Jump to content

Ishantil

Members
  • Posts

    885
  • Joined

  • Last visited

Everything posted by Ishantil

  1. That's why I changed it to ten shots in my game. For the consideration that it's an inefficient weapon, and is single fire, I thought ten was a good number. I then changed all subsequent pistols to match. My rocket soldiers carry a laser pistol and it doesn't seem silly now.
  2. All of the carbine weapons need to have their ammunition changed to 6 in weapons.xml to match those in weapons_gc.xml.
  3. If you take the basis for the argument as being 9 shots for the laser rifle, most of weapons work if you raise the laser pistol to 10. The only one that doesn't fit is the scatter laser. I actually imagine the scatter laser using two clips, but I don't know if the game will do that. What would actually work better in this game is a "heavy battery" for the two heavier weapons, being two of the standard batteries in series.
  4. Found another infinite AI loop. Guess this wasn't fixed. It's gotten the point where I dread fighting sebillians, because this always happens. [87628] Target Evaluation: (2, 30) Window::ChanceToHit:0.000000, MasterAccuracy:0.000000, OpenLine:0.000000 [87628] Ended turn with: 80 TU [87628] AI turn took 19.750000 sec[87628] Pending animation[87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30) [87628] Target: Friendly AI 24 :: -0.386020 [87628] Target: Friendly AI 24 :: 0.027791 [87628] FOR Target: AI character 18, (2,30)
  5. Perhaps the two energy weapons carbines should be changed to "sub machine guns" in your mod, where they are lower accuracy but faster to shoot versions of the rifles? And the MAG carbine is the next generation shotgun? I like the idea of the advanced weaponry introducing new ballistic weapons. Instead of introducing a new shotgun, perhaps a new type [TABLE] [TR] [TD]Tier[/TD] [TD]Shotgun Ammo[/TD] [/TR] [TR] [TD]Ballistic[/TD] [TD]buckshot[/TD] [/TR] [TR] [TD]Laser[/TD] [TD]flechettes[/TD] [/TR] [TR] [TD]Plasma[/TD] [TD]explosive flechettes[/TD] [/TR] [TR] [TD]MAG[/TD] [TD]hypervelosity [/TD] [/TR] [/TABLE] EDIT: I am about to try a base mission with the numbers noted above (I have laser weapons)
  6. Changing the cycling time really doesn't mean much unless it's extreme, because that only slows the ability to deliver weapons on target, rather than the ability to bring the weapons to the battle. Crazy idea: In order to control the Marauder versus Foxtrot argument better, perhaps we should make "medium" missiles? That way, the Foxtrot can carry medium torps and the Marauder can carry the heavy torpedoes? Programatically, can you restrict weapon types? Or is it simply "has hard point heavy" and "has hardpoint light"?
  7. Ballistic Weapons: I took at look at your numbers, and the AA-12 is better than the laser carbine is basically every way. While I agree that the AA-12 is a fantastic weapon, its current configuration probably needs to be adjusted. In game context, it should add burst fire mode and a larger, heavy magazine. So I think that the shotgun line should do more damage, here's what I came up with: [TABLE] [TR] [TD]Weapon (Original)[/TD] [TD]Shots[/TD] [TD]Damage[/TD] [TD]Total Damage[/TD] [TD]Mitigation[/TD] [TD]Ratio (v. orig)[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]3[/TD] [TD]20[/TD] [TD]60[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Laser Carbine[/TD] [TD]3[/TD] [TD]30[/TD] [TD]90[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Plasma Carbine[/TD] [TD]3[/TD] [TD]45[/TD] [TD]135[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]MAG Carbine[/TD] [TD]3[/TD] [TD]70[/TD] [TD]210[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Alien Heavy Plasma (Shotgun)[/TD] [TD]3[/TD] [TD]35[/TD] [TD]105[/TD] [TD]50[/TD] [TD]1.00[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Weapon (Modified)[/TD] [TD]Shots[/TD] [TD]Damage[/TD] [TD]Total Damage[/TD] [TD]Mitigation[/TD] [TD]Ratio (v. orig)[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]5[/TD] [TD]15[/TD] [TD]75[/TD] [TD]0[/TD] [TD]1.25[/TD] [/TR] [TR] [TD]Laser Carbine[/TD] [TD]5[/TD] [TD]23[/TD] [TD]115[/TD] [TD]0[/TD] [TD]1.28[/TD] [/TR] [TR] [TD]Plasma Carbine[/TD] [TD]5[/TD] [TD]33[/TD] [TD]165[/TD] [TD]0[/TD] [TD]1.22[/TD] [/TR] [TR] [TD]MAG Carbine[/TD] [TD]5[/TD] [TD]53[/TD] [TD]265[/TD] [TD]0[/TD] [TD]1.26[/TD] [/TR] [TR] [TD]AA-12 (versus standard shotgun)[/TD] [TD]5[/TD] [TD]15[/TD] [TD]75[/TD] [TD]0[/TD] [TD]1.25[/TD] [/TR] [TR] [TD]Alien Heavy Plasma (Shotgun)[/TD] [TD]5[/TD] [TD]26[/TD] [TD]130[/TD] [TD]25[/TD] [TD]1.24[/TD] [/TR] [/TABLE] The Alien Heavy Plasma (Shotgun) is added in for reference. I think it's too good, but the Alien weapons should be modified the same way ours are to maintain balance.
  8. So...based the fact that a laser pistol doesn't fire more powerful shots than a rifle, and uses the same battery...shouldn't it have more shots than a rifle? Even if you consider it to be extremely inefficient, I'm thinking it should have 10 shots. <Weapon name="weapon.laserpistol" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="6" reloadAPCost="20" reloadSound="Weapon Laser Pistol Reload" reactionModifier="2" hpLimit="60"/> <SingleShot sound="Weapon Laser Pistol Single" delay="1" suppressionValue="10" suppressionRadius="3"> <Set1 ap="10" accuracy="40" /> <Set2 ap="20" accuracy="90" /> </SingleShot> <GUIImage name="gui/weapons/LaserPistol.png"/> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.laser.lasercell" type="energy" damage="30" mitigation="0"> <Projectile spectre="projectiles/laser/laser" speed="2000"/> <Impact spectre="particles/laserexplode/laserexplode"/> </Ammo> </Ammos></Weapon>
  9. FEEDBACK: Air Combat: I just did an air battle with an Alien Corvette with two Condors and a Foxtrot. Four Alenium Torpedoes made it trivial. I think it's probably too good. Perhaps having more torpedoes should be balanced by reducing the damage some?
  10. I keep getting wonkiness in Excel. Some of the files will open and some won't. I can't get researches.xml to open, for example. But I can get the original backup I made to open. You notice anything?
  11. Trashman, I like what you have here. I will take a look at the files and see what you are doing. I think it should be compatible with what I already have going on. I tweaked the basegrenade range in the config.xml, for example.
  12. Are you posting these hotfixes to the stable branch or the experimental?
  13. The results are in, the citizens demand more dakka.
  14. The targeting priority for the alien AI being able to switch to Xenonauts before terminating their current target would also increase their lifespan. Every Terror Mission is a complete eradication mission with the occasional red bleeding scenery. If a civilian survives, it's by pure happenstance. Almost all of them are always dead after by the end of turn 3. The only ones that I ever manage to save are those who happen to be near the initial push from the LZ. After that, it's usually a street by street slog to flank and destroy the Aliens. I like the idea of a "showdown" between the two AIs, and it being a race against time to see if you can get there in time. That sounds awesome.
  15. Normally I bring eight dudes. I haven't had any bases besides the one small one, so far. I'm starting to send out air patrols, though, now.
  16. Well, maybe it's time to bring the Hunter or a Scimitar.
  17. Simply have it give you x/y of your money back. Where x is the number of days that have passed since you started construction and y is the total construction time.
  18. Wow. I usually feel pretty hard pressed with a small base. I normally carry six laser clips per guy (and as many Alenium rockets as I can fit on the whole team). I imagine cleaning out something twice that big would be pretty challenging. God, remember the bases in TFTD? Trying to find where the Lobsterman Commander was before the Tentaculats ate all your guys?
  19. This is basically what I was getting at. Encourage the player to upgrade to the new awesome thing simply by making it awesome and affordable. The player should feel like the Condors aren't enough (hey, I can't catch these new UFOs) and see them getting value for their investment (oooh, more HP, faster, same range as a Foxtrot, wow, yeah, that is worth it!). I still like the idea of rebuilding a Condor. You also don't need to ditch them (so you think hey, this is awesome, I'm overhauling my existing airframes) and you don't need a free hanger to leapfrog them, which massively increases the costs. It's about as realistic as making the changes they talk about for the Foxtrot (rebuilding half the airframe). In this case, they re-use a lot of the existing parts and surfaces so they don't have to make them from scratch. Enhance them with new techniques, whatever.
×
×
  • Create New...