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Messages - b

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31
Suggestions / Re: Improving on aliens?
« on: April 19, 2014, 06:17:13 am »
Can we have alien kneeling?   It thought I saw that in some old X-com mod.

32
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: April 19, 2014, 06:10:15 am »
 If you can just use the walking arm flail for an attack, would you be able to stick a weapon on the hand so that it would move with the hand, or would an animation of the weapon have to be placed over everything? I would like it if the attack animation could just be a solid image like in the death animations. Ideally 4  to 10 frames of attack in each direction, but even 1 to 3 frames would be nice. 

33
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: April 11, 2014, 07:31:43 pm »
what if it was just the weapon that was animated instead of the unit? would that be easier?

34
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: April 11, 2014, 07:52:58 am »
Is it possible to make attacks animated with arm and/or weapon movement?

35
Suggestions / Re: option to end game time limit
« on: April 04, 2014, 06:53:08 pm »
Ok ...  So my monthly income was actually almost 4 million less than my expenditure after building some stuff, but I had slightly less than 4 million on hand, so it  I only had to sell a little surplus junk to make it to the next month. It would be nice if there was a way to see how much you are in the hole without having to pick up a calculator, and perhaps a message saying why the game ended.  Also, at one point I was seeing weight limits listed in the pre-battle equipping screen, but I'm not seeing them anymore, I suppose that was from  a mod, but it seemed appropriate to have it.

36
Suggestions / Re: option to end game time limit
« on: April 04, 2014, 09:25:01 am »
Um..  I was playing it, and I didn't go to mars in time, and the game ended. I had 'excellent'  for all of my monthly reports, plenty of money, and was ready for just about any kind of battle,  so it was an odd way to lose. It showed that screen with all of the deformed humans.

37
Suggestions / option to end game time limit
« on: April 04, 2014, 02:08:08 am »
It would be nice to have the option to turn off the time limit, so that the game wouldn't end after a certain date.

38
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: March 30, 2014, 09:23:35 am »
I see.   I'm experimenting with a goblin:  

39
Work In Progress / Re: Hybrid game
« on: March 28, 2014, 11:52:23 pm »
Alien technology and a 65 day high speed chase. ; )

eg.  When the X-com squad realized that the TFTD aliens spotted them on mars and wanted to follow them to the human homeworld, the squad tried to confuse them and lead them away from earth and then ditch them. They thought they lost them, but apparently didn't.

40
Work In Progress / Re: Hybrid game
« on: March 28, 2014, 10:00:32 pm »
Nope, 40 years is 40 years even you move close to speed of light BUT time passed on earth and in space is independent, you could "skip" some earth years.

That's what I meant. If they skip those years, it might deal with some of the age difference people are worried about.

41
right clicking is kind of jerky.  I want to be able to rotate as smoothly as I move the mouse.

42
Work In Progress / Re: Hybrid game
« on: March 28, 2014, 07:28:57 pm »
As for the soldiers, well, 40 years will take its toll on anyone even with the improvements in medicine, and personally I think that whatever was left of X-COM after the First Alien War neither had the influence or the resources to arrange for soldiers to be put into the cold sleep.

Traveling at fast speeds in space is supposed to make people age less than those on earth?

I just want to be able to use rocket launchers and HE Auto cannons on land and terror missions, when the underwater weapons are useless. And TFTD should at least start with laser weapons for land use.

43
Suggestions / Re: Pilots... for interceptors?
« on: March 28, 2014, 07:11:20 pm »
The idea of pilot rescue missions gave me the idea that you could also have POW rescue missions  in alien bases or downed UFO's.  There could also be an escape mission where unarmed POW's find a way to take control of a UFO, or escape from an aliens' human containment room in a base(this is where the bear handed 'hit' attack might be useful to add).   Maybe they would find some captured weapons or alien weapons in a storage room nearby, or maybe an alien guard would have fallen asleep or was knocked unconscious by in-fighting, by other captured specimens, or by an unexpected explosion or earthquake or something, so that the POW could grab their weapons and make an escape. 

Also,  live alien soldiers might be able to attempt to escape from alien containment facilities, similar to a base invasion scenario, but with only the amount of live aliens you have in the alien containment room.  maybe this would happen sometimes when researching a live alien, and more likely when funds are low. Some of the scientists could be turned into chrysalids for example.

44
Suggestions / rotate geoscape by dragging with mouse wheel button
« on: March 28, 2014, 06:53:35 pm »
The mouse wheel already allows zooming of the geoscape, but it would be awesome if someone could add the ability to rotate the geoscape by holding the mouse wheel button down and dragging the mouse in the direction you want to rotate the globe. Then full maneuverability of the geoscape could be achieved with only the mouse wheel. 

45
I think it would be weird if the next unit was also targeting, particularly when the next unit is holding two different weapons, or no weapons.  So it would probably be best if it was no longer targeting. Isn't that how it was in the original?

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