aliens

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 - anothrgamer1234

Pages: 1 ... 4 5 [6] 7 8 9
76
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 06, 2020, 08:11:37 pm »
That's totally intended. I'm not sure how it would even work otherwise.

Problem is, that now means it's impossible to use. All it does is generate the message about not having enough TU to use it.

77
The X-Com Files / Re: E-115 weapon ideas
« on: July 06, 2020, 07:08:51 am »
Not really.
E-115 is highly volatile and energetic substance. It would make a very effective High Explosive.
Depleted Uranium is depleted (duh). Which means that it doesn't have the isotopes that are used for nuclear reactions. It is used in munitions because it is dense and heavy and makes a good kinetic projectile.

So E-115 is HE and Depleted uranium is AP.

You might use E-115 for HEAT ammo (High Explosive Anti-tank), but Depleted uranium wouldn't work for such, so they are completely different.

Read the second post. And can someone close this topic since it was based on a misunderstanding?

78
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 06, 2020, 06:40:01 am »
The pig bite attack is still called STR_PIG_BITE in Ufopedia.

79
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2020, 11:18:02 pm »
The HWP rangefinder seems to be broken- instead of costing 0 TU with 999% accuracy, it has 0% accuracy and costs 999 TU.

80
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 04, 2020, 11:02:12 pm »
Yes, that's the idea since the beginning.

Mancubi are too big, Arch-Viles resurrect units which is not doable AFAIK, and well, I don't have the sprites.

The Syndicate
Spoiler:
is not run by any aliens. It's actually hostile to them, though it never comes up in the mod
.

What about Revenants or Arachnotrons? As for Arch-viles, I guess you could have them just stick to AoE fire attacks, nobody would blame you for watering them down. And now that I think of it, the Bug-Eyed Ghost sprite does look an awful lot like the Pain Elemental- shouldn't take long to tweak it for that purpose, I think.

Spoiler:
That explains why the Syndicate gives you the embassy key, I guess.

81
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2020, 10:06:09 am »
Two things. First, the Sorcerers of Dagon don't seem to be able to use the Staff of Heart's Grip correctly- when they're equipped with it, they just bash my guys over the head with it instead of using its special attack. Second, the pig bite and the space technomad processing don't seem to have names set for them so it's referred to by something like "STR_PIG_BITE".

82
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 04, 2020, 10:03:13 am »
Frankly, probably none. With 1.5 I mostly focus on various long due changes, like weapons using proper ammo, adding some stuff for which I had the resources for a long time, adding some Pedia pages, boring rebalances, fixing minor glitches. Useful work, but most of it not very flashy.

I would like to make at least one new mission though, since a release with no new missions feels lame. Hopefully something with the Cult of Apocalypse and UAC.

Well, that's hard spoiler territory.
Spoiler:
Yes, the Syndicate is a proxy organization to the Black Sun. Syndicate people aren't Black Sun members though, and most don't even know of its existence.

Yeah, I suspected that something was up with the UAC given that the Cult of Apocalypse uses their weapons almost exclusively, and seeing that it's already got Doom references throughout you may as well play with that angle too. The sprites for a bunch of Doom enemies in X-Com should already be floating around thanks to Piratez- why not improve on what Piratez has and throw in things like Mancubus and the Arch-Vile? If you also need a boss-type one, there's always the Cyberdemon too.

Spoiler:
Yeah, that rambling about "subhumanity"in the final testament sounded like the type of thing a Nazi would talk about, lunar or otherwise. Was that written by someone in their organization or is the Syndicate run by entirely different aliens?

83
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 02, 2020, 06:20:28 pm »
Out of curiosity, which arc will be the next one to get an expansion? Cult of Apocalypse seems like it's got some of the infrastructure needed for its final part given the references to that "Doom Portal" in the code, but since Shogg is one of the big three threats mentioned in Summary Report #3 it seems just as likely it's going to be completed first.

Also, another unrelated question: is the Black Sun the man behind the man for the Syndicate? Its entry did say that it used the Syndicate as a proxy, but I'm not sure if that meant they were allies or something else.

84
The X-Com Files / Re: E-115 weapon ideas
« on: July 02, 2020, 06:14:03 pm »
Elerium E-115 based weapons (munnition) should be quite similar like depleted Uranium,U-235, 238 ammunitions type..

so, mostly used in various antitank missiles, anti-panzer warheads, and anti-material bullets, ..

Too late, it turns out the damage type was meant to be something else entirely. In fact, I now notice that UFOPedia now refers to it as "Anti-E-115".

85
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 01, 2020, 08:17:15 pm »
Again, not sure if this is a bug but I guess I should ask anyway. Is the HUMVEE supposed to have a weapon slot that it can't actually equip anything to? Granted, I seriously doubt it would be able to shoot down anything even if it could use a weapon, but it doesn't make sense for it to have a slot it can't use.

86
The X-Com Files / Re: E-115 weapon ideas
« on: July 01, 2020, 09:00:40 am »
Yeah, sorry about that.

Anti-E-115 basically means the same as the Chryssalid gas in Piratez: it's a chemical which reacts violently with energetic blood plasma, present in many aliens and creatures. Harmless to normal humans and animals.

So like the stuff mentioned in Monsters- Final Solution? I guess that could work like the alien gas bombs in Apocalypse then.

87
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 30, 2020, 07:02:06 pm »
More on the Cult HQ missions since I only really talked about Church of Dagon.

Red Dawn's HQ is mostly simple enough- it's a big labrynith of a military base, but many enemies will come to you and there's only a couple entry points they can emerge from (as well as a couple of big holes perfect for chucking grenades into). I say "mostly" because there's also three armored cars that show up alarmingly close to your position. They're heavily armored, have lots of health, and their machine guns can fire an enormous amount of shots each turn which will shred your troops easily. If you haven't gotten Promotion III (and subsequently the Rocket Launcher or something else that can put out enough damage per turn to get past their armor) or had the good luck to pick up both an RPG launcher and anti-tank RPGs (it has to be the anti-tank RPGs, the normal ones do minimal damage against armor), you'll need to get creative. Sniper rifles are a surprisingly good countermeasure due to their anti-armor properties (especially if you're lucky enough to pick up a  M83 Barrett), but in a pinch miniguns or chucking high explosives also work. Get familiar with the map, you'll see it again in several other significant missions, such as the Cyberweb heist and the spider-filled base.

EXALT's base is a big building with lots of narrow corridors and many floors. Shotguns will be helpful since you'll be fighting in close range a lot. The Brainer uses some psionic abilities, but there's only one  and it's not overly tough. Just watch out for the occasional guy with an RPG, rockets in a narrow hallway are never good news. Consider bringing Nobelon too, sanity will be an issue if a straggler wanders off and you can't find him.

Black Lotus's base also has a bunch of corridors, but it's only a couple of floors in size and less difficult to get lost in.  It does, however, have a bunch of hidden doors that the enemy will use to ambush you from, so watch for that. The Assassins are definitely a pain, but Proximity Grenades and mines will deal with them if you put them in intersections they'll need to walk through in order to reach you. As usual, the Avatar is the most dangerous target- Stun weapons are most effective at bypassing her shield, which will otherwise soak up enormous amounts of damage. Even then you'll want to focus a lot of fire, she's got lots of health and quite a few resistances for good measure. Don't forget to capture a Mandarin here, as far as I know this is the only place that they can be found consistently.

88
The X-Com Files / Re: E-115 weapon ideas
« on: June 30, 2020, 06:41:09 pm »
Actually, it's supposed to be called "Anti-E-115", not "E-115"... I never cared to correct this, as it's still unused.

I did not know that. Well, so much for my brainstorming then.

89
The X-Com Files / Re: Idea for mission
« on: June 29, 2020, 07:04:21 pm »
Didn't he survive that?
Depends on the story though, I am not sure that it is canon now.

He did in the old EU. Not sure about the current canon.

90
The X-Com Files / E-115 weapon ideas
« on: June 29, 2020, 07:03:38 pm »
I had a couple ideas for weapons that could use the E-115 damage type, since I figured that as long as it was in the game it should be used for something. Of course I'm assuming there's going to be the pistol/rifle equivalents as usual, so these could make it a bit more flavorful.

  • Repurpose the existing Elerium-based explosives (e.g. Elerium Missiles, Elerium Explosives, etc.). It'll be faster than developing something which would need new sprites, handobs, etc., and it just doesn't make sense that they would cause plasma damage when they don't use any actual plasma in their design. As far as I know anyway.
  • Something like Halo's Fuel Rod Gun, which would basically launch big chunks of explosive elerium similar to the Plasma Destroyer's projectiles.


Pages: 1 ... 4 5 [6] 7 8 9