Jump to content

drages

Members
  • Posts

    2,749
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by drages

  1. Game has already many things, i just ask for them because you can make really nice ones and more is better always. It's up to you.. if you throw something to me, i will use them for sure.
  2. Can you explain this a bit to me? Can we control the size? I wanted to use some of your plume (lightning plume for a lightning explosion.. needed 1.5 size of it)... when i use some they don't scale but others go 5 to 10 times bigger.. or much better, you can create some unique ones.. need some EMP and energy explosions.. sky fy style.. you remember your "strange" named one, so need more powerful one, with energy waves.. i can have grenade and high explosive versions. Your effects gave me some cool ideas about important points of game, like making Androns only EMP vulnerable.. Thank you again.
  3. Don't worry, i am in deep design on melees for now anyway.. i got very nice surprises.. like robo-reap... ehem.. anyway.. so.. Nice to hear that.. its probably a problem with that maps and their own sounds..
  4. I looked more and I think it's great for plasma projectile too.
  5. Even the projectile is not needed as animation, they are much better then we use. I think we don't need any animated projectiles anymore . But the ground hit effects and explosions are the real place they shine. Just maybe we can have a plasma with tail as animated projectile. Like ghe default but with better light. If you can create some non animated projectiles for lasers and phasers. Large and small versions, it could be nice. But still I am waiting this kind if explosions of the old ones u did.
  6. Maybe you find a cure for zombify and you can cure the zombies. Omega reaper is omega. So don't expect anything low from phase 4 units. I got new surprises to you about reapers as well. Little melee does not get any balance as they will totally replaced. Please send me some mission saves T the heat of battle so I can see the late game balance.
  7. The top mod overwrites all under it. Everything could move.
  8. 0/8 aliens killed.. hmm.. it's really strange.. i can't say something about it.. you hit them really hard.. nuked the ufo at sky? If you play the game on steam, F12 is SS key.. if not and u use win 10.. you can use the windows gaming thing pressing win+G at launcher and then win+altgr+prtscr. But we need saves rather then ss..
  9. Thx Subcode! Heh wiki.. if we can handle the Xpedia, yeah you will have it.. in time.. As i see you tried to ground rather then alien one. Melee weapons are not working on tiles and maybe it could be that doors too.
  10. We respect every idea and I hear none harsh critics then this from Charon. So don't worry about insulting. If you are polite, I can take every critic without any problem . Surpression is not good at this point. Even pistols can Surpress . I will clean Surpression from most weapon types and let it be only heavy bullet fire like hmg and mini guns. With this, probably you will have less problems. Shields will have a buff to hold of some real damage. Now they die so fast. Aggressive ai wants to kill you. When there is smoke they think to kill you rather then waiting smoke. I gave them acc for not making them to hug you. It's important for ranged fight. As I said veteran ai got less acc of course. We can't balance a harder difficult because this mod got hundreds of weapons, aliens and more to balance. So we create the mod as hard enough but still winnable. Insane is just for mad people. Every smoke tile decrease the acc. So it's very important to calculate where to throw and where to stay. We don't have much randomness. They shoot you die. . So simple.
  11. Tank cannons.. rockets with fire at back.. but i want to see your first pack with this quality for explosions for sure..
  12. For example rail weapon bullets with waves behind them.. plasmas could be greenish fire balls but with tails.. we dont have flame for flame throwers :)..
  13. I try to get sprites from this kind of images but the quality is bad and it's not animated.. For example your "???" one at video could be nice energy cannon effect if it's blue and more sparks.. i try to say that..
  14. Hmm.. still i would like to have some beam type effects.. i dont have a good lightning, fireball and plasma style projectiles.. i need some ground EMP explosions like getting bigger with waves.. some fusion explosions.. just i dont want to use recolored default effects at tons of places.. i could accept any help about those..
  15. Those are pure awesomeness man!!! The smoke and particles are so detailed!!!.. it's much much better then your explosive package! even we can have blood spill, spark versions.. an animated acid and electricity on the ground.. i am in low with that effects.. That quality.. even worth to be at Xenonauts 2... So after i saw that, i need to ask more :).. I need projectiles.. animated bullets.. lighting, railgun bullet, energy beams.. fireballs.. AND i want you rework on the explosive pack u did before.. if you can add this quality for those explosives.. my god.. please man! Particles and projectiles are my weak point and it changes all battlefield..
  16. I made tons of tests when waiting an ufo land to test the AI :).. Fighters are there.. just very low.. we can add the mission to every wave (make the possiblity much more) but then other mission balance will fail.. so we will see..
  17. Hey Sir! 1- Air game got it's fighters still. It's random.. maybe u don't see them at your radar range and they fly at other zones. 2- Yeah light scouts are very rare.. i see that at my tests too.. i will handle it. 3- Yeah i think i handled the AI finally. 4- Xenomorph drones are easy, walkers are a bit harder.. they attack vehicle and die.. sadly our control is limited about this. The vehicle attacking melee AI is hardcoded and implemented with XCE with a good effort.. so the game engine is at it's limit. But we got some ideas to handle it at next patches when we put the new melee creatures into the mod. 5- Thx 6- Sebs always effected by smoke from day 1 about X-Division :).. 7- Energy based, hovered, high tech alien units got less protection from explosives and ballistics.. I try to go with this logic.. 8- Medkits are 1 years old.. we will implement new medkits and rebalance all of them soon.. Thx!
  18. I made some more tests and confirmed that meleevehicles ability does not make any damage from EMP. My AI unit got an explosive when dead with huge EMP damage and vehicle did not even take that damage. So its not only the weapon..
  19. Hey! Let's look to the situation! I am talking as 99.32 version because the AI rewritten and probably it's at final state. Playing this mod insane is, insane :).. as the mod created for veteran difficult and all calculation done for this one, the number's are at their limit for your survival. At a situation you can barely survive at veteran, you probably die at insane. As i buffed alien TU and ACC already, it should be much more harder at insane and it would break any balance. So as an insane player, you don't care balance anyway.. So yes, surpression got a big point because it makes the aliens crouch. This is a very powerful tool for aliens. If you surpress them at a cover, you really fucked up :).. If aliens got enough hit chance, they burst.. and when they crouch you give them what they wanted.. more hit chance.. and they use it.. Rifles are burst weapons anyway.. who uses snap shot? I dont use snap shot.. snap shot is just for reaction.. But there is a point that you forget.. smoke.. smoke is deadly for AI.. with smoke, you make yourself nearly unhitable.. then the aliens will try to engage you for more hit chance. So if you got any problem about capturing alive, you need to smoke it and after surpress u need to rush in all together.
  20. Some explosive weapons and Micheal bay would fit perfect.
  21. Hey Solver, I created a melee AI with EMP damage with meleevehicle ability. As the result, the unit could damage normal and stun damage but can't hit with EMP damage. So it damaged only normal damage against vehicle. I erased the meleevehicle ability and made the weapon ranged. It worked fine. I suspect all melee weapons and made a test with EMP stunbaton and it worked against robotic AI units. So melee weapon code looks working. So i think meleevehicle can't use EMP damage. I think it can't use apDamage too. It does not work either. Can you check this please. It's very important for anti-vehicle melee units for me. Another strange thing is, when i shoot my tank with an EMP powered rifle, i see only red damage numbers (normal+EMP damage) but when i hit an alien robotic unit with emp weapon i see red and blue damage (normal and emp like stun).. maybe vehicles can't get EMP damage from melees? Thx
  22. You want to use it like enemy AI does right? it could be cool tbh..
×
×
  • Create New...