
Historian
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Historiangr
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Location
Somewhere Far Beyond...
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Interests
Well Computer Games obviously, then Board Games (Trading Cards, Miniatures, RPGs). <br /><br />A amateur game designer (2, almost complete, board games designed from the ground up)<br />I'm also playtesting a Card Game (Warlord CCG) and I'm into some programming too.
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Alien Recreation "Ugh, they call THAT recreation?" "I don't care how shiny it is, don't touch it!" Alien Grenade "Uh, why do I get the feeling I need webbed fingers to operate this?" Laser Rifle "Note to recruits. These are not the laser pointers you are used to" "Beware of mirrors" I also liked Mikker's original fluff for the plasma clip
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Oi, back from the dead to check my replies I didn't see much changes other than cosmetic stuff. This version should be considered completed.
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New Research And Manufacturing Projects
Historian replied to Historian's topic in X-Lab: New Research Items
Well, the aliens are already slaves to a higher intelligence. They're cannon fodder themselves. They've also got Cyberdisks as th mechanical counterpart. Anyway, this is obviously post v1.0 so it is optional. Being "easy" to design has nothing much to do with it. -
SND - IDEAS - Crt Voiceovers Don't just dismiss
Historian replied to MagicAndy's topic in Active Sound Ideas
Me too. I read faster than thee speech and I finish the text before it is finished. If I have time I may sit and hear it all, but usually I just skip it. -
I think that the best way to reduce sounds and responses popping up everywhere would be to reduce the chance they will. We can divide the various sounds into groups like "Response", "Spot, "Death", "Kill", "Berserk" etc. Then you could do the following A speech submenu of the sound menu would have adjustable sliders next to each group of speech that count percents. These are the chances a specific voice over would be used when the opportunity arises. So if for example you've set the "response" to 20%, only one in 5 soldier selections would say "ok" or whatever. If you've set the "kill" slider to 50%, then half the time, wherenever a soldier kills an alien he will say something. etc. You get the drift. Then we could have as much speech as we like without annoying in any way the player. Regarding foreign language: Since each soldier has a nationality, it wouldn't be very difficult to program the game to first search in a subfolder for that nationality for sounds and if it doesn't find anything, use the default sounds. That way, we release the game with the standard sounds, and it is easily moddable to include as many nationalitys sound pack as we care to make. Players could even use their own home made packs. So, for example if the speech directory is \sounds\speech, a Greek soldier would first look in \sounds\speech\greek\ for sounds and if it doesn't find it, look in the \sounds\speech\ directory. Obviously, for v1.0 there would be a minimal number of speech, if any, but the important thing is to have the "infastructure" to fill it up. PS: Let me here say that I'll gladly volunteer to do greek voice pack .
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SND - IDEAS - Crt Voiceovers Don't just dismiss
Historian replied to MagicAndy's topic in Active Sound Ideas
Another choice would also be to speak only the statistics, in a computer like voice and give some minimum description. For example [Technical sounding names] Interceptor Speed : [blah] Weapon Slots : [blah] Maneuverability : [blah] Armor : [blah] Some very quick description. I don't really thing a complete voice-over of all the CTDs would be nice. It would sound like droning, like someone reading an encyclopedia. But that's just me. -
lets first decide that the shotgun will be included and then worry about the implementation of the shot
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So obviously you Snipers carry a shotgun in their backpack
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And that my friend is called alternative bullets. Another subject I was going to revise on my armory. Since this time is as good as any, here's the deal Shotgun Ammo: Buckshot: Target Alien is hit and adjacent (or within one two sqaures) aliens take half damage. Slug: Target Alien is hit and if it is killed (or anyhow) any alien within 3 squares behind the target is also hit for half damage Flechettes: Like buckshot but also lowers morale.
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I don't really know how the shotgun works. I thought it did spray little pellets at the target. Does it have enough firepower to go through a target?
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I meant annyone standing adjacent to the target of the shot. For example if you have 2 aliens standing next to each other and you fire at one of 'em, and do, say, 10 points of damage, the adjacent alien would also take 5 points of damage.
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As I said in the parenthesis, this armor would only be an option if we make the aliens develop hybrid laser weaponry or something
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These are some new weapon and armor types that I though. They are obviously post v1.0. I will constantly update this list whenever I think of more stuff. Sniper Rifles: These would be rifles that cannot be fired in auto mode and have very low accuracy in snap shot. However their aimed shot has high accuracy that goes into almost auto hit, when crouching. Their range and damage is very high. --- Sniper Rifle: You have this from the start of the game. The agent equipped with this better serves in a support role. The rifle is very cumbersome and only useful when aimed, but devastatingly so. Laser Sniper Rifle: An advanced model of the laser technology that creates an extremely concentrated beam more powerful than any other version of the laser technology. The beam has also lower damage when fired as a snap shot because it doesn’t have time to charge properly. However when fired aimed, the damage potential is extreme as is the range. Heavy Weapons: Other versions of heavy weapons used in the game. --- Gattling Laser: A laser utilizing the “gatling” concept to fire very rapid shots. The weapon uses rapidly alternating capacitors to fire a quick succession of laser beams at a target. The are two possible fire modes, burst shot which fires 3 shots as usual and the auto mode which fires 7 shots but at much lower accuracy (only useful during close quarters). The beams do approximately the damage of a rifle. Armor: These are new types of armor that have been developed by the xenocide scientists to combat different threats. --- Reflexive Armor (in case we have the aliens develop hybrid laser weapons) This is an armor that has a very good ability to reflect laser beams outwards. It looks like a polished steel and it has a very good chance to avoid laser damage altogether. However, due to the nature of the armor, plasma weapons find no resistance to it. Chemical Armor: The counter to plasma weapons. This armor chemical substances manage to nullify and/or dissipate the plasma effects. The result is a very high absorbsion rate against plasma damage, but very weak against anything else. Grenades --- Ion Grenade: A Very effective weapon against mechanical items. This grenade deploys an EMP that has a very large area of effect and does 3 things. 1. heavy damage against mechanical units (tanks, cyberdisks) 2. chance of locking down advanced weaponry (plasma & laser. Not standard rifles) 3. (in case shield technology is developed) Shuts down shields for an amount of time Concussion Grenade: Anyone caught in the blast radius of this grenade is stunned and unable to perform actions the next turn, and also has reduced AP the turn after that. Melee Weapons: Weapons that may only be used up close. They should serve only as a last resort or when the opponent is vunerable. Their damage is much higher than ranged weapons and they may have secondary effects. --- Chainsword: A Devastating weapon that cuts through the harders of armor in a matter or seconds. It uses advanced alloys and power sources to achieve that speed and durability so it needs elerium and alien alloys researched in order to be produced. The Damage of the weapon is double the heavy plasma but you must be adjacent to the target. Shockblade: An interesting design that delivers a powerful electric shock to the target upon the hit. If the target survives the damage, he may be stunned for the next round. Shotguns: These are weapons made to be used in close range. They have only the snap shot option. They deliver a powerful shot however that may affect nearby targets. --- Shotgun: The standard shotgun has an effective range that is half that of a rifle (beyond that, the damage drops to 0) and double the damage. When fired at a target, anyone standing adjacent to him is hit for half the damage. Plasma Shotgun: A more powerful version of the shotgun that sprays the target with plasma pellets. It has the same effect as the shotgun, only much higher damage potential Autoshotgun: A Shotgun that can fire in auto shot. Alternative Ammo: These are different kinds of ammo for various kind of equipment. You know the deal already --- Shotgun Buckshot: Target Alien is hit and adjacent (or within one two sqaures) aliens take half damage. Shotgun Slugs: If target Alien is is killed (or always) any alien within 3 squares behind the target is also hit for half damage Shotgun Flechettes: Like Buckshot but also lowers morale depending on damage
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Well, most of the other aliens are different. I dunno, it seems kind of funny, having the "reversed" joint so high up. Maybe if it were lower...
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For some reason I don't think it really needs the extra joint on the legs. Having both a normal and a reversed kneecap in a normal length leg makes it seem a little strange to me. The upper body is great though. I really like the primal look to it. Nice concept Fux0r. PS: I'm really surprised you don't know Baraka. Haven't you ever played MK2 man? It R0xx0rz