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Kabbage

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About Kabbage

  • Birthday 11/23/1985

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  1. Nice! Thanks brah. I was more hoping to get it to launch through Steam, but I don't think that's an option considering how interrelated the Steam shortcut and Dosbox seem to be.
  2. Yeah, I'm having a heck of a time with this too.
  3. I'd always thought it was a floater before they augmented it for flight. You know, just a dime-a-dozen labor grunt. I mean, what use could a floater worker really have for being grafted to a anti-grav sphere? Alternatively: ...is honestly most likely the answer.
  4. It was this fella and another - Alexander_Q and Robbiee - but I'll be damned if I understand exactly where they stuck their code or where they added in the extra sprite sheets. Could even be a completely different engine. Personal armor sprites would have to be re-done too, but if there was a way to patch these in I could do the armor variations no problem - it would largely be a cut and paste and touch-up job. That's sorta the appeal I was going for. I'd love to have to call in my rocket launcher guy to kneel, drop in a rocket, and duck out while the rest paste the ground with grenades. Bringing some kind of threat back to those walkers would be great. I'd want these to be somewhat usable against Mutons and Chryssalids, though. I figure something like three good hits from an automatic should be just enough to take down a Muton. Since a Muton's health is about 125, and a Chryssalid's about 96, I'd say a good middle ground would be to make all rifle ammo do 45 (maybe 50), roughly the same as an Auto-Cannon round. Looks like piercing weapontypes do 100% damage on everything but Discs and Mutons (at 60%). Laser rifles would still be useful, as they're 60 damage per hit and a different type. Wish incendiaries were better, though. Also, the New Weapons mod looks sexy as hell. I'm probably going to add this isn't to the mix and just double-check the damage values to make sure nothing's game-breaking. Anyone know if Equal Terms is any good, or at least reasonably balanced? Ah, good call. Thanks!
  5. I saw that! Very cool. I'm asking around to see if anyone ever got a tweak working that changed marines' skin/hair color and gender in accordance with their loadout pictures - someone's done the graphical work, apparently - but I've yet to hear back from the guy. Your camouflage tweak's definitely in the mix, though. Yeah, I'm hoping he gets 64x compatability out in the next patch so I can stop running this off my laptop, but I get the feeling it's a tough fix. He updates pretty dang regularly, but I'm probably not going to hold my breath before starting another run - could be a while. I'll check out the fire tweak, that sounds interesting.
  6. Ahh, here it was. The "UFO Extender" mod.
  7. After picking up the Steam pack for two bucks a couple weekends back, I've been itching to do another superhuman UFO campaign. This would be my jillionth playthrough, and I'm looking to change things up a bit. I've realized that I tend to find conventional human weaponry far more satisfying than the alien tech. This may be due to how quickly you get your hands on Heavy Plasma and how quickly anything else becomes obsolete, but there's a whole part of the game I've never gotten to playing simply because it all becomes so obsolete so dang quick. I'd like to do a run with only weapons that can be bought - assault rifles, HE cannons, rocket launchers, tanks, C4 - and do a low-tech playthrough. Items like incendiaries, tasers, and smoke grenades never seem useful when there's the high tech counterparts. Feels like I'm missing out. Anyways, the reason I mention this is that I know there's a ton of modifications out there and I'm thinking a few of them could make this fun rather than a painful masochistic slog. I'll probably stick XComUtil on there simply for a few of the fixes and conveniences, and there was another I downloaded that turned Heavy Lasers (which I might use under the guise of developed human tech) into a sort of panning mini-gun, but I don't know of much else that might be fun. If I was going to edit the power levels of projectiles, anyone know of a decent middle ground that would get me through the campaign without making it too easy? I'm thinking of changing the pistol and assault rifle's stats to mirror those of the plasma rifle and leaving it at that. Also bumping up the rocket launcher power to blaster range while keeping the explosive radius down (I'd like to be able to blow through UFO walls for entry). The other thing - I've seen some graphic updates for the human weapons in stuff like UFO2000. Has anyone made a modfication like this for X-Com? Using shotguns and MP5s would be right up my alley on this. I'd love other graphic swaps too, if any are particularly interesting.
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