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Chaos Blade

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  1. Thanks, I reckon I'll give it a shot as soon as I am a bit less busy. But what is the Xenophobia mod?
  2. Wow, was looking for something like this. are you going to try and restore the vehicle side of things too? if so, I am willing to lend you a hand.
  3. Thanks! this is more or less the start point of what I was thinking of making
  4. The more I think about it the more it feels like cheating to have infinite ammo and the worse I feel about the auto upgrade of the vehicles and craft weapons. it feels off, and while it does add a layer of simplicity, the lack of any cost to those upgrades, even a flat ammount, breaks the immersion (insomuch you can have immersion in this type of game). But I miss this from the old X-Com, the need to juggle E-115 and alloys into weapons, armor and, most importantly: ammo. I find that the level 0 ammo be infinite is ok, but once you start going into alienium infused stuff? that I feel needs to be handled in detail, and I know this game, once, had these features in. Can this be modded back in? I know that if so one would need to re-balance the whole game, the alenium and alloy drop of ufos and the cost and man/hours of material produced and I am willing to tackle this project, assuming it is possible to begin with.
  5. So, I am happy with this game, it is fun, engaging and frustrating at times, but one thing that has been bugging me is the promotions. As it stands you end up with an overabundance of officers. Now, I think that the game evaluates promotion on skill increase, if so, it is a poor design choice (imho). I wanted to know for sure how it did this mechanic and if it is possible to mod it. it is not a super high priority thing, but finding a way of limiting promotions is something I am interested in and I think is something the game would benefit from. So, the first question, is it possible? if it is I am willing to invest time and effort into making the mod.
  6. I agree with you, those are tweaks that should be made, particularly the Line of sight one. I tend to use shields a lot, so I tend to use pistols too, having 3-shot fire should be interesting in some guns. Manufacture time and resource cost should be revised too, I agree with you, it takes too long and cost too much to equip your A team and the B and C teams Also, the possibility of self funding should be explored, meaning there should be a few items that should turn profit to build and sell to the funding countries, the items themselves we should leave it up for discussion, but probably rifles? Another issue given how little alloys you get off an ufo compared to how many alloys it takes to build a suit of armor... there should be some logical balance here too. Finally, ranks, I recall in oldcom that there was a logical limiter to the promotions, meaning there is only one commander, there is one colonel every n mayors and one mayor over n captains. the game doens't keep this mechanic, and thus we have a team of captains colonels and what nots. this last item is not a tweak, but it is something I've been thinking about and would like to see if it is fixeable...
  7. I noticed this as well, while it is reasonable for the commanders to camp up in the bridge and set up the last line of defense and some could be argued that the troops inside the ufo should reasonably fort up, they are just too passive, no counter attacks to xenonauts camping just outside the door, no attempts either only psions do their stuff and that is mostly annoying. I mean, I can understand them being somewhat passive in some circumstances, but they are entirely too passive, letting us take the whole initiative for the ufo assault. I think I only had one counterattack while I was assaulting a cesarean LST and that was while I had secured the ground floor. Still it is good to know that this will be looked into by the pros!
  8. I had a weird one happen to me tonight, I finished a base assault, returned to base and then did a new mission and the plasma pistols my troopers had equipped had the same amount of ammo as they had when I finished the base assault. I did had the same amount of extra clips, though, so it wasn't a terminal issue, and I've managed to prevail that mission regardless of the ammo situation, but it is something to keep in mind.
  9. Yeah, just saw it should have thought the hypertext was in Chris' post for a reason. Now I am feeling sorta silly
  10. Yeah, Distant Worlds is a bit of an aquired taste, I like it a lot, you have a living economy for one, for another there are quite a few ways of making cash, but chief of them all is to protect your civilians, unless you go corporate nationalism, but that is an special case and not a good idea in the long term. it is an engaging, difficult game, that makes you feel like you are at the head of an empire, that is something no other game has thus far managed to emulate, in my opinion and ,by that alone, should be enough to give it a shot. it is a bit pricey, so I recommend you watch a few let's play before committing.
  11. stupid question, how do I access the experimental branch?
  12. I played EU once, full playthough, but it felt too gamey to me, Tactically it is crisp, clean and fun, strategically it is a mess. the idea of the satellites was a poor one, in my opinion, compounded by the one sat covers a country regardless if it is the UK or Russia and cover ONLY one country. Between that, the one field team, the unavoidable Russian roulette with the abduction missions (more fake difficulty), the very few UFOs to intercept (and let's not talk about the lackluster interception mechanics) and the very small interception areas (this comes as a consequence of the whole Satellite coverage of funding countries only) makes the game a very poor re-imagining of the original. Now, donĀ“t get me wrong, what it does great, the tactical combat, it does beautifully, but it is not a game for me, and it is not a proper tribute to the X-Com game. Worse, with the emphasis the devs put on the multiplayer made modding a lost cause (anti cheating measures in multiplay meant you couldn't ' play mods, at all) And let's not talk about the unnecessary expansion, it sounds cool, but only touched the tactical, which the game did beautifully, and failed to address the true issues the game had.
  13. that is good to know. An additional question, if you can, if pulping a zombie, will it still spawn a reaper? I am asking from a game logic pov, if something pulps the body, shouldn't it pulp the body of the reaper too?
  14. While it is true, it is also damned cathartic to, as you say, reduce them to blueberry jam.
  15. Cool! will the fix be retroactive or will it require a new start?
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