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KevinHann

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Everything posted by KevinHann

  1. I don't know how rational this would be, but what about taking all Modular UFO hull spectres and reworking them to add a "crash effect border" assigned to each one as a possible workaround for adding this feature to Modular UFOs, too?
  2. Hmm is there a particular reason the Juggernaut couldn't just be downsized to a normal 1x1 enemy? I have the feeling it would fit pretty well (and much better than as some kind of a Transformers spawn )
  3. That looks impressive, thix! Do you intend to get it functional?
  4. You can research two different things simultaneously. Although be aware that when you start a new project it automatically assigns all scientists from all bases to it; if you de-assign them from the project manually you'll be able to start another project. Can't do so if no scientists are idle.
  5. Nope, mate - they aren't capable of evasive roll. Take advantage of their long range and get them out of the way before the UFO can target them. You might want to send a Condor to help for some particular UFOs.
  6. Will rework the railings on the third floor exterior, certainly. They were on my to-fix list from the get-go anyway, I just wanted something different than cover armor (preferably waist cover). I think the cliffs (there's no sebillian tiles in this layout) should appear only as you see them on the level 2 image, there shouldn't be any patchy connections visible in game. If there are suggestions of a more fluent way to achieve the same effect I'm pretty much open to reconsidering the execution, but I'd really like to see how it looks in the game. Removing the entire level 2 cliff area would be a very simple and swift change if it doesn't work but it's definitely different and worth trying at least. (But then again this is obviously my personal preference ) It is indeed smaller than Carrier which will hopefully make it a much more dynamic fighting ground, especially if the aliens take advantage of the key points at their disposal. Yes, it is tight, it was supposed to completely break the pattern and be tight. After all it's three key props in three rooms, and all of them are in danger of being blown up in the crossfire. Of course that might not be a good thing and it might not work - in which case I'll be back to the drawing board. In terms of the third floor shooting gap and walls - thanks for pointing this out so precisely - I wanted to give the command room aliens LoF in different rooms. Do you think it won't work out well? I guess it wouldn't be a big deal to change this, perhaps I was unnecessarily strict in breaking down level 2 to three rooms. And for Christ's sake, it's alien aircraft. It can appear odd rather than all tidily shaped every now and then, that's not necessarily a game-breaker. I'm a bit disheartened from the tone of some replies EDIT: Of course I didn't just throw the cliffs without thinking about how it could clash with different tilesets. I was even considering specific lore explanations / alien style camouflage / etc. This is a huge UFO, has been around and could certainly carry a shell of cliffs during flight, perhaps even intentionally. But if it doesn't work visually - it doesn't work and it will go. EDIT 2: You should be able to delete attachments by Edit Post -> Go Advanced -> Manage Attachments on the menu above, erase what you want to remove.
  7. These are some impressive numbers, mate! I didn't realize you have compiled such a huge pack! Do you intend to expand further to tilesets other than farm and desert?
  8. It would be great if you could provide screenshots and/or some video, mate Sounds intriguing!
  9. You could open up each strings.xml and see what was edited - the smaller mods usually only add/change a few lines. Then just enter the required lines in a single strings.xml and voila. It's not complicated or time consuming.
  10. Which full height walls below the gap do you mean, mate? They should be precisely over the middle of every bottom room. I don't want to make the second level more triangular, if anything it was supposed to be more round, but it came out pretty much okay. My concern was regarding space as it is significantly smaller than the vanilla Battleship but it should make for a more intense battle. If I redraw the walls to get a more symmetric shape the second floor will lose space and I won't be able to fit the necessary props. Yes, there are props outside the UFO hull. Do you see this as a problem? Vanilla Battleship also has those and I wanted to remain faithful to its unique characteristics without directly copying, but I also tried to get the spirit of the original game's version of this UFO type. By the way credit for the floor gaps goes to kabill, he used them first and I pretty much like the idea so I borrowed it to elevate the combat to another level. Of course all designs require testing but don't underestimate the importance of polishing them prior to that phase! Also they won't be playable before someone with proper resolution goes through them to assign teleporters and fix any stupid mistakes I overlooked. I couldn't import those in the Submap Editor, am I missing something? I've placed them in the same folder as the other hull files with no success. I might experiment with Blender a bit over the weekend but I'm pathetic when it comes to such programs, will take days to get the basics unless someone compiles a truly dummy-proof guide which I can follow step by step. Ideally if anyone is willing to contribute with some pretty basic tiles like race-specific doors it could really help.
  11. If nobody has significant problems with it I will roll it to the other races which will complete the full pack of Saucer UFOs. Some of the earlier designs might need polishing though.
  12. Scouting - that's much more valuable than sniping from the roofs. Controlling LoS is paramount to success. Plus Sentinel is pretty much awesome without flying at all - 360 degrees vision, great stats. You mean you've been playing 20 years with the same style? Dude, you're more conservative than Scolari!
  13. We are talking about extending opportunities for modding, not actually asking you to provide maps as well *Sends Solver a pm to get the maps going*
  14. It is indeed unfortunate and would be nice to have a fix for it, but come on, making the game unplayable? You can fare quite well without using the roofs for sniping.
  15. Whoa I suggested something that's not difficult? That's a new one
  16. In this line of thoughts could it be possible to expand alien bases further than large? If not another grade after large, maybe crew could grow?
  17. Okay folks, here is an initial take of a not-so-saucerish Saucer Battleship, Andron version. Tell me what you think. EDIT: Thanks, Aaron!
  18. You won't get any of them unless you add them. Check out the post on the bottom of the page in this thread: Jungle Tileset
  19. Alright, we will have to agree to disagree on this one then. I very much enjoy the green tileset in an UFO - although the red one doesn't blend very well with the unskippable original props, indeed.
  20. I've been waiting for some feedback from you in a long time, thanks for popping up! First of all, is that a general remark, or your observation on Carrier specifically? You don't like the concept or the execution, mate? If it's the latter, would you elaborate what it is that bothers you, the specific props choice, ground, walls, etc? Do you think if there were race-specific doors it would appeal more to you (as that is the most obvious difference between Ceasan and the other two races in terms of contrast). Do you have suggestions how to mix them better?
  21. Just to close the round of Saucer Carriers, below is the Ceasan version. And voila, it's 7:30 AM
  22. @silencer That's still a long way away from where we are now, mate. It's a little bit like discussing the wallpapers while you are still building the house. Let's take it one thing at a time. @kabill - Entry points: I am willing to reconsider the number of entries (already decreased it once) but I'd like to see how it works in some tests first. Let's say the player is willing to sacrifice even more time to hit and run through rooms individually while risking being flanked or overwhelmed by alien reinforcements - that might not be a bad thing but another viable option to approach clearing the UFO. Cutting it might actually be counter-productive in terms of variability. - I tried several things to fill the inner yard and settled for the more generic option you will see below. Not flawless but I didn't like the others at all. - Props on the ground level cargo room on the right hand side have been carelessly displaced. - I kind of love the Sebillian ground tiles and I spent so much time painting them I am not willing to re-draw them at this stage. Will see how it appears in game and revisit if necessary at later stage though. - Engine placement is not my favorite either and I tried to address it several times before even sharing the design, it will have to make-do the way it is. - Corpses disposed and tables dismantled to give the autopsy room on the ground floor a more spacious feel. - It might not look so in the image below, but I spent most time trying to find a new place for the Fusion reactor. My intention was to reposition the command room and place the reactor there, or put it in the inner yard. Though after spending a couple hours drawing three different command room options all of them felt much worse than it is now. So it stays where it is for the time being - but I do still consider this an issue and will address it if I revisit the design for changes after some test feedback is available. That being said I wasted too much time trying to tweak the Carrier design tonight and at some point you just have to call it a day and move on to remain productive. And I can't do that before providing the other two race-specific variations. So there is the Andron Saucer Carrier:
  23. I'm sorry for intruding, as I'm thinking in terms of modular UFOs - there is massive difference in being able to assign same type UFO to multiple variations of the same mission. That is if there is no simple way to add entirely new UFO types from scratch. Let's say I have 10 different modular variations of Corvette - do all of them have to be limited to just 3 potential crews (1 for each race)? That would be very limiting.
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