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Messages - Jstank

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91
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: April 01, 2015, 01:53:27 am »
When I said 'bug' I didn't mean alien bugs, I meant real actual game disrupting bugs.

92
Playthroughs / Re: Let's Play OpenXcom: UFO Redux
« on: March 31, 2015, 10:58:06 pm »
Ehhh good luck with the ironman. Don't let the bugs get ya. :-\

Also for the purpose of Youtube play with the resolution settings until you get base screen to stretch across the whole screen. It will be easier for your viewers to see it.

93
Suggestions / Re: Flanking gameplay mechanic
« on: March 31, 2015, 08:20:47 pm »
In the new one, there is no Alien Morale. This is a shame as they don't panic berserk or anything. Stupid really  :'(

94
Suggestions / Re: Flanking gameplay mechanic
« on: March 31, 2015, 07:28:23 pm »
How about flanking shots do morale damage regardless of weather they hit or not?

Kind of like in UFO 2000 when shots fired around a soldier does morale damage.

95
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: March 31, 2015, 05:22:03 pm »
A good Commander is always looking out for their troops.

We need heavy equipment on the field to deal with an ever increasing enemy and to stand guard for an assault. Ill be sure to order some tanks so that the weight of this war doesn't solely rest on our canines paws.

96
Suggestions / Re: Enlarged Minimap
« on: March 31, 2015, 05:11:55 pm »
Hobbs you come up with the greatest ideas!  ;D ;D ;D


Anyway I would like to see it placed in the upper right hand corner.

97
Suggestions / Re: In-game manufacturing profitability view
« on: March 31, 2015, 05:09:49 pm »
Maybe I used the wrong language. I wasn't referring to net worth but only projected net liquid assets.

I agree it would be pretty unstable since your always changing around your production cues. But it might just give you an estimate of your end of month balance assuming you don't change your production.

98
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: March 31, 2015, 01:49:13 am »
No troubles man. No drama here  :P


99
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: March 30, 2015, 11:22:00 pm »
I don't think its solarius's fault, the situation came around that it was time for Warboy to change stuff around for tftd and it ended up breaking some mods. It will get worked out eventually.

100
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: March 30, 2015, 08:45:28 pm »
All dogs (and their clones) go the heaven!

101
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 30, 2015, 08:39:35 pm »
Thanks for taking the time to consider my view points.

After more play testing I will see if I can catch any more oddities.


Keep up the good work

Jstank

102
Offtopic / Re: Possible Thumbnails for PirateZ LP
« on: March 30, 2015, 06:49:07 am »
The first one of course


Ill take a soldier, Cpt Stank

Also suggest toning down the "previously on open xcom" segment (Took too long and I always skipped it.)

103
Playthroughs / Re: Jstank's Final Mod Pack Lets Play
« on: March 30, 2015, 04:21:20 am »
There is a menu under the Battlescape options menu

104
Suggestions / Re: In-game manufacturing profitability view
« on: March 30, 2015, 04:14:19 am »
Could you add the Agragate_Net_Profit for all ongoing base finances to your bottom line on the finances screen? That way it will add your production profits to your final budget total?

105
Suggestions / Re: In-game manufacturing profitability view
« on: March 29, 2015, 10:44:03 pm »
Oh wow I really like that much better. Is there a way to select the denominator, like per unit, per day, per hour.

It would be neat to see the economy of scale factored in and see profitability change when you incorporate how much cost a month engineers have on the overall numbers as you add or subtract engineers. Now i want to see the graphs..... This would make it not as static as one criticism put it.

Something about the last two numbers don't make sense to my feeble brain. If you use 70 engineers to produce 100 shouldnt it output the same number as using 70 engineers to produce infinite? Unless 100 took more than a month?

Also does it take into account facility cost? If there is a monthly cost for running a workshop?

Oh god I'm getting to into this someone stop me.


Jstank

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