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Deejax

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Everything posted by Deejax

  1. Well, that looks interesting! *dreams of playing with entire armies of soldiers*
  2. Do you think you can makes this as a plugin? Imagine your soldiers walking around the battle field in that outfit.
  3. Isn't a psi-power-immunity helmet possible? There should be an 'armour' rating for psi, right? Set it to 100%, done! Unfortunately this is not quite compatable with the bio-armor. If you could make a psi-power-immunity amulet then it would also be possible to make seperate, personal shield generators. Wicked! :devil:
  4. Like a power armour that increases speed, hitpoints and carrying capacity but decreaces spotting and stealth. Sweet.
  5. IIRC the description of the psi-helmet mentions increasing the wearer's psi-power. Anyone know if that's true? Then it would be worth looking into...
  6. I'm afraid it is not possible. As Fulby said, there are no entries in the gamedata files where the 'loudness' of a weapon is defined. Maybe it is hard-coded, maybe it is not dependent on the type of weapon, who knows...
  7. Exactly; just read the autopsy description.
  8. Like fnurg said, silencers would probably not make a difference gameplay-wise, but you could make a model with a silencer and a different sound file. Fulby There's no 'stealth' effect? Doesn't gunfire draw enemies? Silenced gunfire should lessen that.
  9. IIRC it was 14 reticulans in an alien base. Not sure about the mission though. I know i had a VERY high number in a biomass mission. I think I killed 10 scuttlebugs in that mission and needed 16 (??) kills.
  10. What part of the game are you in? You weapon description indicate the very start (just chompers, flies, morelmen and cudgels). In that case, use Uzi's and one or two shotguns and use the ambush tactics. Choose missions where the chance of cover is good (city missions ). Lure the mongrelmen/cudgel with the uzi's and ambush them with the shotguns. They normally die with one shot IMO handguns are useless in this game. I only use the Uzi in the beginning, because they have a better range then the shotgun. As soon as you capture bases or kill some rifle wielding enemies (morelmen, cudgels or flies) the uzi's are obsolete. If you are later in the game, use at most one shotgun for the rushing chompers (et al.) and equip the rest of your soldiers with the more advanced rifles. About your soldier who can't seem to hit a thing with a shotgun: Sorry for the obvious question - but what is his 'rifle' skill? The better the skill the further he can shoot effectively.
  11. If you haven't researched "enter UFO's" then it is a one phase mission. There won't be a green box. So there must be a different problem. Have no idea what it is though...
  12. Enemies and weapons, absolutely. But the map? I remember getting my entire team wiped out in a base (by a ballon fish or sporeblower behind the first door). I loaded the save I made right before entering the base and got different enemies, but the same map.
  13. When are the random missions created? I mean, is the playing field set once the mission pops up, or not until you actually land at the mission location? If the first one is the case, the patch won't help for this mission. Only for new missions.
  14. You can say that again! Used them only once, was extremely disappointed in speed and lack of deployability. Will have to give it a try again.
  15. To change the starting position you have to edit one of the baseownership files ('baseownership.txt' for USA, 'baseownership_as.txt' for asian and 'baseownership_eu.txt' for the european start positions.) In these files all bases are listed with a "H" for bases in your posession and "A" for bases not in your posession. I have not yet found out how to set one of your starting bases as a engineering base. When I changed the starting location all the bases were military. (in stead of one engineering and one military) It is also possible to add a new base (via 'listofbase.txt'), but then you have to change the borders as well ('bordersdata60.txt' = lot of work)
  16. Nice guide! Anybody else has this kind of information? It beats having to find all this out myself by a long shot! I'm writing up my prelimanary findings on the Phase system now. Will post it in this forum soon. It will not be a nice and complete guide like this , but anyone who wants to mod around in the story line or remove those ghastly difficulty jumps should find it interesting.
  17. It should be possible. You can at least rescue two aliens, so some humans has to be possible. It would be nice to make it a random mission, so instead of simply getting recruits you need to rescue all of them. That should make you somewhat careful with your soldiers. I know where you can set the max number of soldiers you have (I think that only affects the arrival of new recruits) and what level the new recruits are. So it is possible to stop the arrival of new soldiers. I haven't looked at the mission generating process, so can't help you there I'm afraid. But keep posting!
  18. I saw it when I was rummaging through the listofevent.txt to make phase transition seen in the game (via messages). But I thought it was generally known. (though I didn't know it)
  19. Well, you can obviously rescue downed pilots. But I don't know about any other 'rescue humans' missions. Maybe in a mod? Or a good idea for a mod. Would be a lot nicer if you have to rescue your soldiers instead of getting them for free.
  20. Yep, that should do the trick. As far as I know there are three 'types' of weapon: Alien weapons: can only be found on aliens and transgenants. (strangely, not in alien bases ) Human weapons: the 'old' weapons from before aftermath. These are used by some trangenants and can be found in bases. (including alien base, LOL) Hybrid weapons: The weapons you invent. These are solely for you. Unfortunately you'll have to manufacture them (I think) What do you want exactly? Do you want to make a weapon that can be researched at some point in the game and then becomes available without manufacturing)?
  21. All I can say: "That would be *very* cool" I'm one of the people wit NO artistic skills, so I'm always very impressed by what people can create. And I love to see it. It's a pity to hear you won't have any time (soon?) to implement this great idea (ie NOT a waste of your time ).
  22. I love the (enhanced) plasma rifle. :inlove: The only targets that are relative immune to the plasma rifle are bio-armoured reticulans and car-crabs. For the first category the psi-projector is the solution and car crabs are nicely vulnerable to snipers. The only problem I have with the plasma rifle is in "capture transgenant" missions. They die to quickly.
  23. It would be. Unfortunately it isn't. IIRC you can't even kneel with colapsible weapons.
  24. How about doing it the other way around? Can't you give a different alien the apearance of the flapper? For example change the graphics of a ballon fish into the graphics of the flapper.
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