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drages

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Posts posted by drages

  1. I understand u. I really would love to know c coding.. I just worked 12 hours non stop today on my mod. I love this game so much. Ppl can complain because I think they guess there are many ppl at ce project.. I thought you all dead and when I see this post I became very happy.

    I only wish.. not want, just wish.. very few step left to get the ultimate game.. now we got very very good game and I am more then happy about it.. I cant thank you enough for your effort.

    Take your time.. even you stop now u give more then enough.. caught... make the vehicles use 2 weapon.. caught.. :)

  2. I didn't understand what u mean with special weapon against shield wearer.

    U mm. . I gave every enemy at least 1 grenade.. lol ... i really didn't expect a move from aliens..

    With rechargeable shield aka forcefield I am thinking a low limit protection. I mean let's say 200. If the wearer hit for 200 at a turn shield get destroyed without chance to recharge.

    I looked to xenofobia last version of great. It's really uncontrolled mess.. I just looked for some ideas and maybe some sprites or weapon arts in it.. but medieval shields? Come on.. the writer of thqt mod should start from the beginning like me rather then try to put everything in it..

    Anyway.. there is much to add.. now androns look very powerful at beginning so I will go for emp weapon rockets and explosives.. and Armor Penetration weapons will be next.. there are so many enemies with resistances.. so low dmg but resist ignore weapons are good idea I think..

  3. AND NOW NEW SHIELDS!!!

    Yep i finished the shields too.. Enemies are tougher so you need many good shields with you..

    -We got 3 new shield..

    -Old shields are more powerfull..

    -New ones got their own arts and ufopedias.. as i said before i need ufopedia writers..

    -Blue one got its own GC sprites!!! yeee.. i hope they work.. anyway.. adding new GC sprites rly killing me..

    assaultshield-2.jpg

    combatshield-2.jpg

    combatshield-3.jpg

    One is between combat and assault and the other 2 are middle and late game shields.. for new shields, you need to get base update and live preator.. i write wrong probably.. i will make the last one rechargable..

    But when i tried the shields in action, ceasens begin to throw every bomb they got.. i realy surprised.. the AI is acting special against shields or ?... so don't be hero even with impruved shields :P..

    New download LINK: https://www.mediafire.com/?p3q3a4rpcqqp9y9

    assaultshield-2.jpg

    combatshield-2.jpg

    combatshield-3.jpg

    assaultshield-2.jpg.d180b4fa7b95bdbb2ce6

    combatshield-2.jpg.64c631f57d76033c7407c

    combatshield-3.jpg.d4e5227a19c95aa8ddd66

  4. sounds good, my advice will be to split the whole scope into manageable chunks with intermediate deliveries. It's an obvious advice, but just in case...

    yes for that reason i am consantrating mostly one project.. otherwise there is no way.. thank God, we got kabill and others to handle some parts i never can go inside.. i will take all the crew and ufo spam from them.. i will just make some planes but its at the end.. now i need to finish the GC materials and start to balancing.. nearly all GC art and coding finished.. just need to put them an order :)

  5. Thanks ventuswings..

    With my new ideas, there will be many things to change the balance.. So i experienced what u try to say about 5.3 and 6 diffuculty.. I am against fast killing enemies.. But not immortal enemies too.. soo as u guessed the resistances are the key.. If u got the right weapon, you will handle the situvation.. I didnt put aliens for now so without them you dont need much grenade spam..

    By the way i put the grenade mod.. now u can spam another grenades :P.. i try to create a tactical game rather then big fireworks.. Enemy will shoot you if you are open... So i made updated grenades, smoke and suppression grenades now will be usefull even at end game.. maybe more at end game..

    I will make shields and vehicles more usefull as tanking units.. becouse u need to survive and take the enemies attentaion elsewhere.. there are so many things to do.. but i wont stop..

    Here is some examples from the new shields..

    assaultshield-2.jpg

    combatshield-2.jpg

    assaultshield-2.jpg

    combatshield-2.jpg

    assaultshield-2.jpg.7de7914c7626d1cc7ae5

    combatshield-2.jpg.db16f67ddcf387ea7c286

  6. BEFORE THE FALL V:0.2

    GRENADES AND AI

    exchemicalgrenade.jpg

    Hi ppl.. finally i can put a mod here. So this is a big start for me and this means there will be much more after that..

    Dont get wrong, its working at 1.09 version too.. so dont miss it..

    I want to thank to MAX, Kabill, Tactical Dragon for their answers to my questions and their mods for showing me the way..

    First of all.. What is Before the Fall? Lets talk about the plans first...

    -In near future it will be A big overhaul mod, including other usefull ones like XNT..

    -A hard mod.. tough aliens with tough weapons... (not aliens yet)

    -Many new weapons mostly to aliens.. all damage types will be used activly..

    -Everything will have a purpose.. not just higher numbers..

    So then what do we have here?

    I checked many of the mods around here and i saw that, there is no big update at explosives.. so weapons armors and grenades all get updates but we continiue to use old lame stun-smoke-flash bombs... and enemy got 2 grenades at all...

    grenadeadvchemical2.jpg

    grenadeadvflash.jpg

    grenadeadvstun.jpg

    With this mod:

    - 4 new grenades for Aliens.. chemicals, stuns even suppression one.. yep you will die more..

    - 9 grenades for us.. they are advanced and extreme versions of our stun-smoke-flash including chemical ones..

    - Some new techs to reach this grenades.. all grenades inc aliens got own researchs and ufopedia entry.. (those entries are mostly very simple becouse my eng is not ok for a story telling.. i will accept all help)

    - All grenades got their own unique arts, stats and different colored gasses with different behaviours...

    - U need to dissamble enemy grenades and make new ones from that parts..so dont sell them at rush :)

    - AI is from XNT 6.0's AI just with stronger enemies with weak and strong points.. Thx to TacticalDragon here.. The enemy uses same weapons as vanilla inc my new grenades to not kill the balance totally.. but carefull.. Ceasans are very high energy resisted, Sebilians dont have much resist but get much HP, Androns are like Terminators, immune to fire and bullets, bring ur lasers asap... so they can resist but continiue to shoot until their armors gone... and if u see reapers.. act like u saw a crysalid.. :)

    So as testing part, aliens throw grenades.. we throw grenades.. they are working. The added new researchs are mostly tested.. manufacturing working.. game dont crush.. but as game balance... i dont have any idea :) this is your part :P...

    Please report all unbalance, bug and ideas!!!.. And your thoughts about the mainscreen :)

    This mod is a first part of the big one.. i will finish this parts one by one.. soon you will have stun weapons and new shields to survive!!! Yeee!!!

    Download link is AT 2. POST.

    Its mergable so u can use it with other mods.. i hope... at least kabills mods wont be any problem.

    Sry for english!

    exchemicalgrenade.jpg

    grenadeadvchemical2.jpg

    grenadeadvflash.jpg

    grenadeadvstun.jpg

    exchemicalgrenade.thumb.jpg.e8d9e05efe62

    grenadeadvchemical2.jpg.429a7f5b9c778bbc

    grenadeadvflash.jpg.0884d50954763b651456

    grenadeadvstun.jpg.ed7dc3141d977d1c59190

  7. The problem is not with voting, but with somebody actually doing it. Do you feel like, say, fixing all the holes in UFO hulls, so that I do not spend time on things somebody else can do and can spend more time on coding?

    You are right about that.. CE coders should give more times to open more ways for modders with softing the hardcode parts rather then game fixing.. Game fixing is the main game developers problem..

    For now there are very huge hardcoded problems out there. We need to have that points as softcode to make improve the game mostly about geosphere..

    Chris and his team are already at finishing the fixing.. Thx for all of them.. i realy give nearly all my free time for modding because all body works so much for this awesome game..

  8. At working on mods, this question came up my mind..

    X-Com was simple but ultra cool name and it lived for years.. at this game i dont see any amblem or symbol or short code for our spec ops.. i mean if its Xenonauts, it looks a bit lame.. because i cant say that word easy enough and its very long...

    As a symbol i saw a7 at assault shields and on a missile launcher .. what is that mean?

    Did i miss an anything or we are nameless?

  9. Sots 2... Sots was my fav 4x game and I rly got very high hopes for 2. But it was a disaster. . Sadly the company tried to make some thing more then they can chew.. it was even my first pre-order and I learned my lesson well.. never give money to an unpublished game.. even don't give money before read enough forums.. I prefer go for finished things..

  10. Just download kabill armor mod. There is a 1 gb and very little one. If u can download them u will see how he made different armors from same ones.. they are even different color and rdy to use.. u will just change the name of armor and night vision at armor GC xml.. kabill mods are very good to learn modding.

    That cybernetic armor mod got tons of new armor for u..

  11. We modders need tons of things.. if u could figure out and became an active coder I got a wish list for u :).

    There are some little points hard-coded which prevents modders making huge steps to improve game. Mostly about ufo spawning and their missions to make more harder late game..

    Ofcourse it's up to u..

  12. First idea to make a version is ok.. u can do it with a basic modding. It's easy but a long work..

    Second is impossible because only armors have this ability..

    If the game had the ability to accept items with different abilities it would be perfect.. u could use many passive items for force shields, night vision, vs vs...

    Just open the armor xml files. U would see which armor gives how much stats or vision..

  13. Well, I got an idea it might not work but bare with me. The vanilla guns are effectively emergency guns that the unarmored (i.e. pilots and the like) enemies use. The armored ones will have the better alien guns because they're military, the guards some tweener loadout and the soldiers nasty war gear.

    You mean about aliens? If so, yes you are right.. A warrior class ceasan will have much more powerfull weapon..

    A little show of the new explosions in this mod..

    explosives.jpg

    Additinal chemical explosion class..

    2 Tier more to Smoke-Stun-Flashbang class..

    1 more Stun rocket..

    2 Chemical and 1 EMP rocket..

    1 Chemical and Stun heavy explosive (i realy couldnt find a heavy explosive image to fit this game at web..)

    4 more enemy bomb.. including chemical..

    different clouds... different gasses... totally unbalanced (lol, i will need many testers :P)

    i am collecting everything and rewrite for last version of the game.. thx to kabill, his mods are very good examples to look for..

    By the way, why are the pictures i loaded losing the quality so much..

    explosives.jpg

    explosives.thumb.jpg.cda2afbb80a1022a49d

  14. Never in my life I played a game that was so bugged.

    I played everything exept final mission at 1.09 and i didnt see any crash or any bug that bothers me.. the 1.5 ver. is still on test..

    At last 5 years, every game nearly published unfinished or overbuggy state... some get better with paid dlc+expansions, some died and forgotten...

    Just check the EU 2012 even with Enemy Inside, and see "bugged game".. they didnt even bother the correct many "game breaking" bugs after 2 years.. and its Fraxiss.. i dont mention the Beyond Earth failure..

    so i thint the game you played last is CS..

  15. I think i am becoming sensitive when i am sick :)..

    I want to say some about air combat.. i think the idea 1 big 2 escord is the best for battle but sadly as i read, its hardcoded to give ufos escords.. i think you told it..

    So if it would be possible from beginning i would use it nearly all ufos with escords.. so 2 dogfighter 1 bomber vs 2 interceptor 1 big ufo would be nice..

    So we dont have chance to do it.. i prefer more 3 interceptors per wave.. maybe 2-3 squadrons.. so our dog fighters will be still important..

    As bombers.. the vanilla game mostly updates dogfighters... and finally u get a multipurpose ultimate craft.. u use foxtrots nearly until the latest game period.. we need to seperate that.. if u ask me, we need at least 2-3 more heavy airplanes.. heavy armored heavy torpido loaded airplanes... they will take damage for sure.. they wont be dodgers, they will be tanks..

    As i know the UI allow us to use 4 missile at a plane.. so 4 missile for this heavy airplanes and 1 gun 2 rocket with good manuever ability..

    And another airplane type which very fast, agile, low fire power for lure purpose.. u can use them at dogfighters or big ufos..

    What did i try to say:

    1. 3 airplane type:

    a. Heavy Missile Carriers: Heavy, slow, well armored to survive, 4 missile points (or with 1 anti missile) - very expensive

    b. Dogfighters : Anti fighter ufos.. 1 gun - 1 rocket - 1 anti-missile - normal

    c. Recon : Luring other ufos.. 1 gun - 2 anti missile.. - cheap

    2. More ufo fighter class*3 squadrons per wave to make dogfighters usefull..

    3. Jump on the comminity coders (i think they are silent for looong times) to make escord hardcode to softcode..

    4. Adding 2-3 missile carrier and racon airplanes.. maybe some special multi purposed ones (recon-dog)

  16. Dynamic Ufo is fine as the game its now.. We nearly memorise the game but try to think at gamers side.. will u want to see the nearly late game weapons at beginning.. its like fighting agaist same enemy whole game, just the numbers are different..

    All peaple say "late game is easy"... becouse u get your toys earlier.. much earlier.. if i talk about vanilla, i think lasers and wolf armors are enough to beat the end game.. maybe some plasma to make it a bit faster and safer.. but MAG? its like joking with uber high tech planet invasion fleet..

    Player wants to see new things against them.. "OMG wtf was that shooting at me?".. "OMG this new enemy doesnt fall..."

    anyway u just quoted just my 3 lines :).. i will get back from your conversation here.. maybe my game persfective different then yours..

  17. Manufacturing is very brain killing when u try to make a brainstorm.. I am thinking for month.. but.. if the ammo is bugged, manufacturing weapon is easy with all way becouse u just need 2 of it maybe 3.. so if its so few, then how will u make the manufacturing original?..

    The idea i mostly like, to get more then one diffierent weapons together with some live aliens.. so u need more enemy weapons.. i am doing it now.. i will give nearly 30 new weapon to enemies.. so for a new weapon u will need to get 2 x weapon 1 y and 1 z weapon for example and 2 alive alien.. so it will get more and more.. so u will be happy "yee i can craft this weapon finally"..

    Make the GC weapons damage much lower.. i try to make them lower to make the fights longer rather then 1-2 shot deads.. but then the "resistance" comes into play.. most of shots get resisted.. so then i got the idea to make the armor losing from %25 to %50 maybe more.. so even there are resists, armor will get lower more faster..

    I am against late game enemies at start even 1.. so the game allows us only change the crew of ufo and alien units inventory.. so sadly there is no "time" value here about the units but ufos.. so if u give a late game enemy to a beginning ufo, player reachs high tech faster or get spoiler.. then the late game wont be late anymore..

    So beginning, mid and late game ufos should their unique crew.. then we get another problem here, mid ufo at beginning.. with this plan, u cant to that either... maybe one mid game ufo, with mix crew can be at start, a mix late one at mid but not more..

    Another solution to this, making new ufo versions of the same ones like the enemy GC units.. I talked about this at PM.. making unique ships to carry more harder enemies.. so u can make beginning corvettes, late game scouts vs vs...

    So the beginning will be: beginning scouts+beginning corvette..

    mid will be : mid corvette,cruisers,landships, mid-carrier..

    late will be : carrier,battleship, late-scouts, late-cruisers

    final will be : uber-battleship, WTF-scouts

    i hope i can explain my idea with my terrific english.. so u will control the tech improvment of the enemy and player, a real late game, surprising elements without spoilers.. U can even do nearly unbeatible super BS for terror and base attack mission so they cant be stoped even they fly for days... even player can beat it with 10 aircrafts, he will get special techs from ufo.. surprises!!!

    This is not hard.. even very simple.. but its a huge work and i think noone can handle it alone.. its like an expansion wise addition..

    All the ufos, enemies, weapons, techs, manufacture lines, ideas, brainstorming and TESTING.. if someone or some ppl can handle that, it will be pure awesomeness..

    I am ready to go something like that.. alone modding can be very boring sometimes if u try to make something big like that...

  18. I am very sick this days so couldn't work on XNT..

    After I play XNT I nearly forgot about vanilla. So at XNT u need to shoot down ufos and take money.

    So more plane tiers and more hard ufos can be good. But I am against 20 ufos at air.. with 20 carriers and battleships u can conquer earth easily :)

    If u need to have more then 1 GC group ur beginning soldiers must be more too..

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