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Messages - AntJam

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31
Discussion / Re: My 2.5 feedback
« on: June 24, 2014, 12:16:23 pm »
Or since they are hive minds replace DNA with Psionics same result.

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whmmm... we could say they are dna locked and we are unlocking it with research even now.

True but knowing that there is a lock and trying to circumvent it using current technology are two different things. And if any attempt to tamper with a weapon causes it irrepairble damage. It'd be like trying to pick a padlock that not only fuses itself into a solid lump but welds everydoor and window shut. You could still see the contents but only after tearing the whole building down.

32
Discussion / Re: My 2.5 feedback
« on: June 24, 2014, 02:22:33 am »
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2. Because of #1, most alien weapons have been designed for humanoid hands. We'd either need new art assets (weapons/aliens) which emphasized some kind of critical humanoid-alien hand differences or some other clever idea to make this seem realistic.

If all alien weaponry was DNA locked (see District 9,Judge Dredd and Stargate Atlantis) no changes would be needed other than a full Human weapons tree. In other words you could pull a plasma rifle apart and work out how it works but you would have to design a complete new weapon system using this knowledge not just copy the design as the DNA lockout is imbedded. Equally at some late point in the game an Implant could be developed to overcome this and open up the alien tree to phalanx as well (if desired).

33
Discussion / Re: My 2.5 feedback
« on: June 23, 2014, 06:42:13 pm »
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or make weapons like alien crafts. you cant get intact weapons just parts. so for you to use you have to combine parts. but this would reqire parts models. cuting existing models to parts... maybe...

   You could take an intact weapon say plasma rifle and dis-assemble it in the workshop for components (e.g reaction chamber , accelerater coils , targeting system etc) research each item and then require these to make a new human designed plasma rifle. This would make alien weaponary spare parts/resources therefore still worth collecting especially if you cant manufacture these parts yourself.

34
Discussion / Re: My 2.5 feedback
« on: June 22, 2014, 06:48:42 pm »
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The very best way imo would be to have a seperate weapon-tech tree for humans (because the alien weapons are not made to be wielded by humans). This would just need somebody making additional weapon models.

I completely agree with you shipit..in fact I rather like the idea of going further and having prototype weapons that are heavy and inefficient , costly to make and after field testing and more research full production models that are lighter and more effective and cheaper/less materials needed. Of course that would effectively double the number of new models required.

35
Discussion / Re: My 2.5 feedback
« on: June 22, 2014, 05:45:55 pm »
Another option might be to increase the number of weapons needed in storage before being able to research them from 1 to say 4-6 this would at least give the aliens several missions before you could even start researching the relevant tech.

36
Discussion / Re: My 2.5 feedback
« on: June 20, 2014, 06:36:53 pm »
Definitely agree with most of your points the first time I played 2.5 . So on a second playthrough (actually in 2.6 this time) I deliberately tried to use a wider weapon selection.

   I did use the shotgun and found it quite effective even upto mid game but only on a support/scout soldier with plenty of smoke, frags/plasma grenades and stun/blister gas plus no armour for max. mobility. Seems a shame there are no saboted EP shotgun rounds for late game use. Maybe an auto shotgun in mid to late game for a little more stopping power might be nice. In fact I still have my shotgunner in power armour roaming the missions but more for nostalgia than effectiveness.
   Also used the Plasma blaster in the same role but its horrible accuracy means its only effective at anything other than point blank range with a high close skill. But it is effective for reaction fire in ball mode.
   Similarly I used 2 snipers throughout the game mainly unarmoured to get 2 aimed shots early on then switch to snap shots as accuracy increases , one staying with the Sniper rifle for sustained fire and later on the EP rounds the other using the EM rifle then Coilgun for damage and multiple wall penetration. Great for clearing wide open maps without having to walk too far.
    I rather liked the needle gun when used by a high skill soldier especially for reaction fire and the bleed damage is handy but you really have to upgrade to the heavy needler as soon as possible and I wouldnt equip more than one soldier with it.
    I think your a little hard on the grenade launcher it does more damage / AoE and has better range and with the option of impact mode is more accurate than grenades although high flight arc makes indoor use problematical (never used the direct fire un-explosive rounds).

   Never even bothered with secondary weapons the holster is better used for the medikit and a couple of smoke grenades. A shame really because this is a whole class of weapons with nice models going to waste.

   PB weapons are definitely overshadowed by EP rounds but I only use the EP sniper rounds 'cause I like shooting green beams at aliens.
 
 So to sum up if you want to efficiently kill aliens use assault weapons with EP rounds and grenades only. Or if your like me you compromise your squad because you will use that shotgun even if it makes no real sense.

37
Coding / Re: error when compiling on win32 windows
« on: June 14, 2014, 06:17:34 pm »
I can confirm this now works but only using the old MinGW not the TDM-GCC-64 or 32. The 64 generates compile errors and the 32 compiles fine but cannot link the exe to the libraries (at least on my system (Vista64))

EDIT..forgot to mention this tested for ufo.cbp only

38
User modifications / Re: Question for modding
« on: May 06, 2014, 12:40:23 pm »
Damn...sorry to have lead you down the garden path cevaralien in my defence I did alot of model testing in 2.4 but switched  for the actual mod as there was a major weapon re-balance in 2.5. Anyway I hope you can get it sorted (or get a copy of 2.5 it is a better all round game).

39
Discussion / Re: UFO:AI sucks ? Where ? (Part II)
« on: May 05, 2014, 12:43:26 pm »
I put AI as well...for the same reasons as Kurja. I've been playing 2.6 (compiling from the GIT) and love the new UI at first I found it confusing and difficult to find stuff but quickly got used to it. Recently I went back to look at 2.5 and found the old UI clunky,chunky and a little ugly (most noticable actually in 2.6 when you suddenly come across some of the old UI like in the hospital if you click on a soldier you get the old stat panel).

40
User modifications / Re: Question for modding
« on: May 04, 2014, 08:12:00 pm »
Yeah thats odd as I had it working in 2.5 even went to battlescape and killed an alien with them although you do have to manufacture a few first. But they should appear in the ufopedia immediately as there are no tech requirements.
 Are you placing the files direct into the base directory or creating a mod folder and putting them there then starting as per http://ufoai.org/wiki/Mod

By .txt do you mean the "_grenl_plasma_ammo_txt" as these are in the msgid folder in the  weapons.ufo file. As far as I'm aware UFOAI doesnt use any .txt files other than a few readme's


41
User modifications / Re: Question for modding
« on: May 04, 2014, 05:05:31 pm »
I made this in case your still having trouble. Once again its tested from 2.5 but should work. It adds ap ammo for assault rifle with 50 damage and heavy bullet weight plus a tech entry in civopedia and a duplicate ammo model. The text files are in the msgid folder by the way.

42
User modifications / Re: Question for modding
« on: May 04, 2014, 01:07:28 pm »
Bit difficult to say whats wrong without any files to check...try downloading my weapon mod  http://ufoai.org/forum/index.php/topic,8001.0.html  its for 2.5 but the file layout is identical
   And look at the revolver entries in research_ajg.ufo (the 3rd, 4th and 5th tech entries) and revolver.ufo for weapon and weapon mod (ammo) set up. The revolver has 2 ammo types and as its on its own in the file its easier to see whats going on.
   If you have copied and pasted from the original files it's probably a missed bracket or typo so carefully check everything.
   
Hope this helps a bit.

*Edit*
I just noticed you dont mention the new ammo model you MUST have a model and I seem to remember you can not just point it at an existing model. However you can copy and rename the normal clip .md2 file (say to assault_ap) and point the weapon model data to that file.

43
Artwork / Re: Animation - Combat Drone
« on: May 01, 2014, 04:18:31 pm »
Ok I'll have a look at that too cheers Mattn

44
Artwork / Re: Animation - Combat Drone
« on: April 30, 2014, 12:33:00 pm »
Thanks DarkRain..didnt even consider playing as the enemy that should be ideal for my purposes

45
Artwork / Re: Animation - Combat Drone
« on: April 29, 2014, 07:12:56 pm »
Well this wasnt really supposed to be anything more than a test bed. I chose the hoverbot to simplify the process and to make testing easier. Not even sure how to go about adding a whole new race to the game anyway. Agreed it certainly doesnt look like plasma weapons but I wanted something obvious and easy to spot. Although I think it looks a little like a Phalanx/alien hybrid armed with heavy machine guns maybe.

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