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XenonaughtFox

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Posts posted by XenonaughtFox

  1. Actually, we can take a few pages out of the latter two games (Aftershock and Afterlight) of the UFO: Afterblank series for our weapon and armor ideas.

    Essentially all armor has a series of resistances which hard-counter certain weapons. For example a basic version of light armor (decent against gunpowder bullets) and a 'hardened' version (decent against various energy weapons) of the same armor might weigh the same, but have vastly different stats. In addition, Afterlight introduced an armor modding system. Basically you get a series of components -things like various vision systems, various components designed to enhance certain weapon resistances like bullets, components designed to enhance accuracy, or even components to turn power armor into death dealing monsters armed with super-heavy weaponry- and a certain number of slots on the armor. Add components as you wish.

    (link to an example from UFO: Afterlight)

    Now for weapons, each weapon isn't your game-ender. Due to the fact that armor has resistances to weapons, you'll need a somewhat wide array of weaponry to defeat the enemy. An enemy that is resistant to bullets or piercing bullets isn't resistant to lasers and plasma for example. In addition, UFO: Aftershock introduced weapon customization; basically pick a weapon in your inventory you want to modify, add components from your component inventory into the associated slots, then after your done press confirm and you've got your modified weapon ready to go. Certain components however can't go with certain weapons. Normal or computerized sniper scopes -for example- can't be utilized with lasers but lasers can have 'heaters' -which enhance damage at the cost of energy and range- and 'coolers' -basically turn a normally semi-automatic battle rifle into an actual assault rifle- to them.

    In Afterlight, you can change out standard ammo for specialty ammo like projectile weapons can change out their standard ammo for LR which exchanges power for range, Heavy which exchanges range for power, -if you have the ACM mod for Afterlight- AP which transforms the bullet-damage based standard into piercing-damage ammo which has a potential to tear a hole in one's suit, and API which is basically AP with a chance to put the bastard on the receiving end on fraking FIRE. Energy weapons only get the 'want more ammo per magazine' option with their advanced energy cell option.

  2. Actually the last 2/3s of the UFO: Afterblank -particularly the last of the series, Afterlight- series has a way with 'modding' weapons and armor.

    The process is simple: you find the weapon you want to modify, you add a component (and some components aren't capable with others, i.e. you can't use 'accelerators' on plasma or laser weapons but are free game on your standard rifles and MAG guns at the very least), then the components AND weapon are removed and your modified gun is put into a modded guns list...

    Hell while we're at it create alternative rounds (like trade damage for range, range for damage, give piercing damage instead of standard bullet damage, have piercing damage while it sets the poor bastard on fire and thus cause burning damage, stuff like that) for the projectile firearms and better power packs (i.e. trade light-weight for more energy) for energy weapons.

    Armor is similar, you have your trooper in his/her armor and then add components to suit the trooper. Add shields to help your trooper shrug off projectile firearms, various vision implements that make it easier to track enemy targets, improved armor components to increase the trooper's survivability with a certain type of weapon, or even improved actuators so you can utilize super-heavy weapons that demolish anyone on the receiving end.

  3. Just a suggestion here, how about -since its a few lines of code here that we'll have to manipulate- that we have a version where all the torps and missiles for aircraft become free (and for sake of argument we'll call this 'Logistics Light' version) and the original version (which we'll call for sake of argument 'Logistics Mastery' version), and if you can/want, have a 'middle ground' so that you wouldn't have such a curve to it.

    Think of it as this: the Logistics Light version introduces prospective players who really want to play this mod but would be -in the end- daunted by the shear logistics mastery curve needed. The middle ground is for those who know how to do this sort of thing but aren't masters of it. The Logistics Mastery version (the original version) is essentially those who can really do logistics and will find that sort of thing enjoyable.

    Just a thought.

  4. Now, that I got my mod working properly without the 'build the missiles' thing, I'm going to put in my three cents...

    One, I can now start producing light and heavy torp carriers now that my engines aren't being eaten by my need for missile launchers. Two, I've been checking which loadouts so far are the best and like the original it appears the 'Chain-laser/Alienium Missile' combo is pretty good until you start hitting landers. That's when you need lots of torps. Three... the only thing I'm regularly running out of now is alloys instead of everything.

    Now a suggestion:

    Now there is the X-23 'Prophet' suit mod on the WIP list, but is there a variant in this mod? That would be pretty workable if we can work it into the game.

  5. [ATTACH]6096[/ATTACH]

    I'm working on making all the missile and cannon upgrades automatic but so far I'm hitting a brick wall. :confused: Sorry about the zip... it's the only way I could upload the bloody file onto this site.

    Now I've looked at the aircraft weapons and correlated it with the items.xml... but there is another file with (named yedek) with the same .xml file.

    Also, for some odd reason my 2007 Excel will not read the .xml file so I had to edit it in Notepad++

    items.zip

    items.zip

  6. Hey fox!

    First of all micromanage is one of the reasons of this mod.. Of course i dont mean just micromanage everything! if so i would make u manufacture all basic weapons and all ammos and all explosive grenades and rockets..

    About launchers needs torpedo drops when you already use it at the plane itself idea, you are right.. but i am against to getting rid of airplane weapons production entirely. When there is a direct replacement of an item, you dont feel it.. "Ohh i researched it and then my 20 plane got it suddenly".. u stop to check what your planes are using.. you dont anything to collect to have them.. at original X-Com, when u got first plasma beam using aircraft, u became happy when u put in to plane.. u smile and your whole day will be good... So i am ok with all balancing about the req of a weapon but not manufacturing is not good idea for me.. The vehicle weapons are free and i am not ok with that even..

    Perhaps you can mod how many units are produced then? Because it quickly becomes a struggle to keep your airfleet afloat.

    Another idea might be let alienium and plasma missiles be free but fusion and singularity to be produced...

    EDIT: can you help me find where I can work out the availability function?

  7. Now I've gotten this mod and got all the fixes and played on it for a bit... now I'm going to tell you what didn't and did work.

    Didn't:

    Requiring to build new launchers for alienium missiles... yeah not your best idea as it makes it far too logistics-heavy and the alienium (and later plasma) warheads are made to enhance your aircraft capabilities when researched. This forces you to micromanage the shit out your production and aircraft.

    Requiring you to build new cannons... yeah. That isn't a good idea either. Not only it increases micromanagement, it also makes defending the planet a pain in the ass much like the new launchers idea. Even on easy without auto-upgrading cannons and missiles, you are going to get your ass pounded.

    Likes:

    Requiring equipment to build aircraft... is an actually neat idea. However if you keep the building launchers idea, then it becomes near-impossible to upgrade the airforce as on easy I've found that launchers are hard to come by and thus makes it impossible to upgrade my weapons and my airforce without sustaining an insane turn-over of troops.

    'Torpedo Boats'... not that I've tried them yet but that's a neat idea.

    Splitting weapons into 'basic', 'advanced' and what not are inspired.

    'AP' weapons... are a good idea. I've not seen the idea in action before... and it works.

    Now suggestions:

    Get rid of the cannon and missile manufacture idea entirely. Not only it hurts those from XNT (yeah, I used to play that mod quite often when I have Xenonauts on my comp), but new people that would find the mod. Keep the aircraft requiring the mounts however.

    Refine the AP weapons idea. They're working quite well. Also the ranged stun firearms should be a wee bit enhanced.

  8. It's compatible with 1.07HF and 1.09

    Thanks. I'll get it done right away. :D

    EDIT:

    Whoever got the brilliant idea for adding a flamethrower at Tier 1 IS MY FUCKING HERO.

    Reapers, you have found your enemy and shall have no quarter! [insert evil laugh here]

    So far it's pretty tough, but is it really necessary to start throwing 'vettes three months in, at least in trios?

  9. So i was just reading wikipedia about mig 23....

    "(...)

    Because of its distinctive appearance with large air intakes on both sides of the fuselage the aircraft was nicknamed "Cheburashka" by some Soviet pilots after a popular Russian cartoon character representing a fictional animal with big ears

    (...)"

    lol lol lol lol lol lol lol lolooooooo

    I guess I wasn't the fist one with that idea :D

    [shrugs] Occasionally RL is stranger than fiction, hell the MiG-29 Fulcrum (sp?) was actually a NATO designation.

    Completly!

    use it freely, the hotfix for 1.04 its only executables

    Remember that if you apply the HotFix you need to extract the main xml again.

    Good, was holding off the update until I knew that I didn't have to do that again.

  10. Great build interesting investment, full interception based and focused on the main base.

    Would you believe that I took that idea from an X-COM clone called UFO: ET Gold once I've figured that simply doing the 'Every base is a main base' thing of X-COM yore wouldn't work?

    Thank you so much fr your cooperation! I'll review the save files and keep in contact! :D

    Edit: Any problem that you want to edit on this saves? or you want me to check all the game integrity?

    Check for game integrity first and we'll see where it goes.

  11. Below quick reply box there is Go advance button.When you click on it you will get full expanded text editor with all options,click on "Attachments" which is next to the "Smiley".Click on Add Files>Uploader>Choose File then find save you want to upload and press upload.Then check file you just upload and at the bottom you will see option "insert online".

    Just wondering where the save-files are... if you don't mind... but thanks for that info too.

  12. Well It depends on what kind of gaming are we talking here.It's decent enough to run any game as of 2013 on low or medium settings.If you want all fanfare ... ( I find all those effects that should add "movie feeling" eye hurting .... when I played The Witcher 2 I had to tune down a lot of effect to my liking and not because my PC couldn't handle.Why games don't have Mass Effect 2 design ... low performance impact,you really get into "movie" thing,great voice acting ..I hope Deus Ex HR is even close to that or I just wasted my money)

    Actually my old computer plays Human Revolution quite well. Only certain spots (and these are very specific) cause lag for a few seconds.

    Everywhere else it purrs like a kitten.

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