Jump to content

Ogaburan

Members
  • Posts

    70
  • Joined

  • Last visited

Everything posted by Ogaburan

  1. Link fixed, was only down for ~3 days... honored it was noticed & missed!
  2. lol share the 2nd one! It looks amazing! Hobonauts mod anyone?
  3. Damn SON! Jk, I hate when stuff like that happens... Never send your best men to breach... send the grunt...
  4. 1. I was trying to be sarcastic... it would be a "device" of some kind. The details are hardly the important bit atm... as I was asking about modding limitation... Once I realize more clearly what can/cannot be done, then we can speculate some more. My broad idea was referring to a portable device that can "read" information (like modern smarphones) from an alien body/Remains. And you would get a boon of some kind by doing this (easiest thing will be money). Not make all kind of bad-tv-techno-magic stuff. 2. I also want to get into the obvious differences between women and men, I think this is the kind of thing one usually goes through in kindergarten... Im not sexist in any way, and the "dare i say it women" was more meant as a joke. Like putting the name of the English queen as a reptilian alien. If you cant get a joke... I apologise. 3. Traits? There is not even a basis for that in the game, at least nothing even remotely similar to that that is moddable. You need to write a whole new code to implement these... and then make it HTML friendly so ppl can mod it withotu the source code. I think the better angle would be to adjust existing code... From how I see it, the ability to have a chance="X" is in there somewhere, it would just need to be extended to the part that creates the soldiers. If that is even possible. Then again with the sorce-code anything is theoretically possible. Am just looking for what seems to me the shorter rout. But if you want, and are capable of doing that... I'll gladly accept traits. 4. Thats the whole idea of the mod, to create classes and if you have a reason to use them. Scientist - generate money. Doc's - Maybe revive a dead soldier? (on a % base, not just magic). Aliens - Plain old "Cool factor". Woman - All the reasons you stated, about mindfucking with the aliens! (JOKE!) Regarding Scientists without any special features. I, as in me that is not you and might think differently, would just want to add them anyway. Because I think it would add realism and make the game harder/more interesting. - A team would probably have a brave decently trained "egghead" with them on operations. - It would make the game harder, to have to deal with also be forced to babysit a scientist that you were forced to bring with you because of bureaucracy. At least thats how I would RP it. And enjoy it. Since its mod, guess what.... you wont have to use it if you don't want to. 5. I think you should re-read what I wrote. As I didn't even mention specialized combat classes... in fact I want quite the opposite... Specialized low-to-none-combatants... So if YOU are suggestion this, I would have to say no. I don't think its a good idea, for all the reasons you then stated... 6. The combinations of those are just bad... Are you trying to imply I am racist? My somewhat provocative yet humorous sub-title was just that, to ensure people actually read it... and don't just give it the "TLDR" treatment you seem to have given my post.
  5. Its not a tank... its a light scout vehicle that enters into a chopper... don't expect too much out of it...
  6. I'll add my voice to the support of the current panic system. From my experience it works extremely well, Ive never had once say "Oh this guy is just a wuss" when it was a soldier with high bravery. Yet, some veterans will also panic in some situations. Ive yet to seen an unrealistic one in Xenonauts... I think most of the "hate" come from being a poor loser, and blaming the bad decision making that got that soldier into that situation on the "evil unrealistic game mechanics". In fact I would add even more "panicable" scenarios. I once had a sniper, with a 98% chance to hit his target and a 5% to hit a friendly (who would die if he would miss, probably) headshot his teammate... He remained cool and did land the kill... on a 38% saving his own life at least. I would have poop my pants!
  7. Im somewhat shocked by this thread... I stopped using shields a while ago, and the game suddenly became easier... Mostly due to the lack of random grenades been thrown at me from the unseen/unexpected. Aliens hate shields and will throw nades at it at almost every possibility. Not much you can do about an angry Sebilian who decides to charge at you and throw a nade. Best case scenario you are left suppressed & somewhat injured with a baton staring death in the eyes and in dire need of someone else to get you out of the situation... As I said, there is nothing you can do against this scenario so I rather be preemptive and not draw a huge target on my guys... Flying scouts tho... Thats an eye opener! Will definitely try me some of that!
  8. Shields are bad mkaaay... If you haven't notice, they attract nades like flies... I think one of the two variables for an alien to throw a nade is shield or 2 soldiers standing close. Since I stopped using shields i never looked back...
  9. I might be mistaken, but I think he wants this to be another option alongside the current Scout Vehicles... Something you will have to build via the workshop and have it flown with the troops. Altho having these as an independence units might be an interesting idea... but it seems an overkill to make it and then just have it roam around on some maps...
  10. I understood what you meant, but I would also like it to be moddable... I expanded on my ideas here: http://www.goldhawkinteractive.com/forums/showthread.php/11524-Mod-suggestion-Idea-%28Field-Scientists-Not-tricorders%29?p=129343#post129343
  11. This explains so much, I had a few raised-eyebrow moments... Im sorry, but im having a hard time keeping up with your releases & versions... Was a new version release? Or you just sneaked in a hot-fix to the "rocketbullet"? If its not too much, can you state anywhere really visible what version of Magnum. is the one for download? Maybe even a mini-changelog? I had 2 really bad encounters with Androns who weren't amused at my point blank blasts... Is accuracy factored in? I usually give Shutguns to high TUS low ACC guys and mostly shoot at "snap" thinking "how can he miss". But they could.... or some really bad luck with he Andron armor? If you say it should work, I will be less paranoid and report back... Hell yeah! Cant wait for next version!
  12. I think he wants to add a "friendly unit" while the other thread wants to enhance the Alien rooster... Or am I mistaken? I have to say I kinda join Ragnarock in a more friendly warning that this is a more massive undertaking than you might realize... I frankly hope you will stick with it. But if not, Any work done towards a sectopod/friendlypod will likely be picked up by the next optimistic guy or someone with too much free time...
  13. Had to lol at this description... If you are going for "Beef" and don't mind the somewhat "Blizzard-cartoonish look", you might be on the right track. Im not a fan of neither...
  14. This is mostly a 2-in-1 post, but I think they tie in together for a neat mod. Yet also separately they could add allot to the game. 1. Totally not a tricorder suggestion I think this game can improve if we could add optional goals/objectives during missions. So they wont become all that repetitive. What I thought, is having a "weapon" that could load in it alien corpses or remains. It would look somethign like this: And named something in the lines of "Obviously not a tricorder". And every time you load it, it will give you some kind of a benefit. Now for this... I don't know what are the limitation of what can or cannot be done. But my default thinking was in the lines of creating an invisible, uninteractive alien structure that will end up showing in the end of the mission and give you some money. I think this will add allot to current game play: - More strategical stuff to do - Less "samey" missions - Reason not to blow up or BBQ (Magnumomauts im looking at you!) aliens - More things to do for the "concomitantly-impaired" recruits Thoughts? ---- 2. Xtended Racism and Sexism potential Was wondering if this code: <minSoldierAge value="21" comment="The minimal age of a soldier." /> <maxSoldierAge value="35" comment="The maximal age of a soldier." /> <femaleSoldierChance value="20" comment="The percent chance that a generated soldier is a female" /> <soldierStats comment="Soldier's stats are generated with values in the specified range."> <actionPoints min="35" max="65" /><resilence min="35" max="65" /><strength min="35" max="65" /><accuracy min="35" max="65" /><reflexes min="35" max="65" /><bravery min="35" max="65" /> </soldierStats> <startingSoldiersStatBonus value="3" comment="Bonus applied to starting soldiers' stats" /> Can be separated into a few categories? Like: Combatants, Scientists, Aliens... dare i say it "Women"... ect... This will pave the way for quite a few mods, like the Alien Recruits mod ive seen some pictures floating around. And also add the possibility to make a specific categories for Scientists who will have high ref but low acc. (Just Example) My thoughts is that each category will have a chance="X" similar to how the distribution of nationalities work. So end result will be that in the paperclip you will have: Pvt. Longname Longnamisson Dr. Shortname Shortnamisson Seb. Elizabeth Windsor Maybe even have separate ranks for the new "Classes"? Thoughts?
  15. Not really sure what you mean, is 20% too much or too low? If only we could have specific/separated: <minSoldierAge value="21" comment="The minimal age of a soldier." /> <maxSoldierAge value="35" comment="The maximal age of a soldier." /> <femaleSoldierChance value="20" comment="The percent chance that a generated soldier is a female" /> <soldierStats comment="Soldier's stats are generated with values in the specified range."> <actionPoints min="35" max="65" /><resilence min="35" max="65" /><strength min="35" max="65" /><accuracy min="35" max="65" /><reflexes min="35" max="65" /><bravery min="35" max="65" /> </soldierStats> <startingSoldiersStatBonus value="3" comment="Bonus applied to starting soldiers' stats" /> For different variables, we could really get sexist and racist... and even include non combatants. It really makes me laugh when I recruit a grunt with really bad stats only to see he is a navy seal who fought in Vietnam... Probably making coffee for his superiors... Maybe some of the guys with access to the source code would make it, if its even possible...
  16. I have to say again, how much I love this mod! I didn't really read this thread much, so if im repeating something please excuse me. (Consider this user constructive feedback) About SMG's - The Thompson "SMG" causes allot of "self inflicted harm" while shooting out of windows (FYI - the Suomi not so much) I mostly get these on grunts, so I assume its due to low aiming? But even the worst "spray and pray" soldier wont shoot straight through a window without breaking it first... So I was wondering if this can even be addressed? To be clear im talking about sitting in front of a window inside a house/store/bus station (so the tiles touch). - I kind of think the SMG's need to be nerfed down abit. (Altho I also enjoy them the way they are now, and think they are realistically portrayed) Atm all you really need is the Thompson/Soumi and a few nades (maybe Jackal armor) and you can deal with most encounters... They really out perform the Shotguns as they can shoot more and have a higher % of suppression (didn't look at the numbers, but thats how it feels) and they take fewer TUS to acctivate, so a decent soldier can easily move a few steps and still fire 3 volleys... Usually that's enough even for the Androns... Or maybe im misusing the shotguns? (Can you take out an Andron with a shotgun?) At long range spray and pray works almost as good as a rifle (the true sniper rifles wont stand out due to the small maps anyway) because the combination of: the % to hit from a spray and pray, the suppression and the cover destruction make for a lethal combination. About the Alien flamethrower (?) Not even sure if this weapon was in vanilla? But they seem to be useless... I have twice by now had soldiers survive a whole "blast" while wearing only jackal. The aliens only seem to be using this effectively during base defense missions, when they just go around BBQ all your expensive lab equipment... Did you modify alien weaponry? Are you planing to? Early on, they seem to be underwhelming... Also the local forces weapons, They seem to still have the vanilla weapons, perhaps you would like to change that? Im saying this because, Im really trigger happy with my rockets and flamethrowers... and i end up looting what I can and its somewhat odd to run into vanilla weapons... Keep up the good work!
  17. Download winmerge and compare both files, the rest should be logical. The parts where the regiment names appear should go on the other side (and u can do it with a click and move left/right)
  18. lol, maybe start a kickstarter to add these units? (semi serious)
  19. I forgot to put it in the .rar, next version will have it.
  20. My somewhat arbitrary values are not based on population alone. Changing the czech to a 2 will give the nation a total of 3, which I think is too much for a nation in deep political turmoil a the time... Edit: I got home and checked, and it seems I did decided to make Czechoslovakia a nation of "4" so, I will accept and implement your suggestion. Reducing Slovak names to 1. Both Czechoslovakia and SU are era specific "novelty" nations, that why they were not "broken up" like the British. In other words, for flavor. There is a distinction for many ethnic names as you noticed and nitpicked about, if the distinction bothers you so much feel free not to use the mod. The goal of this mod is to add variety, but not on the expense of the "era flavor".
  21. Yes please! This is a major inconvenience for me as well!
  22. v0.7 is out, here is the changelog: - British preordered soldiers will now show as English and not #### - More regiments and experience for English Women - Deleted some Russian odd names - No more Welsh Women in the Scots Division - The following agencies added (all share the "classified" experience): * England, Scotland, Wales - MI6, MI5 (Both Male & Female) * Romanian Securitate (Both Male & Female) * Israeli Mossad (Both Male & Female) * US CIA, FBI (Both Male & Female) * Russian KGB (Both Male & Female)
  23. I auto engage, i used to do them manually... but i just didn't enjoy them, and stopped. Its a solid game feature, just not for me it seems...
×
×
  • Create New...