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Messages - Meridian

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8611
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 16, 2015, 10:13:34 pm »
@Arthanor: As far as I know small radar does not have better detection chances. Quite opposite, small radar has 10% every 30 minutes, large radar 20% every 30 minutes.

The rest is true, they cost less, they are finished sooner and they stack, so they are definitely a good use of your money.

As for the "middle of the region", like most of the players, I don't know exactly where the region borders are exactly, so it is hard to find the middle. Also I don't know the UFO flying patterns precisely, so I cannot judge if the UFOs will fly close by or not.

IMHO, small radars are useful... but large radars are better.

8612
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 16, 2015, 07:11:28 pm »
Also happy 100th post to me and also promotion (and pay raise----and yaht hopefully...)

Congratulations to the 100th post to me as well ;-) Let's celebrate the pay raise together... I pay the first round.

8613
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 16, 2015, 07:09:49 pm »
@jgatkinsn: it is possible to win with just one base (even in Hawaii) without shooting down a single UFO... you can see the proof in my other LP... you need to use graphs for overview and skyrangers for patrol duty.

But it is much easier to expand your radar coverage early and cash in on the additional UFOs you'll be able to detect... one or two UFOs already pay for a basic base (access lift, hangar, general stores and large radar).

Just like in real life, also in OpenXcom it's better to invest money (safely!) instead of keeping them on your current account. I think the optimum account balance in OpenXcom is about $500'000. Anything above half a million should be invested asap.

8615
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 15, 2015, 11:59:29 pm »
1. This post might be related too: https://openxcom.org/forum/index.php/topic,3489.msg41036.html#msg41036

Save attached, mission appears on 20th of March... I use current nightly (13.3.2015) and FMP 1.0

3. Also visible in the same save. It's not a new game, just upgrade.

8616
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 15, 2015, 04:59:41 pm »
So, I am trying to upgrade to FMP v1.0 and it looks quite OK. I have a few questions and some feedback though:

1. There are now no cities in Antarctica again and I still have a terror mission there. This time the game however doesn't crash... instead the terror UFO lands! Is this a new feature in OpenXcom or in FMP?

2. I think you have a problem in ruleset... you gave aimRange to plasma pistol clip instead of plasma pistol weapon... I may be wrong though, I'm a ruleset newb ;-)

3. I am trying to research some new stuff to catch up with changes and when I research Alloy Blades I get description of Alloy Knife instead... in UFOpedia I can still find also the correct article.

4. At the end of the month, my game crashed again :-( However it looks like it was because it generated (for the 3rd time in a row lol !!!) Alien Raid mission, which was removed... after I removed it from my save, it works fine again.

8617
Programming / Re: Paletted 8bit -> 24bit shading.
« on: March 14, 2015, 12:15:19 am »
Am I the only one who can't spot a difference between these two pics, no matter how long I look? :)

I can't say I dislike the non-vanilla look. It is more than acceptable. But I can definitely see a huge difference between the vanilla and non-vanilla too.

8618
Fan-Stuff / Super leap year ;-)
« on: March 12, 2015, 11:22:36 pm »
Or is it Y2K bug?  ;)

I played xcom a hundred times, but never got into year 2000 actually.... now I am just testing something and this made my day...

8619
Programming / Re: Paletted 8bit -> 24bit shading.
« on: March 12, 2015, 08:41:19 pm »
No, it was already done before...

...but I would gladly do it again, if it helps OpenXcom/OpenTFTD development.

8620
Programming / Re: Paletted 8bit -> 24bit shading.
« on: March 12, 2015, 07:50:09 pm »
Hello Volutar,

I have quite a lot of saves from my LP.
The spreadsheet with overview, which terrain can be found in which mission/episode/save can be found here:
- https://docs.google.com/spreadsheets/d/1jkgLpvA7Q_x0fMW4T-E74uyNh5MOPIFinIDLrR1H8Ts/edit?usp=sharing

The saves themselves are here:
- link broken

Enjoy!

PS: The Crashed plane mission during the night as you asked are approx. saves #23 #24 and #25
PS2: The LP was about showing everything, so you should see all types of terrains, all types of UFOs and all types of aliens, just find the correct save based on the spreadsheet

8621
Playthroughs / Re: Final Mod Pack Lets Play
« on: March 11, 2015, 10:55:41 pm »
No problemo. I love the current version too.

Just out of curiosity... will v1.0 be "backwards compatible"? ...in a sense I could upgrade to it even though I will "miss" those early game changes... or will it just break my saves?

8622
Playthroughs / Re: Final Mod Pack Lets Play
« on: March 11, 2015, 08:23:39 am »
Sniper Meridian reporting for duty!

8623
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 10, 2015, 02:32:36 pm »
@Tetsu: it is the UFO: Cydonia's Fall soundtrack for OpenXcom, you can download it here: https://ufo.freelanzer.com/

8624
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: March 10, 2015, 02:31:38 pm »
@hellrazor: Willkommen Soldat!

Es gibt keine spezielle Prozeduren hier in XCOM!
Melden Sie sich in der Kaserne und Sie erhalten sofort die Ausruestung und die Bibel.

Danach sollen Sie sich persoenlich beim Kommandant Ravski melden (taeglich von 06:00 bis 06:30), er ist fuer "special forces" verantwortlich. Ich kann Ihnen nicht genau sagen was fuer eine Aufgabe auf Sie wartet (es ist streng geheim auch innerhalb des XCOMs, wegen Doppelagenten = Kenntnis nur bei Bedarf)... aber wir haben 2 unerklaerte Faelle in Suedamerika und Suedostasien. Das macht mir grosse Sorgen und ich will dass KSK sich darum kuemmert...

Viel Glueck!

8625
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: March 10, 2015, 01:05:38 pm »
There are two different solutions described in the FMP thread:
1/ find the mission in the save and change the region to something else (e.g. Europe)
2/ find the region in the FMP ruleset and enable the cities, which are commented out

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