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cybrbeast

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Everything posted by cybrbeast

  1. Bought the game for the third time now Paid $20 in Bitcoin for the Bundle.
  2. Have you even played the game Ronkol? It's vastly different than the Firaxis game and also quite an upgrade on the original in most aspects, even introducing new things such as the air combat.
  3. Make it possible to have 1-tile sized player drones. I would love a good, quick and cheap scout vehicle. Like this:
  4. I would suggest a burst fire and full auto fire. Burst would remain 3 as it is, but full auto would fully drain the TUs and shoot an X number of bullets based on how many TUs there were.
  5. The Warehouse is full of free and useful 3D models. Personally I'd love to have a scout rover like this: But I've been told that it's currently impossible to have a 1-tile wide player controlled machine.
  6. You can already find multiple models in the 3D warehouse: https://3dwarehouse.sketchup.com/search.html?q=ed+209&backendClass=entity Sketchup is free and you can easily export views like so: Making the walking animation would be a lot harder though.
  7. Silent Storm is pretty amazing, it's quite old, but the 3D graphics hold up quite well, and the physics engine is the best ever in a Tactical turn based game.
  8. Great ideas, I especially like the idea of using the Xenonaut base tiles in other maps, because we don't get to see them a lot now.
  9. Would it be possible for Solver to change something so we can have one tile drones?
  10. Maybe it was because I've only used them in the early game when Androns aren't that strong yet, but they were quite effective. Or maybe you are playing at a high difficulty level?
  11. Glad to hear you're working on it! Bit sad that only you and Skitso are releasing map packs at the moment. I was hoping more people would get into mapping and modding when the game was released. Maybe I'll give it a try if I have some time.
  12. Couldn't it be possible that your soldiers not in the dropship still have their kit on?
  13. You need to bring electroshock grenades to face Androns, they are very effective.
  14. Many times a lot of UFOs spawn at the same time, my aircraft could well be fighting a UFO near the edge of my coverage while another goes over my base. Or my aircraft could be in the base refuelling. How would you deal with that? I think I'll try 4 defense buildings.
  15. Not trying to be a bother, but have you though about making the pack more compatible with Skitso's? Because most people will want to use both, but Skitso recommends not combining the two due to the drowning out issues. Or maybe I could do it myself. Could I just copy Skitso's maps an X number of times, and name them differently? Any idea what a good balance would be?
  16. I have three bases, with only one containing troops and a dropship. The others just have radars, interceptors, and some AA. They haven't been attacked yet, but I was wondering how much AA and of which variety (missile, laser, plasma) do I need to be sure the base doesn't get attacked. Is it cheaper than keeping a crew in the base?
  17. Are you really losing all your funding due to nations reducing it, or is it maintenance? Maintenance of buildings, airplanes, troops, scientists, engineers is a huge drain. So if you have too much of those too quickly you will lose money even if the funding situation is not that terrible.
  18. There are a lot of models that are not really time sensitive. Also doing a search by year leads to a lot of appropriate models, see 1972 for example: https://3dwarehouse.sketchup.com/search.html?backendClass=entity&q=1972 Also has airplanes, would be awesome if there were airport maps. Large open runways, and terminal buildings. Subway maps could also be great: https://3dwarehouse.sketchup.com/search.html?backendClass=entity&q=subway
  19. I have a proposal that might solve these problems and simultaneously reduce the GC grind factor. What if only a certain fraction of downed UFOs spawn a crash site? This could be easily justified as UFOs that explode mid-air or vaporize when impacting the ground due to damage caused to certain systems. This would results in less crash sites and less possible grind. Furthermore if you increase the monetary reward and the experience gains of missions, while keeping airstrikes lower, it gives a real incentive to do them. A second strike and third team would also make sense because otherwise you miss missions and gain much less money and resources. To prevent the possibility of one Chinook covering all global crash sites you could simply reduce the time a crash site exists. This would mean you have to have a dropship and crew nearby, and could also force you to do more night missions. Terror sites would still exist long enough to get any dropship too, so you don't get RNGd before you can expand your strike teams. Another benefit of quicker leveling troops is that if you lose some in the late game, you don't have to grind through as many missions to train up rookies.
  20. Impressive work, and I like the idea. But have you found any situations where alien weapons are superior to even the basic ballistic human weapons?
  21. Maps with extra civilians and forces do sound interesting though, can these values be tweaked through a simple edit of a file? Then maybe a compromise would be possible where Nibelung44 can make a script that only works in combination with your original work.
  22. I've sent a message asking for permission to his deviantart profile (assuming it's him), where he does seem to be active: http://raakku.deviantart.com/
  23. I wonder if it would be possible for the game to display places a selected soldier can reach in his turn that have a clear LoS towards an alien. Maybe by illuminating tiles, with green being clear LoS, yellow 50% block, red 100% blocked, or something like that. Would be nice if you could trigger a display like this with the Alt key for example. This would help enormously, because currently I've quite often wasted a lot of TUs or a turn by incrementally moving my soldier to see if I can get to a spot with LoS. Probably hard to implement or mod, but I do think it would really add a lot to the gameplay.
  24. Last post here was 11-17-2012, so I'm assuming it's dead, which is a real shame as it looks great and I would love to have it in game. Does anyone know what happened? The mediafire links still work, so is there anyone who has used the assets for mapping?
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