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Emperor_Zoron

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Posts posted by Emperor_Zoron

  1. I'm happy for others to integrate it into their mods when it's done, and not before, because I'm not keen on a half-done mod integrated into other people's work. Henry's almost done with the Xenopedia art, I've been working and re-working on explosion and smoke designs for the explosions and that's not when I'm blazing through experimental 9 to give some feedback on it to Chris and then in turn I can properly try out TD's XNT.

    EDIT: Just to make things clear. The hardest and longest part of this mod are the art/sound assets. From a code perspective, it's incredibly easy to make the grenade types and test them. It's not one half as easy to make the art and sound assets.

    It is just good to hear that this project has not been abandoned. I really do want to see how this will turn out. You've done such fine work in the past. It will be nice to have some more of your stuff for the game.

    Well here's the best of luck to you. I can only imagine your pain. I cannot even begin to think of how you'd do... What you just said.

  2. Wouldn't just having them club the Xenonauts with whatever is in their hands be good enough? You could add a pointy part to the existing alien weapons.

    That's actually what I originally had in mind. Although the idea of a belt carried club is amusing to me... Can aliens be made to do this? I know Xenonauts can do a melee attack with the butt of their guns. Could I code a sebilian to do this?

    Trying to figure out the coding, by the way. This is not the first time I have tried my hand at modding... Hopefully it will go better than THAT first attempt though... I'll start digging through the 'Xenonauts Configuration Files' thread. Any tips for a guy who may be about to go stark raving mad?

  3. Well I tried it again and I got it right this time. The mod works well, though it took me a while to figure out that you needed to drop the charges instead of putting them on the ship's hull. BTW, on the first scout, the only thing I could see of the outer hull was the destructible sides. The rest of the outer-part of the ship was all dark. (The second scout ship I saw, though, appeared normal. Though I did not get chance to get into that ship, as there were only two surviving aliens on that mission. Both of whom were easily killed. )

    Insides of the ship looked pretty nifty and showed up ok. I was rather surprised when I blew the hull, only to find an empty room. (I mean empty of aliens, not props. Those were there and looked nice.) I found the bugger hiding in what I could only describe as the ship's janitor's closet. (Actually it looked more like an engine room, but that's not as funny.)

    Keep up the good work. This mod is the bee's knees! :cool:

  4. I found it funny that Sebillians, despite how strong they are, don't try to do melee attacks in battle. So I was thinking of giving the basic guards/non-coms the basic 'melee' attack that the xenonauts have, and a deadlier, built-in 'bayonet' of sorts for the warriors/officers.

    What do you guys think? I figure it could be done, considering there already is an alien in the game that solely uses melee attacks. So the stuff is already there to work with...

  5. Yeah, I add a vehicle when I get the Shrike (generally a Scimitar as I have those researched by then).

    And then I spent the next couple of missions giggling whenever I fire the Pulse Laser. I always forget how fun that gun is.

    Oh yeah, my jaw dropped the first time I fired that thing. I had not expected it to be that... effective. >_>

  6. I'm surprised no one has brought a squad plus a vehicle in this discussion.

    I planned on getting the larger drop ship first. THEN I could bring a vehicle with the squad. That way, I would not be working with fewer men than usual.

    I use them for terror missions especially since they don't have to worry about Reapers.

    I see... This had not occurred to me. In that case, I'll be sure to bring a vehicle when I go on a terror mission.

  7. I follow the Canadian Squad formation. A squad built around two machines gunners, which can be split into two four man teams. These can be further split up into four two man teams. Alpha, Beta, Charlie, and Delta. Two of the eight individuals are the 'Combat Pioneers'. Men who specialize in demolition and 'breaching' enemy fortifications. They are my replacement for the Assault class. They carry two packs of C4, two of every type of grenade, an assault rifle, and one med pack. In alternative scenarios, such as Terror Missions, I would have of them replace their assault rifle and C4 with a rocket launcher/rockets. The rest of the squad is armed with assault rifles, one grenade, and one smoke grenade.

    The team has worked rather well so far. (Though I admittedly have not gotten far enough to test out whether or not the rocket addition would be a good idea.) Real world tactics working out for the win!

  8. Unless they're wearing an entire layer of them for armor, I don't think a small slab of metal is going to be doing much more than add bravery stats to the solder...unless perhaps there's an added effect that boosts the bravery stats of the solders around them just on account of how many missions they've survived...

    That is an idea. Perhaps soldier's with a lot of medals would give higher 'moral' bonuses to those around them.

  9. Couldn't you have a button that says "File death report" on the losses screen, which would allow you to write your own memorial text, then dump that to a file?

    I figure the soldiers only have as much character as you give them, anyway...

    An interesting idea... It would certainly be better than nothing.

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