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Author Topic: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May  (Read 21948 times)

Offline yrizoud

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #15 on: May 21, 2014, 09:22:32 pm »
Code: [Select]
I tested a little v0.91, with a modification that removes all funding countries except Japan :
countries:
  - delete: STR_USA
  - delete: STR_RUSSIA
  - delete: STR_UK
  - delete: STR_FRANCE
  - delete: STR_GERMANY
  - delete: STR_ITALY
  - delete: STR_SPAIN
  - delete: STR_CHINA
  - type: STR_JAPAN
    fundingBase: 1000
  - delete: STR_INDIA
  - delete: STR_BRAZIL
  - delete: STR_AUSTRALIA
  - delete: STR_NIGERIA
  - delete: STR_SOUTH_AFRICA
  - delete: STR_EGYPT
  - delete: STR_CANADA
I put the base in Japan, I wonder if it would be possible to redefine areas so that it's the only place where you can build (all others having a 10k million cost)
My team did 2 missions including a nightly medium scout capture, then was lost in a terror site in Africa, after a valiant fight - the minigunner who was wounded early on still killed 4 more sectoids before going down, 12 aliens killed in all. The heavy fire cannon felt extremely underpowered, I hit 4 sectoids with it and there was never a single kill. Maybe bad luck.

Offline civilian

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #16 on: May 22, 2014, 03:19:53 pm »
Fire damage works different, some of the damage is dealt during the following turns. About the other idea: If you want you can take over this mod, i will not be around for a while.

Offline Mr. Quiet

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #17 on: June 02, 2014, 11:57:37 pm »
Since the Kiryu-Kai couldn't even shoot a single UFO down, make sure it's almost impossible for that to happen on this mod. I'm definitely love to play this prequel mod when it's finished!! Thanks civilianm

Offline moriarty

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #18 on: June 03, 2014, 09:57:02 am »
that would be an interesting spin on this mod: increase the frequency of terror missions, but make them a little bit easier (less aliens, for example). nerf the interceptor's weapons, to make it almost impossible to shoot down anything but small and perhaps medium scouts. the interceptors would mainly be useful for shadowing UFOs until they land, then send a skyranger.

maybe even turn the interceptors into three-man transporters with only one weapon port, and change the skyranger into a really slow helicopter-transporter? you would be very limited for anything further away, like landed UFOs, but could still send a larger squad to terror missions (they don't expire as long as they are targeted by a transport).

Offline Mr. Quiet

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #19 on: June 04, 2014, 03:39:06 am »
Here's some Kiryu-Kai art I saved a long time ago. I get all my giddiness from Deviant art. I'm really picky too, and you gotta dig through the trash before finding something decent.

The first 2 comics are NSFW. Pretty bloody and good action. I'll post 3 more pics after someone else replies so I double post. Just concept art though.

Offline Mr. Quiet

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #20 on: June 05, 2014, 03:34:01 am »
>)

Offline Solarius Scorch

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #21 on: June 05, 2014, 02:19:51 pm »
Love that last pic.
Actually, love them all. :)

niculinux

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Re: [WIP/GAMEPLAY] Kiryu-Kai Mod UPDATED 21th_May
« Reply #22 on: June 21, 2014, 11:25:16 am »
nice mod. It wouyld make even more sense having humen replacementes weapons and middle-tecnology ones (eg. Mheat ray). But actually this mod may be make sense also if merged with the human plasma weaapons, that may be moreexpensive in terms ofmresesrch and production.

EDIT: does not work on linux because of uppercased letters. AHHHHRHRGHGRHGRH  XD
« Last Edit: June 21, 2014, 01:13:30 pm by niculinux »