Author Topic: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread  (Read 77890 times)

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #735 on: January 06, 2017, 03:23:36 am »
New Craft incoming.
Reworking the UfoPaedia picture will be a pain.
Has a back exit with a proper door, is faster then normal Skyranger and allows for 16 Soldiers.
« Last Edit: January 06, 2017, 03:25:15 am by hellrazor »

Offline Solarius Scorch

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #736 on: January 06, 2017, 03:42:23 am »
Reworking the UfoPaedia picture will be a pain.

Yeah... I normally just save the image of the craft from MapView and put it on some sky background:





The results aren't as great as original X-Com pictures, but as you can see, still pretty nice.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #737 on: January 06, 2017, 03:44:25 am »
Yeah... I normally just save the image of the craft from MapView and put it on some sky background:





The results aren't as great as original X-Com pictures, but as you can see, still pretty nice.

Hm.. well I will see how it goes.
If everything fails I will try your method =).

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #738 on: January 09, 2017, 06:43:26 am »
Well the Base Graphic is now finished:
I oriented myself on the colorcode of the Retaliator.

Offline Solarius Scorch

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #739 on: January 09, 2017, 11:03:59 am »
Well the Base Graphic is now finished:
I oriented myself on the colorcode of the Retaliator.

Pretty nice!

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #740 on: January 13, 2017, 02:34:37 am »
Pretty nice!

I asked Bloax from the IRC to assist me with creating the UfoPaedia picture.
I think he did a very good job:

Offline Solarius Scorch

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #741 on: January 13, 2017, 02:45:00 am »
Awesome job!

Online The Reaver of Darkness

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #742 on: February 14, 2017, 04:25:01 am »
I saw on Lion66six's playthrough that he lost a scout drone and it cost him 30 points.

You can see it here on his mission end screen:
https://youtu.be/WAQGuweGGF4?t=2803
It says "TANKS DESTROYED...............1.......-30". You can see the scout get shot at timestamp 16:30.


I feel the score hit is a bit too high for that tiny scout. Most of the time it won't matter, but if your score was tight, putting them into the line of fire could be more of a liability than they're worth. I think 5 or 10 points is plenty.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #743 on: February 14, 2017, 08:45:12 am »
I saw on Lion66six's playthrough that he lost a scout drone and it cost him 30 points.

You can see it here on his mission end screen:
https://youtu.be/WAQGuweGGF4?t=2803
It says "TANKS DESTROYED...............1.......-30". You can see the scout get shot at timestamp 16:30.


I feel the score hit is a bit too high for that tiny scout. Most of the time it won't matter, but if your score was tight, putting them into the line of fire could be more of a liability than they're worth. I think 5 or 10 points is plenty.

The score penalty was set in mind with the combat power the scout drone provides, if used to their full extend of capabilities.
Once you start deploying and using them in skilled way, they are extremely powerful, even thou they themselves can not attack.

A team of correctly used Sniper/Rocketeer/Artillery can take out every enemy once the have a hard to hit, mobile and expendable (if needed) spotter.

The drones will most likely die, once you leave them in plain sight to the enemy. (sometimes parking them between you soldier and the aliens may even safe a live =)).
I was actually considering to increase the score penalty even more, or make them more expensive, since the combat value they hold is immense.

EDIT1: The Scout Drone is currently still a seperate mod.

EDIT2: I guess your right i am just integrating the drones into the mod, and a score balance for them is indeed needed.
« Last Edit: February 28, 2017, 11:07:33 pm by hellrazor »

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #744 on: February 28, 2017, 11:06:51 pm »
Request for feedback, I am currently putting together a new patch which fixes all so far reported bugs, changing some early game research and rebalancing some lategame enemies.
In any case, please let me know if there are any things which really need to be changed or balanced.

I am open for suggestions.

Offline Lion66six

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #745 on: March 01, 2017, 05:16:59 pm »
Can't think of anything at the minute. If that changes, I will be letting you know. So far its pretty damn spot on :-)

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #746 on: March 05, 2017, 09:35:37 pm »
Can't think of anything at the minute. If that changes, I will be letting you know. So far its pretty damn spot on :-)

Feel free to do so at any time.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #747 on: June 01, 2017, 02:00:38 am »
My new toys are finally nearly ready.
The drone army is coming:

Offline SteamXCOM

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #748 on: July 16, 2017, 04:19:45 am »
In the rules code for research.rul there is the code

dependencies: *ALL_ALIVE_MEDICS
or it might say
dependencies: *ALL_ALIVE_ENGINEERS

what does that dependency mean?

-------------------------
FYI

In looking over what you have, Hellrazor, you may wish to
--pull out the tanks and 
--the alloy ammo for the cannon and auto cannon ;
As a separate  mod to enhance the main game
This will
--to keep vehicles relevant to the end game
--as well as updating the AP capability two cannons to keep up with the other weapons, maybe adding the smoke to the cannon from the grenade launcher

The rifles are pretty much  upgraded by the lasers and plasma, and yes the stat change on the heavy laser is good as I usually play with some kind of mod to fix that.
« Last Edit: July 16, 2017, 04:47:48 am by SteamXCOM »

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.2d - General Feedback Thread
« Reply #749 on: July 16, 2017, 06:28:34 am »
In the rules code for research.rul there is the code

dependencies: *ALL_ALIVE_MEDICS
or it might say
dependencies: *ALL_ALIVE_ENGINEERS

what does that dependency mean?

Those are YAML anchor calls. They are designed further in the beginning of the tree.
If you look at my ruleset you will see those very often.
Just helps to simplify things, especially if you would have double definitions.

-------------------------
FYI

In looking over what you have, Hellrazor, you may wish to
--pull out the tanks and 
--the alloy ammo for the cannon and auto cannon ;
As a separate  mod to enhance the main game
This will
--to keep vehicles relevant to the end game
--as well as updating the AP capability two cannons to keep up with the other weapons, maybe adding the smoke to the cannon from the grenade launcher

The rifles are pretty much  upgraded by the lasers and plasma, and yes the stat change on the heavy laser is good as I usually play with some kind of mod to fix that.

Why should i remove tanks?
I added some extra ones, which are useable throughout the game and in lategame you want Hovertanks instead of tracked ones right?
Their is even a converted Sectopod, very powerful.
Tanks/Drones/Soldier Armor is also repairable, if you recover the corpse.
And i am adding production topics to upgrade them.
Weapons in my mods become slowly obsolete due to the nature of enemies you encounter.
Enemies will become nearly immune to AP weapons, later then immune vs lasers.
You can always compensate with explosives.

Grnade Launcher already has a smoke ammo and a followup, the Small Launcher.
« Last Edit: July 16, 2017, 06:31:50 am by hellrazor »