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Messages - ivandogovich

Pages: 1 ... 156 157 [158] 159
2356
Work In Progress / Re: [RESOURCE] Dart Pistol
« on: July 26, 2014, 05:36:51 pm »
Dioxine!  You, Sir, are a genius!  Thank you, Tons!  ~ Cheers! Ivan :D

2357
Work In Progress / Re: [Weapon] Medical Gas Grenade
« on: July 25, 2014, 11:36:02 pm »
Awesome. Thanks for the info.  May be more like a "Flash-Bang" grenade then. :)

I'd guess it leaves the same type of residue as stun bomb then. Not a proper smoke cloud.

2358
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 25, 2014, 10:20:15 pm »
I'm running the base 1.0 OpenXcom and I grabbed the Legacy Build called out as the 1.0 version in the opening post.

Of my two surviving soldiers on my first mission, only one received a commendation, so I think that  isn't a problem in the Legacy build.

2359
Released Mods / Re: [WEAPON] Dart Rifle
« on: July 25, 2014, 06:34:57 pm »
Solarius!  Love the Dart Rifle! 

However, I'm planning to do Pistols Only Series (Up Close and Personal), and I wonder how difficult it would be to make a Dart Pistol mod based on this one?  Are the TFTD sprites around somewhere for the Dart Pistol? 

I'd be willing to take a stab at this, but if you want to include this in your mod, I'd be happy to defer. ;)

Thanks for your awesome work. :)

Cheers, Ivan :D

Edit:  I PM'd Dioxine, and he said it wouldn't be too much trouble to pull the Dart Pistol images together when he gets some free time.

2360
Work In Progress / Re: [Weapon] Medical Gas Grenade
« on: July 25, 2014, 06:17:48 pm »
"Knockout Gas Grenade"  8)

Also, I think Smoke does affect aliens.  When I have probed them if they were exposed to smoke, I thought they were taking stun damage.  But smoke is so slow acting, it seems like it is not really useful for knock out purposes.

Cheers, Ivan :D

Edit: also: Does the gas affect soldiers?  How about in armor? i.e. if the cloud lingers and my troops run in, will they drop?

2361
Playthroughs / Re: Speed Run anyone?
« on: July 25, 2014, 06:00:07 pm »
Thanks!  Thats a pretty good idea!
Though, I think I may try a non-speed run variant. ;) 
Pistols&Grenades Only.  With some mods, like stun grenades. ;)
Cheers, Ivan :D

2362
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 25, 2014, 05:57:18 pm »
Just wanted to chime in here.  I tried out the Legacy build last night and had a great time.  Looks like medals are being correctly assigned, though I'm running through Carbon-Based Life-Forms at a terrible rate. :) (SuperHuman/Pistols&Grenades Only).

Cheers, Ivan :D

2363
Playthroughs / Speed Run anyone?
« on: July 22, 2014, 11:51:16 pm »
So I watched a speed run on original Xcom the other day to see what it was all about.  Took some notes and gave it a try in OpenXcom.  ... A few tries....

I'm on my third run right now, after ignominious defeat twice already. 

Has anyone else tried one of these?  Any secrets to success?

Tech Path for SpeedRun:
Spoiler:
Laser Weapons
Laser Pistol
Laser Rifle
Alien Alloys
UFO Power Source
UFO Navigation
Elerium-115
UFO Construction
New Fighter Craft
New Fighter Transport
Ultimate Craft
Floater Soldier
Alien Origins
Floater Leader
The Martian Solution
Floater Commander
Cydonia or Bust

Edit:  After finishing the third run (another ignominious defeat as the nations lost faith in my ability to deal with the alien incursion) it seems like these Speedruns have one critical factor:  Floaters.

A Floater Base seem like the only one assaultable by the raw recruits that you throw at it.  Even then there would need to be a good measure of luck involve.

I tried 5 assaults with 2 squad wipes, and all aborted on the local sectoid bases on my continent.  Psi- Control made it feel like those are impossible.

Did some quick scouts of the Muton and Snakeman Bases that I found as well, but no joy there either.  Mutons are so resistant to laser fire, and Snakes hang out with Chrysalids. :(

In the whole game, floaters only just started showing up in the last month, and never established a colony.


2364




Exploring the New Battle Generator!

In this episode we explore the Battle Generator that comes with OpenXcom. 

How would you use this feature?

Cheers, Ivan :D

2365
Open Feedback / Re: Yaay 1.0 %cough% TFTD %cough yaaay woooo 1.0
« on: June 23, 2014, 02:11:07 am »
Yeah, that poster is awesome!  I like it too :)

2366
Thanks, very much for the replies, gents.  ~ Cheers!

2367


Let's Try Tutorial OpenXcom 1.0 - Episode 4.5: Meridian Critiques!


In this episode, my good friend, Meridian takes apart all of the mis-steps in Episode Four: Battlescape! 

Tons of Fun:

Turn the Annotations On!

Meridian's Channel: https://www.youtube.com/user/martindzurenko

Cheers, Ivan

2368
Open Feedback / Is Reaction fire on Turn incorporated into OpenXcom?
« on: June 21, 2014, 08:52:41 pm »
I think this is a feature in UFO Extender, but I tried searching the forum and couldn't nail down the answer though it may be in there.

In this situation:  soldier spots alien and stops.  Can the soldier reverse course and step back out of LOS with impunity?  I believe that is the case with the original game. 

Has this changed in OpenXcom?

2369


 In in which we take on our downed UFO and fight the aliens in the Battlescape.  Let's just say, the results are less than Optimal.

 ;D

Cheers, Ivan :D

2370
Playthroughs / Let's Try Tutorial OpenXcom 1.0 - Ep #3: Loadout!!
« on: June 19, 2014, 10:59:33 pm »



Equipping our Troops Before we Launch? Awesome!


Note, also, that the battle load and weapon choices are a bit of a matter of preference. :)

Cheers, Ivan :D

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