aliens

Author Topic: My mod - share and disccus  (Read 5000 times)

Offline bladum

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My mod - share and disccus
« on: August 01, 2013, 01:24:39 am »
I tried to mod game based on my personal feeling and want to share my thought:

in general i played with all custom options turned ON

battlescape
- pistols have only snap shots with 40-60% accuracy and 15-25% cost to use, other way its useless
- rifles have auto cheap but inaccurate, snap same and very accurate and expensive aimed
- heavy have normal snap, no auto, and a bit better aimed, heavy and bulky (even plasma) and in general better damage
- all grenades weight 4, high explosives 9
- all tanks have auto shot but very inaccurate

base
- double cost of research
- cut scientist cost to half

geoscape
- small radar, cheap and low range
- large radar, expensive and mid range
- decoder, more expensive and high range

crafts
- many changes, in general stick with speed to values like 1000, 4000 etc,
- firestorm is fastest
- skyranger 400K buy / 200K upkeep
- interceptor 600K buy / 300K upkeep

production
- all alien weapons x2 to manufacture time
- laser cannon and FLB time to manufacture +25%

missions
- more aliens in general per mission
- civilians during base defense mission
- missions are 2 times more frequent then normal

aliens
- in general lessen damage modifier by half (from 1.6 -> 1.3 from 0.4 to 0.7)
- smaller sectoid
- +15 reaction fire to floater
- reaper have fast, weak melee attack
- chrysalis have heavy but slow melee attack
- zombie is very slow
- all commanders and engineers smarter

craft weapons
- stingray 60 dmg, 40 range, 60%, 20 reload, 6 speed move, 8 missiles
- avalanche 100 dmg, 60 range, 80%, 30 reload, 8 speed move, 4 missiles
- cannon 20 dmg, 20 range, 30%, 100 bullets, 12 speed move, 5 reload
- laser 80 dmg, 30 range, 40%, 50 bullets, 10 reload
- plasma 120 dmg, 50 range, 50%, 25 bullets, 15 reload
- fushion bomb, 200 dmg, 60 range, 100%, 4 bullets, 25 reload

Tom

Offline moriarty

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Re: My mod - share and disccus
« Reply #1 on: August 01, 2013, 09:26:13 am »
geoscape
- small radar, cheap and low range
- large radar, expensive and mid range
- decoder, more expensive and high range

does that mean that the range difference between the large radar and the decoder is bigger? that's reasonable.

requirements for hyperwave decoder research still remain, right?

Quote
missions
- more aliens in general per mission
- civilians during base defense mission
- missions are 2 times more frequent then normal

civilians in base defense, cool! but you don't lose engineers/scientists if the civilians die, right?

I'll have to give this a try :)

Offline bladum

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Re: My mod - share and disccus
« Reply #2 on: August 01, 2013, 10:50:27 am »
There is no option to mod to lose people in base after base attack, its just points and being annoying for tanks to drive in corridors. This mimics panic and logistics problems in base during alien attack rather then lost of engineers it self.

Offline luke83

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Re: My mod - share and disccus
« Reply #3 on: August 01, 2013, 10:51:54 am »
This sounds interesting, cant wait to try it.