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Topics - Mr. Quiet

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Here are the pictures. I'll keeping playing with this issue anyway. Only mods installed are the Firestorm Restyle, Quick Draw, and Area 51 (latest).

Tested it in different ways. With mods and without mods.

Edit:Damn it's Area 51 causing it. Anyone wanna help me with this one? Game runs fine other than that. Played for awhile, it's just that issue I have so far. Hopefully nothing else happens in my game.

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Suggestions / Option to run OXC on my second Monitor @ Fullscreen
« on: May 02, 2017, 10:21:55 am »
Hey everyone. I'm running a 24" 1080p G-Sync monitor as my primary and a nicer 27" 1440p monitor as my secondary. So I'd like an option to tell OpenXcom to run the game on fullscreen on my second monitor.

I can do the Projector option Windows+P, but I like watching stuff like Awesome Games Done Quick on the other monitor :)

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Offtopic / What class names do you use for your operatives?
« on: January 31, 2017, 10:23:43 am »
As the title says, weapon class names for your units with human weaponry mods installed like the shotgun and sniper. I'll share some of mine.

Rifleman: Agent
Squad leader: *Military Alphabet* Lead
Light Machine Gun: Gunner AR (Automatic Rifleman)
Grenade Launcher: Grenadier
Sniper: Watchman
Rocker Launcher: Heavy TD (Tank-Destroyer)
Shotgun Pointman: Breacher
Shotgun Support (right behind ya): Specialist
My highest rank always stays in the Ranger equipped with an Auto-Cannon and smoke.

Obviously, I'd like some more creative names for my unique X-COM army, so hit me if you got any.

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Offtopic / Incorporating VR into old games
« on: June 10, 2016, 06:57:58 am »
You can do many different things with VR and I don't know how to explain it, but I would say you can stretch out the screen to fill up a whole section of your sight and you'd have to move your head to see from the left side to the right and all that good stuff. Increase resolution?

We also talk about VR experiences. I only checked out the Samsung one at Best Buy. Not really that good, but for me being the first time, the demo was awesome. Can't wait the price to drop...

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Offtopic / TFTD theory: Was supposed to take place in WW2
« on: June 09, 2016, 07:30:57 pm »
So I was reading through Steam comments as usual on the TFTD forum. I came across this post:
Quote from: Exitus Acta Probat
Basically what happened was that TFTD originally was meant to be in the WW2 era and have ♥♥♥♥ like tesla tech, nazis and lovecraftian monsters, but they had to rush it so it became what it is.

Quote from: mhblis
You are not wrong in that the setting was suppose to be WW2 Era but that Microprose felt that it didn't make any sense and so it was moved to the present era.

Am I the only one that doesn't see this? I wonder if they intended it that way halfway into development or early on? Last night, I was watching an LP from JStank and Meridian. I was also wondering why so much yellow is in the game. Maybe someone can answer that too. Yellow subs are a thing in Lego, that why?

So I feel a WWII would have been a lot more different, except the monsters. They had lots of sea monster movies in those years with aliens. About Tesla tech... I read about Nikola Tesla, so it would of been neat to have in the game somehow. Electricity tech in water, no way.. Maybe exclusively on surface missions, maybe these guys are lying, or maybe the WWII setting wouldn't have had underwater battles. I need to know more. So yeah, that's what I'm here to find out.

Mr. Gollop did his own 101 history for the X-COM games, but he didn't have anything to do with TFTD if I remember correctly in the video, so nothing was really explained of the sequel. I doubt he even pitched it.

Steam topic is "Lovecraft inspired?". Dunno how to link it over from my Steam browser. It's an old topic that was bumped to the front page.

Come, share your thoughts!

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Suggestions / Alien strategy to kill our defensive bases
« on: June 07, 2016, 05:51:03 am »
So I imagined the aliens can also crash into your underground base with drop pods like Halo.

I would say those can be late in the game for the elite Mutons saved for the dirtiest operations in the universe, when were holding our own after they've thrown so much at us. You even do Chryssalids in drop pods just like the Combine did in HL2 for infesting rebel strongholds and cities.

Anyways, they'd land scattered all over the base map and after barely winning that battle, you'd end up filling the empty spaces in the base since now the aliens can crash in scattering all over instead of using the top entrance like dead aliens into a meat grinder.

I'd also like for my operatives to be facing any nearby aliens, it would only be fair since they face the Skyranger's walkway when we attack them. Don't forget to add little pods right next to them, and covered in smoke.

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If I can load up everything onto the Skyranger's inventory to equip my operatives in base, then after equipping my members, with all the extra items I don't need, I'd like to push a button to clear it back into the Base's inventory so I don't have to manually move it as I'm switching screens and painfully too! I'm trying to get to the good parts and fight! I do love micromanaging though, that's something we all here appreciate, but this helps a ton with easing our pains. At least mine.

If I did need a few extra items in the Skyranger, I can add them after I clear out everything. Tell me what you think. If you think I'm doing all this wrong. Please correct me and teach me how to play. I've been doing it this way for as long as I can remember. Even before the limitations.

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Suggestions / Click to reorder on "Not able to re-equip" screen
« on: May 31, 2016, 08:00:45 am »
So I see I need to memorize all this stuff I'm missing after a fight and I think it's because my operatives that died dropped what they had and Warboy forgot to program the clean-up crew to pick the stuff up. After all, I took the time to buy it!

So maybe it can be fixed or at least make it easy for me to click on each item I would like to reorder. When I go to the purchase market, It doesn't tell me what I have, because I like to load up my Skyranger to the full and I know it hurts me if I fail a mission, but I don't have an easier way to make sure my men have everything they need when I'm equiping them. I guess I can subtract from the Skyranger after I equip my men in-base, well see, I gotta try it later.

Hopefully you guys understand. Thanks!

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Suggestions / Grenade launcher too op?
« on: May 30, 2016, 08:59:09 pm »
The last time I played, I saw how much more progress I was making in the game when I downloaded the GL mod. I love it, because you can shoot from a distance over a wall or trees and still hit your mark. Can't be indoors with artillery, which is the only negative I can think of. So kills rack up with these guys. My first pick is always artillery over my rookie riflemen. That's modern warfare. Artillery wrecks everything and gun fights are mostly fought at long distances between each other if anyone has played a simulation like Arma or PR. Without heavy weapons, we'd shoot the hell out of a farmhouse before inching closer.

Now I know what you're thinking, but I do want to keep this mod in my arsenal as everyone else would. Here's the question. What can we nerf to keep the GL balanced, to have its place in a squad without being more dominant than the others? At least not for a rookie. Increase ammo size? Give it a lower accuracy? Make it heavier? Less range(nah)? Increase ammo costs? You can say that the council wants the least amount a property damage done, so they raise prices on GL explosive ammo, but not for smoke and incendiary hahaha.

Back in my day, we used to throw 'nades before considering long shots. Nothing wrong with that, as you'd have to plan your TU's for priming and throws. GL's I understand are made to be easier to use, or else they'd have no place in the field, just consider this is a game, so realism is awesome, but we can have a little bit of unrealistic fun factor too, or fear factor here and there.

I ask in a way to help take away my mindset of almost always having a third man as a storage for ammo, because I've become dependent on using my grenadiers for more and more tasks. So what sayeth you?

This is the mod in question: https://www.openxcom.com/mod/grenade-launcher

If you agree or disagree, please comment and help a brother out with this. Thanks!

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Offtopic / Summer Games Done Quick 2015 - Speedrunning OpenXcom
« on: July 28, 2015, 04:52:14 am »
Anyone else wishing they would speedrun OpenXcom in the middle of the night (USA time)? I say midnight is the best time for the majority of the audience who don't wanna stick around for the more time consuming niche games today. I just want to see how someone would play the game in a speedrun mindset. They would be clicking so fast at equipping operatives and buying/selling stuff, with the perfect strategy to get to the end without losing that much. I wonder what difficulty the speedrunner would pick.

Anyone else think it's possible to speedrun this kind of game, or even just X-COM? It would be fun to watch regardless since it would be shown off to a larger audience. What do you guys think?

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I just reinstalled OXC to start playing with all these new and updated mods, but I see nightly installation has changed from the very simple drag and drop to the main dir., pre-TFTD. I have both games on Steam, so if anyone can tell me step-by-step, I'd appreciate it. I'm sure it's easy, I just cqn't grap it. I think it's from my age that this happens :)

Thank you all.

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Suggestions / equiping unique anicent artifacts
« on: February 17, 2015, 10:10:33 am »
Just wanna throw this out before I go to sleep, you guys can bring up suggestions for this if it's a good idea.

A way to equip items that give your operative a small boost in a very very unique way. No stat boosts here. Or I guess you can do stat boosts if no one is creative enough. You'll find them as your clean up crew is cleaning up a UFO or within an alien base. The boost is also given to the alien carrying it.

An alien good luck charm necklace that they individually brought from home, far far away in the galaxy, now around the neck of Sergeant Gutierrez. It'll be mysterious until the scientists research it. You CANNOT MANUFACTURE THEM.

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Troubleshooting / OXC Mod Site avatar
« on: July 18, 2014, 03:51:40 am »
I hope I'm not in the wrong posting this here. How do you add a pic for your avy? That's all I wanna know.

Thanks guys!

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Offtopic / TFTD is on Sale on Steam woooooooo!!
« on: June 20, 2014, 02:10:07 am »
Just wanted to point out X-COM: Terror From The Deep is on sale for 2.49 USD if you don't already own it. Too lazy to post the link hehehehe.

Prepare for OpenTFTD!! Thanks to Sup giving us the info that it's coming out someday :D

Last note, you don't need to run Steam to play our games, just need the core files to play OXC, so I assume the same will be for OpenTFTD.

So no-DRM, win-win! Yippee!

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Offtopic / Xenonauts just came out
« on: June 18, 2014, 03:52:31 am »
So it's finally here... The day Xenonauts crossed the finish line. I don't have much else to say as I haven't even played it yet. Heard the good news just now on OXC news and currently downloading it on Steam, but I'll have time to dig in tomorrow...

Well gentlemen, go enjoy this re-imagination of the Sacred UFO '94 Masterpiece and then come back to tell me your thoughts, comments, likes, dislikes, whatever you want about the game.*

*I especially love reading critiques from within the diehard OXC community.

Please keep the spoilers within spoiler tags please. I have painfully kept my distance from the game during development to make sure I play it blind and of course only UFO '94 as my guide.



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