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playable advent mod: details, feedback


davidlallen

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I wasn't aware that the cocoon worked in MP, I am not a MP kind of guy. When I simply activated the chryssalid cocoon for the single player, I observed bad behavior. The unit who died and should be cocooned simply vanished with no cocoon visible. Then, if I saved a game and loaded, the load would simply hang. I would like to investigate and figure out why this is, and that is on my to-do list, but the simple approach did not work.

 

Regarding OP- or underpowered-ness of the current mec and viper, I am sure we agree on the general principle. If you have a chance to playtest, please let me know what specifically seems bad, or what we could add to make it better. You can use the console command "levelupaliens <n>" as described in post #1 to try aliens at different ranks.

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Note-The Nexus version is not working for me. Aliens are not showing up, even when set to free. Steam Workshop version is working just fine.

 

I having seen the new Viper coloration, I like the XCOM emblem on the shoulders, but it would be cool to see them using several variations. Personally I am a fan of Boas and pythons, and I think the coloration of the viper should be muted, with a second color on the scoots that is visually distinct. The Green could use some form of pattern to help make it feel less bland. As for the armor, I think it should be varied as well, though the armor should be metallic, and a different color from the viper, for sure. Thank You for the Viper rifle again! Sad I couldn't figure out how to make my Advanced version work.

 

I like the Yellow Mecs. They remind me of loader bots now. Haven't really run into any MECs yet, so can't build them yet, but I do like it.

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For the record, mod is now working fine on my end (the broken viper thing is gone). Not completely sure what fixed it TBH, but oh well.

 

I did find another issue that led to my viper getting plated armor. It happened without input from me. The cause is either an automatic upgrade when developing the tech (timing about fits), or a mod that I use that automatically unequips everyone in the barracks. Probably the latter now that I think about it, as unequipping the snek's armor manually (cross in the corner is still available) equips them with the highest tier armor you have (and that cannot be reverted AFAIK).

 

My latest test run is on a Marathon mod (which I also really wanted to test) so it's not very fast -.- Just got my first couple vipers and MECs should follow soonish.

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Just saw the new Viper textures and I have to say they're a great improvement. Keep up the good work!

 

Thanks! For those who haven't seen them, here's the new MEC and Viper textures, released just a few hours ago:

 

http://i.imgur.com/QvvqwPE.jpg

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I'm not really a fan of the new textures. It's hard to tell in that lighting, but I feel like the textures are weirdly dark. The viper's eyes in particular look awkwardly dark, like it is dead and wearing eyeliner. The MEC just looks like it is coated in charcoal. Not burnt, but rather like someone rubbed charcoal over it.

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With the Viper, it's mostly a lighting problem. On the battlefield, she looks great. There's actually some nice detailed patterns on the hood that really pop out in Tactical's omni lighting, but are almost completely invisible in the weird point lighting on the Soldier screen. No idea why they went with that angle. Although the eyes could brighten up a bit. I'll play around with it. It's always a work in progress.

 

As for the MEC ... it's interesting how you interpreted that. It's intended to look the opposite: The dark charcoal-colored area is the actual paint job, and the silver/white areas are where it's rubbed off due to wear and tear. I see, though, that I may have gone a bit overboard with the wear in some spots (especially on the shoulders) now that you say it that way. It DOES make it looks like the dark color is just rubbed on strangely. I may just tone down the distressing on some of those areas.

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