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Messages - Thermite

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136
The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 28, 2020, 11:40:37 pm »
New designs are always possible, if time consuming. I'm not opposed to them.
:3
Was just throwing some ideas around, if you like them just go with them.

137
The X-Com Files / Re: First mission: panic?
« on: March 28, 2020, 11:39:00 pm »
Unless Solarius is nice enough to package it up for you, or if he took another mod and incorporated it, which is a portion of the content but definitely not all of it, your best option is to look through the rulesets and steal what you can. ;)

Luckily, the rulesets are very well organized and the strings are coherent so a simple find tool in many text editors can work wonders. I think MIB is already a mod for the vanilla game that you could find, but searching the rulesets for MIB, brings up most of it.

Do you know where the post for, let's say, the alternative troop transporters are?

138
The X-Com Files / Re: concealable is not concealable
« on: March 28, 2020, 11:35:58 pm »
I literally cannot imagine that. Or care.

Just saying that it would be pretty nice if there were squares at the bottom showing which item can be used where visually.
I made this just as an example of how a space "badge" would look like (see attachments). If they weren't available for space use, they either could be crossed out or missing altogether.

139
The X-Com Files / Re: First mission: panic?
« on: March 28, 2020, 09:33:27 pm »
Unfortunately mods won't work with XCF, unless they are general mods (meant to work with anything) or made specifically for XCF.

Of course, a mod can be edited to make it compatible.

Noooooooooooo...
Didn't mean that. I was asking where I can get the mods that are a part of XCF, like the MiB stuff, for example, so that I can play with it stand-alone.

140
The X-Com Files / Re: concealable is not concealable
« on: March 28, 2020, 06:35:54 am »
Both solutions are (sort of) already there: the INFO button and the item filters.

But think like Lewis and Ben, if they weren't told that that was there, they wouldn't even know it was there.

141
The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 28, 2020, 06:31:01 am »
First of all, you are grossly overestimating X-Com's firepower. 5 planes don't make air forces. 100 men don't make a ground army.
Officially, X-Com is something like glorified FBI, with access to military equipment. This does not make them an army; if nothing else, they're about 1000 times too small. And the Council would never, ever agree to give them more military rights, even the factions which support X-Com.
In practice, X-Com is a special forces unit at best, with some auxiliary stuff like fighter planes.

Still, this is not really on topic. Your question was about adding some heavy guns to the game. And to this I would say, yes, possible, if they're not too broken. :)

I don't really know what to say to an argument that M.A.G.M.A. weapons are trash when in my opinion they're uniformly best out of almost all firearms in the mod (with some exceptions like the Arasaka 3000).
But having said that, I have just overhauled M.A.G.M.A. pulse weapons this week. Further changes are possible, I am considering some reshuffling of their guns availability (pulse weapons earlier, something like the Auto-Cannon later, etc.).
 
Maybe a litte, yes :) But primarily, I don't think they're done badly as they are. The mod has seen several incarnations of these weapons already and since I settled on this one, then I consider it best.
It's very hard to do miniguns justice while not making them too broken.
 
Agreed, see my comment above on the pulse weapons. Also I added new clips for them, which should make them more attractive.

Sort of; if anything, they lack good soldiers, due to how their society works (maximum stunting of personal development and accruing experience). Therefore their idea is to think of their troops as biological robots with as good raw physical stats as possible and armed with weapons optimized for idiots. (There are exceptions and other variables of course, I'm generalizing here.) So a standard issue alien weapon is supposed to be easy to operate and allow obliteration of enemy with sheer brute force.

I can add E-115 proximity grenades, no problem. It's just that very few people use this kind of stuff, so I kinda never remember.

We could. I'll add it to the to-do list, too. :)

My day job... :D

I can think of something.

Just throwing something out there, but it would be nice if there were new gun designs based on previous ones that are lighter and less time units intensive, but require alien alloys to make, like a alien alloy light minigun or alien alloy MAGMA weapons.

142
The X-Com Files / Re: First mission: panic?
« on: March 28, 2020, 06:21:49 am »
Ever heard of things like battle fatigue?
Ever been to a psychiatric ward?
Ever (actually) read Lovecraft?
:)

No, no and no.

Anyway, was a good talk.

Have to update OXCE, though... Got a real old version running currently, but I want to finish my vanilla+ playthrough first...
 :(

Also, me loves the XCom Files. Just a curious question though...
What is the XCom Files modlist? There are some features that I would love to have on my gameplay, but as separate items, like the bigger Skyranger with backdoors.

143
The X-Com Files / Re: First mission: panic?
« on: March 26, 2020, 02:00:50 am »
Already done. in the latest github commits it's called sanity.

Sanity...
It's better, but that does imply that XCom soldiers go crazy and, as far as I am aware, going insane is a one way ticket trip.

144
Offtopic / Re: Introduce yourself
« on: March 25, 2020, 05:41:11 am »
I am Thermite, me likes the XCOMs and me a furry.
Kissus lovelies.

145
The X-Com Files / Re: First mission: panic?
« on: March 25, 2020, 05:20:24 am »
That would work, we could have X-Com ID cards to wave in front of a civilian :)

If we ever go down this route, then I absolutely agree.

I totally get ya :)

Feel free to present a model or something, I'll be interested, but no promises. Building the current model was a lot of work and I rather like it.

OR HAVE THE NEURALYZER FROM MIB COULD BE USED INSTEAD OF THE ID BADGES!

Imagine an undercover mission where you meet the MIB and they start converting civilians to fight with them!

146
The X-Com Files / Re: First mission: panic?
« on: March 25, 2020, 05:10:46 am »
Actually I'm having some thought about emphasizing the readiness status as less "combat fatigue" and more "mental damage from contact with the supernatural". You know, Cthulhu style.
What I'm thinking of is leaving everything as is, except on missions with no "supernatural" enemies (aliens etc.) you don't lose Readiness. This can be done by applying an effect every turn which adds +1 Readiness, thus cancelling out the loss.
Bear in mind it's a just loose idea for now.

 Maybe rename readiness to something like "stress", "paranoia", "calmness" or "uneasiness" so that it makes more sense, since readiness doesn't really seem to explain that well what the mechanic does and fits more with what you want to do. Do note that "stress", "paranoia" and "uneasiness" should use an inverted logic from the current one because the more of those you are, the more likely you are to react unexpectedly to stimuli.
 I don't think the analogy to Cthulu does make sense, though, as non paranormal events could cause such reactions from soldiers too, that's just my opinion, though.

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