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BadgerBadger

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    Strategy games, would be a good guess, perhaps...

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  1. I f anyone is actually reading this; I realize theer's like 3 people playing AS now, and * mods, lol, all we need is another one. Most of what i ever wanted to do was done in WRM, anyway - but not necessarily all, and i approach some problems differently. For example - there was the laser mod - while i agree with chnaging the range, simply by chnaging the recoil (lasers have recoil in AS), you nake all lsers muchmore eeffctive, and the damge tends to be better against most defenses. It was pointe dout how ludicrously inaccurate rocket/missile weapons were -- nad then defended to keep the training requisite for them. My response is to keep them nasty inaccurate - and anyone can use them, that sloppily. he solution is to change how accurate the skill boost makes you. Any jerk can TRY to use an RPG or anyhting else, i just don't want to stand anywhere near them ( which is how they work in AS unmodded. for trained shooters, unfortunately ). Snipers are anothe rexample - it was pointed out, ammo does damage, not the gun ( unless you're using it for a club) -and the difference between guns tends to be in accuracy and velocity, from how efeficient the rifling and muzzle length are - but REALLy fixing that woul dbe some pointl;ess work. However, when you consdier that for game balance they made the SR-25 stoner do 1.6 what an M-60 does... yet the m-60 actually has a higher muzzle velocity from it's longer barrel - the Stoner remains more accurate), you get into why for play balance the sniper rifles had to be trained only. Again, I disagree. if you drop sniper rifle damage to reasonable levels for it's ammo (i'm adding other rifles), any jerk can point a rifle at you - it's accuracy is only as relevent as the that of the shooter. It's in the hands of a true sniper that the accuracy and "called shots" make the weapon so formidable. And.. playtesting this and the sabot-flechette for shotguns (real)...thats a wrap.
  2. Rough Draft: Correcting damge types in AS: ( btw, you know an M-60 has more muzzle velocity than a Stoner-Sr, not less, accuracy is the trade-off) so.. quick preliminary research - measured purely in energy- not considering that ( ak is a good example) too much energy in a bullet will make it go thru someone without transferring much of that energy as "damage"... why m-16's and co. were menat to "yaw" - they spin and fragment in a body - nasty stuff... anyway : preliminary findings: BAseline: 9mm parabellum ( nazi ammo from ww2) : @123.5 grain @ 1200 feet per second = @518 joules (energy) nato 5.56x 45 (m-16, etc) 62 gr @ 3100 f p s =@ 1767 j warsaw 7.62x45mm (ak's) 123 gr @ 2300 fps = @ 2010 j 7.62 X 51mm Nato (m-60, snipers) 146 gr @ 2,756 fps = @ 3,352 j .50 BMG (mg round, used by Barrett sniper) 647 gr (1.4 oz!!!)@ 3,044 fps =@ 17,821 J !!!!!! so, preliminary - not adjusted fro "blowthru": based purely on energy (J), if we use the 9mm as the baseline std , calling it damage factor "1" - BAseline = Damage FActor 9mm (baseline) = 1 (baseline) nato5.56 = 3.14 7.62 Waraw = 3.8 7.62 Nato = 3.41 .50 BMG = 34.40 ....So obviously, i cant have the BMg doing THIRTY_FOUR times what a SMg does, regardless of the energy numbers. I'd have to fiddle, the best idea i have so far is to let the (other) numbers speak for themselves, BUT mod the numbers for human body (and most bodies ) to not take anywhere NEAr full damage from the more penetrating damages - after all, most of the nergy goes right thru you. ( in original, OLD D&D, one of the early rules additions made different weapons do different amounts of damage ( ! Gasp!) - weapons had a different damge range against large targets to represent exactly this concept) The extra power would still need to be "on" the shot tho - in case you shoot an ARMORED person, or a cyborg, or some weird mutant monster tough as a tree. what ya think of my reasoning?
  3. Heh heh. AS has a weird difficulty curve, but -for better or worse - recruits are so easy to come by that losing an individual isn't that horrid. If you think battles tend to = casualties, even for the good guys, and can handle that you'll have to train the new troops, I htink you'll like that aspect. i personally play without reloads - if possible in nay game i play - with the exception of interface errors, etc- and I think it's suited to me. Losing asquaddie becoems a matter of attachment, rather than " now i'm going to lose because i can't get anyone out of cold storage".
  4. I came on the board to post something else; and saw this. That's more or less what iw as going to say. That Apoc can be played turn-based (like X-com) or become real-time-ish is , to me, the biggest gameplay change. It was PAoc that broke my reluctance to try non-turn bassed, I liked "Fallout Tactics, which tried to do teh same thing, but in my opinion, APoc made it work far[/] more seamlessly. It actually works. The other major aspects is, for me, while keeping some of the video game tropes - like aliens not uisng their good equipment until you "level up" - most of the tropes get shot down like a bi-plane over area-51, and i feel ALOT of what was chnage din APoc was probably due to the natural development of " why should it be this way ?" and changing it - which i wish the whole genre would follow as an example. The diplomacy and SCALE are fine examples. The scale fixes one of my oldest complaints of RPG/"squad based mission" games - that often in such games (eps "fantsay" games, but certainly not only, and in the x-coms) - your squads get sent to do things with such great impact, it isn't what COMMANDo teams would eb sent for, it would be the regular army( or larger untis from the army, anyway- not a commando is my point). That's a huge flaw in the rationale of MOST games, IMO ( that a commando is being sent to do an army's mission, making you wonder if armies serve NAy purpose in these , uh , continuities) - and in Apoc, it simply doesn't exist. The only seeming exception would be Apoc's version of base assault ( NUUUUKE ITTTT!!!!) - which, I can say without spoilers, fits 100% into the storyline, WITHOUT stupid 'Deus Ex' plot devices, as to why a commando is assaulting instead of the full might of Earth Forces. There's few things in this that aren't of course a matter of taste - a few are; objectively, improvements, but overall I it was summarized: "Think of TFTD as an expansion of UFO, and Apocalypse as a true sequel."
  5. I actually signed on tonight fo rno other reason than topost that it may not be news but X:EU is on game tap... so it's hardly news, and it's nolonger free ( it's part of the bundle of games you can play if you are a member. Some news, I knew irt wouldn't be , so much as - I'd like to htink maybe more people wil be exposed to the game - many newer gamers, of course, missed it - and despite the graphics being, uh, dated -I htink the gameplay (especially of Apoc, which broke me of my turn-based only snobbery) isstill unequalled. Here's to keeping our fingers crossed that renewed interest in the game - or, interest by a new generation, will lead to sufficient demand for a sequel. And then we can cross our fingers that they don't murder the franchise by turning into an RTS, or another FPS. Howdy; all.
  6. In Vanilla, I constantly see the "light" cultists pull knives or katanas (instead of their uzi or AK, respectively) - likewise the morelmen will have a shotgun pointed at you and "backpack" it for a grenade (or their other jillion attacks) - but what's funny is this is generally done right as they have gotten to close rnage - and they lose sceonds while under the most accurate fire. almost lik ethey see the melee as the "main" weapon. weird. and weird you're not getting the same thing. as to the wargots; it's hard to tell as some of their weapons don't "drop" - slotted and MG - but some of the double-barrel troopers have a backup weapon (GL or medkit) - but so far s i can see, the grenadiers just have the gL. For the longest time i thought they were always running away - then when i started looting ( to check mod fixes) - i found out they just run out of ammo. and literally can't shoot ; and run. * EDIT: while modding, i noticed these wargots running around with a strange weapon that i was afraid to find out what it woul do - it didn't loot so I couldn't figure out what it was, and thought it might be "broken" since they never fired it. Turned out to be ( I'm 95% sure) - the Wargot medkit! LOL! whats interesting is, like the cultist priestesses, these fellas seem to be side-armed, but tend to heal in preference to- but not exclusion of -their other weapons. I'm not sure how the AI determines that as yet, and as i said, you've modded the ai squad/unit files far more than i have. * (ps; i was annoyed to see you already had modded in plasma grenades - - i had changed the wargot frag's to plasma grenades. - minus your pretty green cloud)
  7. Congrats on such great progress so quickly. As usual, your models look great. New guns for commandos? ... Wait; you mean commando's use SMG's instead of swords? Wth is this; real life? You asked what new weapons in your poll? Well flechette for rifles was deemed pointless by the miliatry, but there's real sabot-flechette in use. And i wondered why no one has made hollow point ammo's by using the "explosive" damage type. heavier armor being at a disadvantage seems a reasonable compromise for game balance, considering that the game doesn't have AP ( shaped charges) for explosives. .. And in no way do i want to tell you what to put in your mod, but i wanted to ask for your reasoning - since you've modded alot further and gotten deeper into the unit files: I am considering, did you, giving the Wargoths Gunner:3 unit trainings. Certainly all wargot weaponry is by human standards "heavy equipment" ( step 1), 2: they could certainly use more HP ( the grunts drop at what, 1000 at most?); and surely knockback resistance(3) is fitting for these ogre-sized 'space marines' - that would mean no more SMG knock-down spam (the easiest way I get them, sad that 9mm is the answer to them - but it works, at least in vanilla). ...Do their grenadier/rocket troopers still have no sidearms? As an aside, I never saw anything - but haven't gone as far as you - in their equipment files - but in (localization)research files i found out what that weird backpack the priests are wearing is... a myrmecol Angel!! Anyway; thanks on behalf of everyone who is sure to get alot more mileage (challenge) out of AS thanks to your mod. Your thoughts on the WG's would be appreciated, as they are the focus of my current project.
  8. One of the things APoc did well, IMo, was to make the Aliens seem pretty frightening and effective - it SHOULD seem like an uphill battle. Ufo:Am did a pretty good job of this as well - ( as much as i like the "mood " of AS, i almost immediately felt like I was "the brotherhood of steel" in Fallout Tactics - and the pushover aliens, when they come; are morelike the idjits in the original "V" series than, say, the War of the Worlds martians)... Which speaking of, is what brought me back to this thread - I finally got to watch the (recent) movie for War/Worlds and was surprised at how much i enjoyed it - most of the changes weren't[/] idiotic... and the 'martian grass' gave me extra creepi-jeebies, having played too much ufo series... but while watching it I couldn't help thinking "so much pain in this game", and chuckling. I'm also reminded of Day of the Triffids (..brainman, ahem) - and i mean the book, not the B(C?)-movie. Not really an alien invasion, but a hell of an armageddon/apocalypse - and a pretty astute commentary on how people act when the comfortable, artificial security blanket is stripped away revealing, as always in crisis, one's true character. ( in turn, X-com's 'morale' effects continue to shame newer games by their absence... telepathic squads of perefctly-coordinated troops, is that what "role playing" means in gaming? remove the human element and what kind of game do you have?). ...anyway; as always i digress with my tangents. I believe my point was, "so much pain in the game" is what makes it more than a comic-book fantasy for kiddies. So much pain in these stories; lol. (ps: recommended reading? OLD MAN'S WAR. - sci-fi that reminded me why i had enjoyed reading sci-fi so much).
  9. hey; Didn't "southpark" just do this movie already? WTF, they're even blue.
  10. ...Only if you want the industry and civilians to run it... in the early versions of the game, IIUC, you couldn't occupy at all; had to flatten 'em. i come here occaisionally to look at sv's pics, i love me some sots; and have never played as the Crows; but if i switch games now I'll never get anything done. ps: there's also the plague; you can spore 'em from outer space. and one of the races likes to drop their "face-hugger"-like yung'uns on ya.
  11. update: The bayonet is a GO. This opens up several other possibilities, including wargots not "switching weapons" to kick you or smash you with their giant armored power-fists ( the grandiers with no side-arm have been quite vulnerable). now if we can only get the AI to use any of these (experimenting with cultist bayonets first- how many cultists have died while they changed weapons to pull a knife while under fire?) Full-auto MG mode still doesn't seem to do much but add amode where they're firing even more bullets - but the area fire aspect, so far, is apaprently ineffective. Still testing. testing visual effect for cloak device.
  12. Nope, you have to baby-sit them. On the bright side, they don't do things you didn't tell them to do; like real soldiers do.
  13. I see the thread is posting oddly, soo it's not displaying as such, but i alrady responded ( to myself in theory, thus the lack of display) ...but i couldn't bear not knowing (and, it turns out, remembering), si looked it up already and came to a bit of a revelation. a bit sad one for me But very kind of you to show me that when i was originally just being silly. I haven't played Apoc lately, but I always come back. Thanks for remindin' me why. ps: while looking at your wiki - i guess you are who i just quoted a few minutes earlier - the mention of gates reminded me, i had wanted to do a game that puts emphasis on the infilitration part - that the aliens have to get a psionic gate going to OPEn the gates in the first place - and that infiltration & detection would be more the focus of that aspect or chapter - i guess you could say they have to corrupt/genesteal into living gates - i always thought this wasn't an x-com idea until i read your thing on the micronoids, sounds like i was pretty close.
  14. So, not only did i just find out my whole take on the aftermath thing - part of why i thought AS was a little weak/tangled storywise, i think is so they could side-step the implications they'd set up in ufo:AM - - that my "original" idea had already been done... way back in x-com apocalypse... but i was reading something about the laputa someone sent me, and i can't take it anymore. i realize" not all of y'all is from texas", but just look up la-puta in mexican spanish : http://www.freetranslation.com/
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