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Messages - robin

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1111
Work In Progress / Re: Men in Black 2.9 | Cover Alien 1.5
« on: May 12, 2014, 09:35:43 pm »
Wouldn't it make sense for the MiB to immediately dismantle their base, once its location has been compromised? :)
Well, yes it would. But what if you saw it "fly away"?
:P

1112
Work In Progress / Re: Men in Black 2.9 | Cover Alien 1.5
« on: May 12, 2014, 06:34:03 pm »
Well it's a vanilla feature. :P Internally it means the UFO just fast-forwards ahead to the next waypoint.
should be all right then; I was worried :P


Here is Slovak translation of your cover alien mod... :)
Thanks. Adding and uploading asap.

1113
Work In Progress / Re: Men in Black 2.9 | Cover Alien 1.5
« on: May 12, 2014, 10:12:10 am »
The only difference is the stats of the new weapons. (sniper rilfe, machine pistol). So it *should* be safe.. You can continue with 2.8 though, I'm also not entirely sold on the new stats.
Waspites should regularly appear ingame (ufos, terror, make base).

And I'm very happy hearing that the score has been "tamed".
I hope though that what SupSuper did in the last build
Quote
SupSuper, Mon May 12 04:19:43 2014
Make landed UFOs take off after a failed mission.
doesn't break the mod though, my MiB Base ufo especially is meant to stay down even after failed missions.

1114
See, that's why I'm not a big fan of human armours in X-Com. I totally agree that it's not very useful, but then again, that's how it logically should be. Kevlar and ceramics must be crap against plasma, period.
Xcom is a simulative game and that nature is what makes it so special and good to me (and that's why I hate the 2012 remake); but at the same time I feel it never pursues "realism for the sake of realism".  There are a lot of aliens that just have a thick skin (muton, snakeman, reaper) or a chitin exoskeleton (chryssalid), and they're all effective against plasma; so I don't see why ceramic "must be crap": it should be crap only if it makes sense inside the gameplay for it to be crap.

As I said I won't change it because I like it how it is. But you guys can go ahead and personalize it. You could put out a more realistic version, with the green recolored brown as Arpia suggested (quite easy thing to do) , and your stats. I'm not against it at all.

1115
Open Feedback / Re: Is this because of hair coloring?
« on: May 10, 2014, 09:45:26 pm »
You can disable "enhanced soldier sprites" in the Options and restart the game to see if that's where the problem comes from.
Yes, it's hair coloration. With the option deactivated it show the sprite color; so the color of those pixel should definitively be from a hair group, I need to correct that.

1116
Open Feedback / Re: Is this because of hair coloring?
« on: May 10, 2014, 07:37:10 pm »
I think should be a skin color but I'm not sure, I'll look into it and change it if needed. Thanks.

1117
Open Feedback / Is this because of hair coloring?
« on: May 10, 2014, 06:51:32 pm »
So look at this image:



See, ingame it colors those 2 pixel darker.
It would look more correct without the darkening I think, but it's not a big problem, I'm more interested in understanding why it happens.
Is it because of the hair coloration?

1118
Since we've been having a translation fest lately... ;)

Code: [Select]
  - type: pl-PL
    strings:
      STR_ARMORED_VEST: Kamizelka opancerzona
      STR_ARMORED_VEST_UC: KAMIZELKA OPANCERZONA
      STR_XCOM4_CORPSE: Zwłoki
      STR_ARMORED_VEST_UFOPAEDIA: Ceramiczna kamizelka balistyczna, zapewniająca ochronę przed pociskami i eksplozjami.

By the way, we've been analysing armours lately with Dioxine and I think this should have a bit different profile, considering its original purpose and pre-XCom tech level (as gauged from Earth weapons - yeah, we've spent quite a bit of time on this). Please consider this:

Code: [Select]
    frontArmor: 28
    sideArmor: 12
    rearArmor: 16
    underArmor: 12
    damageModifier:
      - 1.0
      - 0.7
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0

It's not exactly worse, actually it's a little better against bullets, but weaker side and under armour are more in line with how it works in real life.
PL language added; will upload later. Thanks.

About the armor stats.
I think your stats make sense in a context where you consistently encounter enemies using AP weapons (and probably this how it is in Dioxine's mod).
In the case of a lone armor however it could be used in any context, including vanilla. In vanilla, where you basically face plasma (and esplosive) attack only, with your stats I think it would be too useless (only the front armor have a significant value).
Therefore I think using "general purpose" armor values, instead of special damage modifiers, is better: it makes the armor consistently equally useful in any type of context.

(Also as a principle I think that damage modifiers should be modified only when you specifically want to obtain a special flavor: a goo alien resistance to AP makes a lot of sense, an alien with "thick skin" instead should just have above-average armor values).

1119
Then make the pants browner in the battlescape. It doesn't look like it was done well with two completely different browns.
Truth is these are two mods I very quickly put together for personal use. I'm sharing but I don't really want to work anymore on them because I personally think they're fine as they are.
And to do what you ask, I lack the whole spritesheet for this so I'd have to recolor each frame one by one.
I'll gladly add translations (it's just a matter of copy-paste) but, unless there's something broken which obviously I'll fix, I don't want to touch the graphics anymore; I'm already focusing on another armor and another alien.  :-[


@ Solarious Scorch
I have to go now, will give proper answer later.

1120
In the inventory screen the pants are as dark as the knee pads. In the battlescape the pants are a much lighter brown. I would recommend to make the pants in the inventory screen lighter like they are in the battlescape. Besides that it looks pretty good.
The darker brown in the paperdoll looks good though.

question...
why are all these combat armor mods green? i know they stand out so you can tell them apart but... shouldn't they be similar colours to the jump suit? or like... dark/black?
or am I the only one who dislikes the green?? it just looks a little too stand-out-ish
I think the original combination used by Ryskeliini is really the best, so I kept it unchanged.
I though about trying other colors, but..
Grey?
I like colorful stuff, and also a grey armor could look too similar to my MiB enemy units.
Blue?
Already doing another armor using blue color.
The rest of the colors are: colors already used by the standard armors, reds-oranges-brows, purple and pink.. Yeah: green is just better.
Re-coloring it is simple and quick though: its 19 frames plus 8 paperdolls; so if you really dislike it, you can personalize it easily.

French translation (from 1.0)

Code: [Select]
  - type: fr
    strings:
      STR_ARMORED_VEST: Gilet de Combat
      STR_ARMORED_VEST_UC: GILET DE COMBAT
      STR_XCOM4_CORPSE: Corps
      STR_ARMORED_VEST_UFOPAEDIA: Gilet pare-balles en céramique, offrant une protection non négligeable contre les projectiles ou les explosions.
Thanks and done. Uploading new version as soon as I can.

1121
Two little mods.

"Small Rocket Small" makes the small rockets smaller (and lighter), 2x1 instead of regular 3x1.

"Armored Vest" is variation of Ryskeliini's Combat Armor MOD, I wanted the helmet to look more modern so I re-drew it, and also retouched the cuirass.
Changelog:
1.4
-- merged sprites (thanks Falko);
1.3
-- russian, ukrainian;
1.2u
-- UTF-8;

Downloads available on OpenXCom Mods Website.

Here two screens where you can see both mods in action:


1122
Thanks, I'll add them as soon as I can.

1123
Work In Progress / Re: New Aliens
« on: May 09, 2014, 04:40:23 pm »
More new aliens/enemies will come. Be patient.

1124
Upped 2.8, hopefully should be more friendly with the battlescape scoring.
Download at first post as always.
I too need to start doing some testing on this now. I should be able to star a proper campaign soon.

1125
Work In Progress / Re: Men in Black -??? 2.7 | Cover Alien 1.4
« on: May 07, 2014, 05:35:57 pm »
AAAAARRRRGH and I already made the 4-level version to be used with Alien Armoury Expanded.

Fair point...

Not as much anymore, with my Gauss mod XD

You can also just increase the number of MiB operatives in missions, to make more points available :P
Sorry man, but the mod is actually still in development (there's also that crash that might still be there), so.. I suggest to wait before working on it because it can still change.

For the score what I'll do is to assign a recovery score to standard and laser weapons (they're score-less right now). I'll also slightly increase the score of the MiB units.
The amount of units deployed is already slightly higher (or at least on par) with alien deployments for same kind of mission, I think it's fine.

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