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lightgemini

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Everything posted by lightgemini

  1. New small update: Laser shots have been added. It features a nice red glow I like, but if opinions are against it being so "flare" like it can easily be reduced. MAG shots are still pending. I think it will not get any "halo glow" effet since its supposed to neither be tracers or energy. Im thinking addidng some kind of vapour trails to the projectile if this helps with the feeling of uber speed. Been thinking on animating the trail in a way that it will grow out of the back of the bullet and become larger and larger then dim away. If the animation frame rate can be matched with the speed of the bullet, then it may give the impression the trail is not "moving" and being static while the bullet flies away, instead of being some sort of "tail" that flies atached to the back of the bullet. I have no idea if it can be done but would surely look so cool.
  2. HI. New update for test shots here. https://www.dropbox.com/s/bwxiqxw1nd7uu0w/Test%20shots%20v0.5.zip changelog or something close to it: -all images resized to be very close to original, only slighty larger. Will not be very noticeable. - removed laser shot. Will come back when it fits better. -tweaked "halo glow" on all images. Ballistic bullet gained a very dim but noticeable glow. Not really overdone, just a bit. -Alien laser image is now freaking awesome. Less than awesome is finding its not used at all in the game #sigh# -All shots placement relative to unit shooting improved. May need a little finer adjustements and will be perfect -plasma shot will stay with Green glow versión. Original do have green in the core. Next update will feature: -Laser shots. (no idea what to do on this right now) -MAG shots (even less idea how would look cool, and dont want to clone the ballistic versión)
  3. Thanks for trying it out. Yes the shots are big, too big. I wanted to be bigger than original because tiny slow shots arent very exciting although I admit its very overdone. I will resize and edit more when I can.
  4. Make the scout car cheaper so it stays expendable. I lost mine on 2 or 3 UFO and didnt bother to make another at all, losing 2 more would be financial fail. Also make it use 10 rounds per burst the thingy has 2 MG on the turret not one, so at least it can be used as heavy support . I used it with 10 rounds in my mod and it worked nice even without the nerf it has now, and the ammo lasted 7 burst wich is ok for a misión and doesnt let you go too trigger happy with it as you run dry fast if wasting on "pray & pray" basis. I found Lasers to make the game too easy, Androns being mowed down with laser rifles/ scatter. Note, played on NORMAL , wich felt too easy to be that normal.
  5. Seems reaction fire takes place after the action that was successful at triggering it. I dont know if its TU based or action based, were any action regardless of TU cost is processed for reaction fire dice roll. I agree shotguns /carbines handle more like rifles etc. but for game balance and flavour it could be "magically" treated as lighter than rifles and heavier than pistols. That is if reaction fire uses TUs as triggering factor, wich will naturaly make the more TU spent on a shot the more likely it will get "reaction fire interrupted".
  6. Looks interesting. The weapon picture and description are nice, good work. Im curious about what other ideas you have.
  7. Been playing and finding Caesans a real pain. 4 sight difference when using jackal against them feels too much. Maybe make jackal 15 and Wolf 16. Also im finding scout car is no longer useful scout. Its low TUs and size make it handle like a pig. "Naked" soldier seems now the new scout unit, and you get 2 for the place of a scout car and are more easily available.
  8. Losing 1 plane from the thousands available at planet earth at the time plus 60k in mods its not that great loss. Defending Earth is priceless. Acording to lore, nations are already losing good amount of planes to shot down what you did losing just 1 plane, as for game situation goes you made a perfectly valid choice. Note: not to mention you helped funds go up not down in the región wich is an important goal since funding is scarce again.
  9. You select a soldier, aim at a target and press fire button, soldier fires alien reaction fires . What if reaction fire occurs BEFORE your soldier fires after receiving your order? Think of an alien with a pistol ready to reaction fire on a soldier in front at close range. Soldier takes all his time to make an aimed shot with his sniper rifle at max zoom. The soldier deserves a reaction fire snapshot to the face because the alien wont wait for ages to get shot. If TU usage on firing triggers reaction fire (I dont know if it Works this way, just proposing) then the more TU used the more chances to trigger the reaction. This would give low TU weapons like pistols a clear role and usefulness, and balance the usage of more clumsy/powerful weapons. It will give more of a reason to use snapshot instead of aimed, cause the later can get you a shot to the face more easily as IRL. Being outnumbered would be more dangerous and would pin you down a lot more,not willing to expose you too much. I think it would be pretty fun, tactical and intuitive although maybe a bit more "hardcore" for some (not calling anyone dumb, just not everybody loves harder complexity). What you think?
  10. If lowering MG accuracity is amove towards making the weapon a suppressor instead of a long range snipe cheat, then I welcome it. But seems no weapon can suppress beyond its max effective range, is that intentional?
  11. Glad we were not really far off in nailing down what the problems were. Its nice that the problems have been identified quickly, thank you . Chris, as for crashes I did have none the game runs fine so far.
  12. Seems clear AI is using some preset/hardcoded numbers for its working. Maybe its like this for testing purposes and its not been cleaned for "fair play" just yet. But the firing at targets beyond sight range is clearly a bug or a leftover that shouldnt be here now.
  13. I made more tests using the debug tools posted by Chris, and I can completely support and confirm what Waladil posted. ALiens DO know of your position regardless of LOS and engage up to 24-25 tiles even having 6 sight range and debug tool confirming troops were completely out of sight range, well inside alien FOW 24 tiles away. Having debug tool Reading correctly the XML files, then Im sure its very possible its some AI code overriding the XML. On bright side aliens at least walked as if they had the 20TU I gave them, but it didnt matter much to them as they used burst fire on their turn and in reaction fire after having moved those 20TU
  14. Thats super cool debug tolos I didnt even know of. Going to test with it right now.
  15. Xenonauts versión at launcher says hotfix 1, I double applied hotfix 2 to be sure. The game loads XML when going to battle, I confirm that as I used saves with a Charlie seconds from getting to target to test mods. Cant say if it loads XML at load save, never tried. Made some quick tests with new game using 6 sight for caesans/sebies and 20TU. Result so far is they ignore XML setting entirely. If Waladil tries with 1TU and 1 sight (lol poor aliens) and have same results then thing is clear.
  16. More testing in save game provided shows moving back 24 tiles away from sebilian fire position it still shoots at the soldier, using single+burst fire using up all its TUs. Can it be that FOW doesnt reset on them? Waladil: Then we can make a mini mod decreasing TUs of aliens down to say 20TU and see what they do? it should clearly unmask any cheating.
  17. They fire mostly at the guy at bottom of map, wich he has a sebilian in front, full team at north, lake at back and end of map just at south. No way he is being spotted with squad sight Note: And if sebilian is moving forward , back and firing then hidden screen is broken cause he is not detected entering own troop sight range, and with 4 tiles less of sight its 32 TU to move forward, spot soldier and move back out of sight again and then it uses burst shot.
  18. I confirm aliens using far more sight range or unholy detection mechanics. I have a save here to use to give more evidence. https://www.dropbox.com/s/u24p1vo6wxwwql0/2013-05-30_00.30.42.sav Situation has full team stopped at def positions, several turns already happened in that situation, and sebilians repeatedly shooting me from beyond my FOW. Sebilian sight 14 vs naked human 18.
  19. Maybe but the idea was to make contact out of rifles range so you are forced to manouver into optimal range while machineguns/sniper cover the advance, giving those long range weps more of a role apart of "shared sight sniper weapon", and also give the AI more time to relocate to favourable positions. It makes sense in part, as enemy that tries to use cover/concealment can be spotted at 500m or more and 1979 rifles were not very useful beyond 150-200m due to being very hard to hit someone behind cover with ironsights beyond that range. Then machineguns opened fire to "fix" them while the guys with rifles got closer. This also leaves room open to introduce more long range área of effect weapons like cannons without it being a close range overkill. In short, I want more "Combat Mission" feel into the game with this mod.
  20. Looks interesting. Never tried getting into sound editing, maybe in a future.
  21. Hi, I have been working on some replacements and would like to get some feedback if it looks good. Special mention is all alien plasma shots wich use a new glow effect I think looks cool but maybe be a bit overdone, any comment on it is welcome. New update to v0.82 - Works with V19 Stable https://www.dropbox.com/s/en8juzlgmrtfh9b/Test%20Shots%20v0.82.zip V0.82: -Update to work with v19 Stable candidate 1 V0.81: -Hotfix for me being dumb and messing X/Y positions. V0.8: -New tank laser shot replaced. -Tank plasma was missing in 19.7, now added. Requires to use vehicleweapons_gc.xml provided in the mod. -Minor tweaks to laser shot. -All MAG shots still pending. ** If you wish to use with older game versions just dont copy vehicleweapons_gc.xml ** ***Compatibility with other mods *** If you want to use the new tank plasma cannon, any mod that edits "vehicleweapons_gc.xml" is incompatible as this mod will revert tank weapons to vanilla or the other mod will undo the new shot image. Mods that rebalances weapons will surely edit it. To merge this mod with other mod, just follow simple steps: 1-Install the desired mod/mods you want to use. 2-Install my Test Shots mod but Dont install the file "vehicleweapons_gc.xml" 3-Open "vehicleweapons_gc.xml" with notepad or whatever you like and look for the following entry: 4-Replace the highlighted line above with spectre="projectiles/heavyplasma/heavyplasma" 5-Save and you are ready to go. Backup folder have original files for uninstall. Please dont just open the images in Windows viewer or whatever, in-game it looks different specially with the glow. Thanks in advance.
  22. You are missing 1 step, go to "Sounds_GC" and modify the entry for the weapon you are modding. Long explanation: Note that sound declaration in weapons_gc dont use " _ " between words, yet sound file have it. In sound_gc the declaration on weapons_gc is assigned a sound file (normally same name) and the volume is also set there. You can assign more tan 1 sound to each weapon sound declaration and will be played random on game. Hope that helps.
  23. Its not as bad as 50% at all. Caesans have 17 sight range versus "naked" human with 16, and jackal human have 14. Those 1-3 tiles DO matter but its not as bad. What you could be experiencing more is team shared sight, were your spotted soldiers can be targeted by aliens way farther tan those 1-3 tiles. But then you can do the same so its pretty neat in the end.
  24. Idea 3 sounds good enough, I DONT like it but I understand its an elegant and logical solution, but you need to be PUNISHED for "losing" the plane. I believe you should ditch the plane for 6 days at least and pay money for it, because fail is fail no matter how "streamline" you want to go. In the other hand, why not add a "Indestructible" boolean in airplanes config? if TRUE then the plane is treated as suggestion 3, if FALSE then its gone. That way one can easily mod back the original Xcom way just because you cant keep everybody happy. You could even have some planes one way or another if theres a point in doing so, but its having the options available what makes a win for everybody at the end of the day.
  25. Oh noes! my secret source of images has been revealed! Agree picture doesnt fit, its just a placeholder till I get my lacking skills to do something that blends better. No idea how long will take though.
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