous to look at your proposals :)

96
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 27, 2014, 01:15:16 pm »
Wow  :o  I will see all that.

Update first post with new addon. Of course it's need to balance it much more.

97
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 26, 2014, 11:12:42 pm »
Fine !

I renamed the project to "Final Mod Pack", I dont want that project interest only french people !

Quote
Because would make them ridiculously overpowered? :P
In UFO:AI and Xenonaut, it's not ! I never understand the interest of delay system in XCom for grenades. Using a tricks for the same thing ? it's strange !

Quote
Nah, your English is fine :)
Thanks, with some help from systranet.net :p

98
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 26, 2014, 08:39:13 pm »
(Sorry if I have a little difficult to write my ideas in English.)

The comparison with "UFO:AI" is interesting, because on this game I use practically all the equipments, whereas on XCom I am satisfied with only 2 or 3 configurations, because the others did not seem to me viable (but I know that is not true).

For exemple If I dont like grenades, that is because it's practically not possible to prime it and to throw it in the same turn. Why not decrase TU's for grenades using ?

So, It should be made sure that each equipments their use is particularly effective on a given tactical configuration. And in same time, possible combinations is increased.

I'm interested to test flamethrower (and any other weapons), for incendiary grenade I think it is good tactical option for blocked alien progression.

Finally for research, i'm agree with you. Maybe for later It will interseting to use aliens interogations for unlock some technologies (for exemple, engineer for unlok alien navigation or power source).

99
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 26, 2014, 12:10:44 pm »
Personally I use only very little the grenades, I prefer to use auto-canon with explosive ammunition (and tank/rockets). Only stronger soldier can carry It, but It's more efficient than standard hand grenade ! And explosions make smoke ...

100
Work In Progress / Re: [Request] Corridor for human base
« on: April 26, 2014, 12:06:50 am »
It will be interesting to test several type of corridors, simple (base idea) or with defensive advantages :D
it will be especially useful for the small bases.

101
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 25, 2014, 11:58:41 pm »
Something worries me. (not you of course  :P )

I have playing sometime with UFO: AI v2.5, in my opinion the tactical possibilities are much more important than XCom whereas the ground is not destructible and the random generation levels very limited.

To add equipements may to bring more interest for the management part but it is a little tiedous if that does not bring anything to the tactical part. For exemple I find that the small equipments is not very exploited to vary the tactical game. Ok knife is a good thing, but using grenades (high cost TU) and pistols is too difficult (and I'm not understand how using shootgun with effectiveness).

Your opinion has, which are the means of improving the tactical possibilities with OpenXCom mecanics ?

102
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 25, 2014, 04:51:34 pm »
Oh yes, a mini-pluton rocket !  ;D

103
Suggestions / [GAME OPTIONS] Brightness & Contrast adjustment
« on: April 25, 2014, 04:48:01 pm »
Just a question, be added brightness and contrast adjustment for the openGL filters in "video" menu ?

Thanks

104
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 25, 2014, 03:36:28 pm »
Good, now It's a little more clearly.

I am looking for the "custom grenade" mod, with the flammer and stun hand grenade.
Stun grenade is not flashbang, but it will may help to capture aliens.  For exemple :

- hand Stun grenade power : 35
- Tazer power : 45
- Stun Rod power : 65

What do you think about it ?

ps : Taser does not want to work :( Game crash when bullet hit something or reach max distance ... I search if there is an incompatibility with another MOD.

105
Released Mods / Re: [SOUND] Weapon Sound Variety
« on: April 25, 2014, 03:23:10 pm »
Hello,

You use 8svx amiga sounds ? In past I have modified some sounds on my amiga version ^^

Pages: 1 ... 5 6 [7] 8 9