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Messages - mrxian

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91
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 21, 2015, 08:17:37 am »
Game runs fine without the mod installed.
Turning the mod on or off has no effect on the hanging.

I'm using windows 7

92
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 20, 2015, 06:02:54 pm »
Tried reinstalling everything, game still hangs. I'm using the milestone, correct version of the mod and followed the instructions.

Game loads fine, gets me into the menu, but as soon as I load or start a game or start a battle, the game hangs.

93
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 19, 2015, 11:24:36 pm »
I'll go doublecheck, but I think I did all that.

I'll be in touch.

94
Open Feedback / Tank line of sight issue
« on: February 19, 2015, 11:13:20 pm »
Tanks have weird line of sight. With the turret rotating seperate from the body and having the line of sight, it's possible to end up with a tank whose line of sight is locked backwards.

One solution is to have the turret realign to forward when you make the tank look (not move) in a certain direction with the right mouse button.
Another solution is to give the body and the turret their own line of sight cones.

95
Fan-Stuff / Haiku
« on: February 19, 2015, 11:09:57 pm »
four laser rifles
Eight heavy plasma rifles
Two dozen grenades.

96
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 19, 2015, 09:30:32 am »
I really like the concept of this mod.
So much, in fact, that I decided to use it.
But after installing the legacy version, I found it doesn't work, it makes the game crash upon loading a save or starting a new game.

Am I doing something wrong?

97
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: February 18, 2015, 06:19:17 pm »
Nice, thanks.

I don't think we need to see every small scout mission there is, though some summary - perhaps a little 'best of' segment at the start of the episode, with things like hitting four sectoids at once with a single grenade. Since that's just awesome.

98
Playthroughs / Re: Alternate movement Methods at its best
« on: February 17, 2015, 10:58:44 pm »
How do you run anyway?

I figured out strafing. (Which isn't all that game-breaking, it's more of a quality-of-life thing.)

99
Playthroughs / Re: Ethereals attacking my base. Watch me handle it.
« on: February 17, 2015, 09:00:16 pm »
Well, they have to spot you at least once to use psi against you, and you could prevent that for most of the battle too.

100
Playthroughs / Ethereals attacking my base. Watch me handle it.
« on: February 17, 2015, 06:08:30 pm »
https://www.youtube.com/watch?v=ID9CX-Ohsbw

Any comments on my tactics or ideas to improve?

101
Suggestions / Re: movementType: 3 jumping
« on: February 16, 2015, 11:29:18 pm »
I like this idea.

102
Suggestions / [suggestion]Adding more stats to worn items.
« on: February 16, 2015, 11:27:24 pm »
Would it be possible to add additional stats to items while worn in the hands (or backpacks)?

I'm thinking about armor (to create forcefields or riot shields), perhaps night vision goggles or even accuracy boosters for use with pistols.

Also, would it be possible to make an armor or item have a negative effect on the accuracy of shots at the wearer?


Thanks in advance for taking the time to read this.

103
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: February 16, 2015, 06:19:57 pm »
So i mostly fire from out of the enemies visual sightrange, the UFO extender accuracy (as far as my understanding goes), would still allow this tactic but the probaility of hitting with snapshot would be highly decreased, using aimed shot would work, but the gained exp would be to low, so no go for me.
The tactic still works. From what I've seen, auto shots get a penalty of 2% per square more than seven or so (Which is really close - it reduces auto shot to point blank only, basically), snap shots get a penalty of 2% per square at a little over sight range (so just out of sight, and snap shots work fine). Aimed shots have no limit.
You use aimed shots more than snap shots at longer ranges, and as it gets more important to hit more, you get to use snap shots more.

It doesn't matter for xp, though - the primary action needed to get accuracy xp is hitting the enemy - not shooting at it. So it's the amount of hits that counts, and that only changes as you start using stronger weapons.

104
Playthroughs / Re: Production Base Layouts
« on: February 15, 2015, 11:10:33 pm »
I usually don't make dedicated production bases - all my radar bases get some production.

105
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: February 15, 2015, 11:05:48 pm »
What is so good on this UFO extender accuracy...??
It makes the game more challenging - to reliably hit at longer distances, you have to use the more tu-expensive shots. I've only just started using it, and while I like the idea, I think some of the ranges are a little too short. Auto-fire becomes almost useless. :(

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