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Topics - Duque Atreides

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1
Newbie Coding / Language files
« on: July 09, 2012, 02:15:08 am »
Hi. im trying to translate a file (tech), but i don´t found the text files. Where they are?

2
Discussion / Difficulty; alien shooting
« on: May 26, 2012, 11:11:17 pm »
I can see that the aliens don´t uses all the shooting types of their weapons. Is this a matter of difficulty? The AI makes snap shots everytime?


3
Discussion / My suggestions
« on: November 16, 2011, 03:00:48 pm »
After playing a while the game, i think that is possible to make som changes to improve the quality of the game.

1. Bolter rifle. This rifle is a very good piece of work, but is very unbalanced. For a early weapon, it could be better. My sugesstion:
- Reduce the spread of:
 aimed shot at 0.9. Reason: the bolter rifle uses a flechette, and this projectile have a excellent accuracy, almost like a ray (see the Steyr ACR http://www.steyr-aug.com/acr2002.htm). So, although haven´t scope, a shoot with an iron sight could be accurate at medium range.
- Change the 3 round burst for burst of two shoots. Reason: This weapon have two cannons, so, shooting 2 projectiles at same time could do a heavy damage with heavy recoil but with the spread of a snap shot. So, although the damage is reduced to 150 HP, the spread could be lower and the hit probability higher at medium / close range, without lose a single shot.

With this changes, the bolter rifle could begin the backbone of the squad weapons, making obsolete the assault rifle and some close weapons at early stages of the game.

2. Sniper rifle have a good scope and is a 20mm weapon, so, a 0.9 spread is really ridiculous jejeje. The spread could be 0.6 for aimed shot. Snap shot could be 1.

With this, the sniper rifle will be more realistic.

3. Aliens must begin with armour. Reason: The storyline talks about an impossible enemy for the standard weapons. So, beginig with armour, the chemical propeled weapons could be less lethal and makes possible the entrance of the bolter rifle as a milestone in the war, following by laser weapons for long range engagements as a milestone too. This for standard difficulty and more. Maybe for later versions, it could be added a heavy alien armour.

4. Laser weapons must be limited to rifle and pistol. The reason is, heavy laser is not sufficient powerfull to be a sniper weapon and don´t have sufficient ammo to be a support weapon. The laser rifle do a better job, is less expensive in TUs, have the same accuracy, much more ammo and is almost as powerfull like the heavy laser.

5. SMG and micro SMG begun obsolete for the alien armor, so, i think that almost no one use it. So, the laser pistol could be modified to be a submachine gun, adding a second clip or special clip to giive more ammo.

6. It could be introduced an armour between nanocomposite and combat armour, because using alien materials to do the nanocomposite armour would take some time, and the alien could deploy more quickly ther rifles and blasters. So, an armour using some techs in nanotubes but never the same quality as alien materials could be a solution.

7. The holster and backpack is ok, but the belt is awfull. It could be nice to have space in chest to put clips (using the same space of holster), so, it could be possible to use a backup pistol, grenades and a rocket launcher or another weapon in the backpack (like some armies soldiers).

8. The attack to the bases is another point that must be changed, at my point of view. Fisrt, there´s no warning. So, what the reason of defenses? The attacks must be doing by incoming ships and not by strange suprises.

9. It could be nice to launch harvester with an escort of two figthers, but lowering the firepower of the harvester. I use sarracen with two particle cannon and i haven´t neccesity for the advanced and antimatter-costly fighters. And i do the job fine!!

This are some of my sugesstions.  With the spirit of improve this excelent work.

4
Windows / 2.3.1 upgrades
« on: November 11, 2011, 02:36:13 am »
I played the 2.4-dev for windows, and the sound and particles are awesome! (but not the graphics :-D ).

Its possible to upgrade the 2.3.1 with the sound of the 2.4 version?

It´s near the 2.4 version for windows?



P.D. Great work!! i want congratulate the team.

5
Discussion / Questions abou 2.3.1
« on: October 30, 2011, 02:09:38 am »
Hi. I´m playing de 2.3.1 version. The time passed and i haven´t seen the first shevaar, particle beam (personal weapons) or any other weapons like needle gun.

Are there in the 2.3.1 version?

Another question is, why the shotgun available on the skirmish isn´t at the campaing?

How can i discover the alien base?

Why my funding isn´t rising more than 902000?

Thank you!

6
FAQ / TANK and another techs
« on: August 15, 2009, 12:25:13 am »
Hi. I read about the news on 2.2.1, and i found that there´s available a a TANK (i suppose an automated "soldier" like x-com). The fact is, i have completed the game when i finish the XVI attack (a special UFO with an infection mission), and i never discovered this tank.

I know the tech tree is not complete, but, what is the ultimate tech available? it´s possible to defeat the aliens? The game stop send UFOs after the XVI mission every time? I want to know what i can reach in 2.2.1 version.

Thanks

7
Discussion / Game over
« on: August 10, 2009, 04:38:45 am »
I played the game and when the first XVI missions goes, no more UFOs appears, and the game finish. Is this because the game is not fully operational (thech tree) or i lose the game?

It's possible to use an alien astrogation on a new aircraft? The 2.2.1 has a tank? How i can research it?


8
Discussion / Steps on UFO development.
« on: July 23, 2009, 05:27:16 am »
I was reading about the proyect, and i found that there's not much people working on all the things that shall be done. For that reason, i present a proposal.

Many games had expansion packs. I belive that if the UFO team concentrate on the basis of the game (the actual techs, ufos, etc.) and a basic storyline, its possible to make a final game. But only a first part. This allows to concentrate efforts to make the second one, with many ideas exposed in this forum.

For example, there's topics about new personal armor. But, why make a 4 o 5 levels of armor for the first time? Why many class of UFOs when you can separate the game in campaings (each one, a expansion set).

More specific:

First part (Final version of 2.X)

THE PHALANX RESURECTION
The storyline could be the alien first invasion, and the humanity response. In fact, no alien force (considering a human attack force over another civilization) would launch an attack with occasional UFOs flying over the enemy cities. So, the first part is just like an "defense testing of human capacity". This pack could have for objective, the anihilation of the alien earth main base on Antartica (proposal).

The after 2.X version:

THE ANTARTICA AFTERMATH
In this pack, the aliens change the tactics. More UFOS, new class of them, new aliens... The story: A focus on drestroy PHALANX and the appears of XVI as a tool for do it. It could finish with the almost defeat of PHALANX and humanity

THE FINAL BATTLE
For this one, the PHALANX think tanks discover a vaccine for the XVI, allowing the humans to push back the alien menace. It's discovered the origins of the aliens, and the packs end with the defeat of the alien invasion in a mayor battle on Earth and ultimately at the Alien planet.

These packs could be chapters of the history, with the same geoscape, motor, etc. The differences are in the tech tree, and the storyline. May be a new interface mod.... I leave this proposal for discussion.

9
FAQ / First person view
« on: July 22, 2009, 04:38:46 pm »
I saw some images that shows the PHALANX team in front of a Firebird in the scenario. I think it was a concept design but i read about a "first person look" which is activated using the "v" key.

I try to use it, but nothing happend. It´s this option available at 2.2.1 version? If it´s possitive, how can i activate it?

Thanks

10
Windows / Video Mode / Resolution
« on: July 20, 2009, 04:23:30 pm »
Hi. I´m playing this game, and i must congratulate the programmers and the people who is working on this game. I missed too much the X-COM, and now i have this game, and i think it will be better than the original!  ;D

I have a problem with the video. I want to play at full screen, but the program end. How can i change the standar resolution (1024 x 720) for another one? I´m running on VISTA and my screen resolution y 1280 x 800, 32 bits.

Thank you and go ahead! you are making a good work!

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