hunterkiller33 Posted March 9, 2016 Share Posted March 9, 2016 Might I suggest utilizing the multiplayer portrait in stead of the corpse portrait for the Proving grounds Projects? Its a little strange to see the dead face of an alien when you get a new soldier, so I think it would be more fitting. I found the call for the images in the code earlier. I am not sure, but I also saw that some weapons could be given a perk directly while digging around in the code of some of the other mods I have, so that might help in fixing the issue with Return fire. Link to comment Share on other sites More sharing options...
davidlallen Posted March 9, 2016 Author Share Posted March 9, 2016 Thanks for the suggestion. Are you using the FREE_ALIEN ini file setting to get the alien soldiers for free? If not, then the cost is two corpses per soldier, which is why we chose the corpse portrait. We'll keep the idea in mind though. For return fire, this is one of the more complicated abilities to get working, and we will probably remove it in favor of something simpler. Link to comment Share on other sites More sharing options...
hunterkiller33 Posted March 9, 2016 Share Posted March 9, 2016 Thanks for the suggestion. Are you using the FREE_ALIEN ini file setting to get the alien soldiers for free? If not, then the cost is two corpses per soldier, which is why we chose the corpse portrait. We'll keep the idea in mind though. For return fire, this is one of the more complicated abilities to get working, and we will probably remove it in favor of something simpler.No, I have been purchasing them in the proper manner. However, I will be testing some of the minor edits I made to the viper with the Free Alien settings. I am currently testing Acid spit, raised Defense and dodge, and removed hunker down from the abilities. I may or may not also add in some of the abilities you have listed in the second post while I'm looking at it. Link to comment Share on other sites More sharing options...
davidlallen Posted March 9, 2016 Author Share Posted March 9, 2016 Cool. Send us your updated files and we'll put them in (and credit you.) Acid spit was on my list. What about blinding spit (adds disorient), maybe? Any chance you know how to make poison spit ignore shields, and armor? Ignoring shields wasn't something the game devs thought they would have to deal with, I suppose. Link to comment Share on other sites More sharing options...
sgtcal10 Posted March 9, 2016 Share Posted March 9, 2016 Yes, thanks for the help hunterkiller, we'll definetly credit you!! Link to comment Share on other sites More sharing options...
gaultesian Posted March 9, 2016 Share Posted March 9, 2016 Will you be bringing back the standalone MEC cannon (and possibly using a standalone grenade launcher) ini file? Previous to 0.6.1., the MEC has it's own cannon (that had separate stats to the the regular Advent Mec cannon, versions 1 and 2). The advantage of the MEC standalone cannon (and any of the future troops and aliens you add to this mod) is that it is more easily configurable, and will probably remove the 'I cannot re-equip my mec after unequiping the cannon) issue that some of us are having.Oh, and it let's us play with the stats a bit ;). I personally like to make my mag cannon configurable in terms of ammo amounts, any crit of aiming bonuses (or negatives), as well as how many (or less) upgrade slots are associated with the mag cannon. Cheers, and keep up the great work folks! Gaultesian. Link to comment Share on other sites More sharing options...
davidlallen Posted March 9, 2016 Author Share Posted March 9, 2016 In the prerelease version, I have copied the original mec gun and fixed the problem of editing loadouts in the armory. I plan to buff that gun a little (maybe +15 aim?). But, I also plan to add an upgrade of this gun which is available with plasma technology. I haven't created schematics yet, but my hope is that this wouldn't require spending any more supplies. Today when you get plasma technology, and then pay the supply cost to build the plasma rifle, all your soldiers with assault rifles automatically upgrade to the plasma rifle. I hope that simultaneously, all your mecs will upgrade. The upgraded mec weapon will look the same, unless we get an artist to come along and reskin it. Maybe, we can make the upgraded weapon shot look like a plasma shot, if we can figure that out. Do you think the exact stats of the plasma rifle will be enough of a boost? Link to comment Share on other sites More sharing options...
Mekkor0101 Posted March 9, 2016 Share Posted March 9, 2016 In regards to chryssalids, i dont think that from a lore standpoint, ANY of the Xcom operatives would like chryssalids to be able to multiply. What im thinking is, that any chryssalids either captured (if that ends up being how you get alien units) or built, will be ''defanged'' so to speak. They'll keep their poison, but any eggs will be geneticly removed. They are killer bugs, not friendly pets and should not be trusted. At all.Im thinking that if you have to build them, how about you have to sacrafice multiple corpses? 1-2 chryss corpses for eggs, and then a random corpse that you choose to be the host?Perhaps that will be how you choose between diffrent chryssalids. Like, advent troopers are basic, stun lancer corpses give them more mobility, and muton corpses give them more health/damage?Thats just my 2 cents. I dont know if this is even plausible. Link to comment Share on other sites More sharing options...
davidlallen Posted March 9, 2016 Author Share Posted March 9, 2016 What im thinking is, that any chryssalids either captured (if that ends up being how you get alien units) or built, will be ''defanged'' so to speak. They'll keep their poison, but any eggs will be geneticly removed. They are killer bugs, not friendly pets and should not be trusted. I like that explanation, partly because getting friendly cocoons to even work seems like a challenge, and then making the babies friendly may not even be possible. Interesting idea that different mixtures of corpses would give a different selection of abilities. For some of the classes, particularly viper and mec, I think we have two good "branches" in the skill tree. For chryssalids, I am not sure how to differentiate the skills in the two branches. I don't want to duplicate the attack vs mobility tradeoff of the viper, or the tank vs offense tradeoff of the mec. So I am not sure what the two chryssalid branches would be. Any suggestions? Link to comment Share on other sites More sharing options...
Mekkor0101 Posted March 9, 2016 Share Posted March 9, 2016 What i meant with the corpses were not so much classes, as it would be starting stats. But it would be such a b&@*$ to code i think, and it would be kinda hard to balance, and i keep thinking it would be kinda redundant, but whatevs.Now, the different branches of the chrysalids. The role's are kinda taken, as for what i'd think of them as. Either a highly mobile scout, or a deranged feral killer bug, that deals high damageExcept...well, its kinda stupid, but i kinda think it would be cool to have chryssalids be able to inflict panic upon the enemy, ya'know? Sorta like Mutons in EU, with the intimidate perk? Chryssalids are monsters that breed by killing other beings, as such, they are kinda terrifying. Perhaps one of the branches could be dedicated to wreaking havoc among the enemy lines, by breaking them with fear.A skill could be some sort of fear toxin, that makes the enemy react unpredictable. Terror branch?The other could focus on placing traps, that would either slow down, disorient or outright kill the enemy? So you'd spend some time, making your way to the objective whilst little bugger places weird poisonous web s#*! along the way? Split it up like. Terror - Trapper? Link to comment Share on other sites More sharing options...
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