Author Topic: Suggestions on how to improve the mod  (Read 75405 times)

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #315 on: July 26, 2016, 02:28:27 am »
Also, instead of having facilities be destroyed because they were cut off from the rest of the base, how bout replacing destroyed facilities with "Rubble" which has to be cleared before repairs are made, but still counts as connecting.

Yes please; either that or they get replaced with basic corridors.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #316 on: July 26, 2016, 05:40:58 am »
Give Chryssalids acid/poison spit so they can deal with flying units.

This would not instazombify, though if it would kill a unit, it zombifies them instead (the venom is what causes the zombification). However, the resulting zombie would be sterile because it wasn't implanted with an egg.
« Last Edit: July 26, 2016, 05:44:32 am by Surrealistik »

Online Meridian

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Re: Suggestions on how to improve the mod
« Reply #317 on: July 26, 2016, 06:28:30 am »
Give Chryssalids acid/poison spit so they can deal with flying units.

This would not instazombify, though if it would kill a unit, it zombifies them instead (the venom is what causes the zombification). However, the resulting zombie would be sterile because it wasn't implanted with an egg.

This is already doable with modding. Feel free to do it and share with others.

Offline Arthanor

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Re: Suggestions on how to improve the mod
« Reply #318 on: July 26, 2016, 06:31:37 am »
I think hellrazor has something like that in his mod. The main problem I see is the likelihood that a chryssalid might spit on a target on the ground instead of attacking it in melee, which, although it might increase lethality in the short term, decreases the chances of an infestation. I think he solved it by having the spitting also zombify and impregnate the target.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #319 on: July 26, 2016, 07:12:18 am »
This is already doable with modding. Feel free to do it and share with others.

I have no idea how to do this, nor to program the AI.


@ Arthanor: I was thinking that it would only spit at units it absolutely could not reach via pathfinding.

Offline Solarius Scorch

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Re: Suggestions on how to improve the mod
« Reply #320 on: July 26, 2016, 11:04:45 am »
I have no idea how to do this, nor to program the AI.

This has nothing to do with the AI, since it already has subroutines to manage having a melee weapon and a ranged weapon. Otherwise Piratez units wouldn't be able to handle a pistol and a knife at the same time.

@ Arthanor: I was thinking that it would only spit at units it absolutely could not reach via pathfinding.

Now this is about the AI. :) It would have to be programmed.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #321 on: July 26, 2016, 07:36:00 pm »
Now this is about the AI. :) It would have to be programmed.

Yeah, that's what I'm talking about.

Offline khade

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Re: Suggestions on how to improve the mod
« Reply #322 on: July 27, 2016, 07:03:37 am »
Any way to get the Deliverator to spawn with at least one pizza?  ;D

Offline Drasnighta

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Re: Suggestions on how to improve the mod
« Reply #323 on: July 27, 2016, 07:07:36 am »
Any way to get the Deliverator to spawn with at least one pizza?  ;D

That depends...

...  Can you build it in 30 minutes or less?  :D

Offline BetaSpectre

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Re: Suggestions on how to improve the mod
« Reply #324 on: July 30, 2016, 03:19:12 pm »
I think it would be a good idea if after interrogating a faction leader, or studying one you'd get an option to buy items from said faction for a high price.

Like 50K guerrila gear from the Spartan Lieutenant, 20/30K Rifles from the Spartans, 100K Laser guns from the church. Etc.

While some stuff can be made like integrated devices having the church sell them each for like 10K to you before the research option appears, or durathread mesh makes some sense.

Other items like the courier newspaper should be on the market as well since the white normal market undoubtedly sells it too.

While the main faction might not approve of such sales, individuals often times are motivated by greed if anything you could simply contract the mercenaries to buy the stuff for you to explain away why someone is selling you the items.

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #325 on: July 30, 2016, 05:58:14 pm »
Not a bad idea but needs to be thought over. Added to 'to-do' list.

Offline nrafield

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Re: Suggestions on how to improve the mod
« Reply #326 on: July 30, 2016, 06:05:10 pm »
Can we get Chryssalids as pets?

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #327 on: July 30, 2016, 06:28:34 pm »
Only sterile ones, because any zombies/new Chryssalids are hardcoded to be hostile. And this kinda defeats the whole point.

Offline Star_Treasure

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Re: Suggestions on how to improve the mod
« Reply #328 on: July 30, 2016, 08:02:26 pm »
I made a mistake of mind controlling lids in Xcom2 once.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #329 on: July 30, 2016, 09:06:13 pm »
Reduce the frequency of Supply missions so this doesn't happen: https://i.imgur.com/PCR3FYm.png

Honestly, enemy Hideouts are way more valuable to me intact than destroyed.
« Last Edit: July 30, 2016, 09:17:04 pm by Surrealistik »