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Messages - SHADO

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1
Released Mods / Re: [CRAFT] Sentinel class interceptor.
« on: November 23, 2013, 06:50:06 pm »
Hey Warboy-

I just noticed that the Sentinel doesn't incur any monthly rental.  Was it meant to be a purchased & owned aircraft rather than a rental like the Interceptor?

2
Work In Progress / I saw these outside my window this morning...
« on: November 08, 2013, 01:52:29 am »


Should I be worried?

Actually, it's my first map block & tileset mod.  Although the mod tools are a bit quirky, once you get the hang of them, you can do some pretty cool stuff.

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Work In Progress / Map nodes
« on: October 31, 2013, 02:24:00 am »
I just started playing around with MapView and have a few questions regarding nodes.  Does anyone know how the Flags, Spawn & Links' Dist settings work?

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Fan-Stuff / Re: Tactics to survive early games
« on: October 28, 2013, 03:15:50 am »
...drop a smoke grenade at the foot of the ramp (sometimes do that first), but then end turn 1 without anyone stepping outside.  There is a MUCH higher survival rate that way.  There is little so depressing as having 4 or 5 troops die at the top of the ramp on a terror mission because there's aliens in full view to the sides of the ramp. ...

My 2 cents on a major difference between the original X-Com & OpenXCom: smoke.

When I first played the original, I hardly ever used smoke due to the smoke limitation bug.  Needless to say, I took a lot of casualties.  In OXC with smoke working the way it's supposed to, it's become standard equipment for me.  I think that, when used properly, it's one of the key factors for being consistently successful in battle.

This reminds me that in one battle, I had an ethereal walk up to the SkyRanger's ramp within 2 squares of my troops.  Because of the smoke cloud, I couldn't see him and he couldn't see me. :D

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Suggestions / Re: Soldier salaries?
« on: October 28, 2013, 02:51:46 am »
I also had the idea of being able to hire more expensive soldiers. They would have better odds of having higher stats.  Maybe you can bring them in as higher ranked soldiers (i.e., anything but a rookie).  Another thought would be the ability to hire for a specific stat (again, better odds- not a guarantee- for marksmanship or strength or whatever).

6
It looks & sounds like you may have/had the Dawn City mod mixed into your install.  I'd reinstall the data set (particularly the Maps, Terrain & Routes dirs) from a clean (un-modded) source & try again (i.e., start a new terror mission).

7
I had an idea: humans can't use alien weapons without modifications.  This is even after the weapon has been researched.

Recovered alien weapons need to be taken back to X-Com engineers for mods.  Like any manufacturing project, this will take engineers, time, money and possibly materials.  All this, of course, will be less than manufacturing one from scratch.  In terms of resale value, I picture that un-modded weapons will be worth a fraction of modded ones.

This basically restricts X-Com use of things like the heavy plasma while creating a whole new class of weapons.  These human-adapted weapons can then be buffed/nerfed accordingly.

Something that always bugged me is that the Heavy Plasma weights the same as the Plasma Rifle...

The heavy plasma weighs 11; the plasma rifle weighs 8 (both loaded).

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Suggestions / Geoscape: lacking a lack of direction
« on: May 18, 2013, 10:31:08 am »
Info for UFOs always show a heading.  I think that for landed/crashed ships, their heading should be blank or "none".  Something along the lines of: if altitude=ground then heading="" else whatever

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There may be a misunderstanding here.  It could be that the aliens are really happy to see X-Com.  They may be looking forward to learning about our culture and making new friends.

Either that or they're craving some delicious human soup...

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Offtopic / Re: Original X-Com concept art
« on: May 01, 2013, 03:45:37 am »
Great sprites- wish more of them made it to production!

Question about the second png- cute fluffy bunny or Killer Rabbit of Caerbannog?

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Programming / Re: Advanced Options Menu
« on: April 22, 2013, 01:13:31 am »
+1 to what FenyƑ & others said.  While I'm fine editing text files, it makes OXC feel much more like a finished/polished product.  It also lets people easily see a list of improvements over original X-Com.

12
Open Feedback / Re: You know you're addicted to OpenXCom when...
« on: March 24, 2013, 04:46:38 am »
...when you wake up, you notice a Reaper that is still broken next to your bed :)
God- I HATE when that happens!  ;)

I think we're in the wrong thread anyway, the OP was talking about addicted openxcom users, not devs :)
Nah- it's all good.  The sooner you admit to having an OpenXCom problem- whatever its form- the sooner you can start getting better.  I only do OXC recreationally and therefore don't have a problem. <eyes twitching> <hands trembling>

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Suggestions / Re: New alien mission
« on: March 15, 2013, 12:23:22 pm »
I'm on "Genius"- was too chicken to go "Superhuman" on this go-round  :-[

I just downed two large scouts and a supply ship, so I have all three of my Skyrangers on the move.  Keeping in mind what happened to you and anonilsus, I just have my fingers crossed.

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Suggestions / Re: Advanced unit stats
« on: March 13, 2013, 05:44:11 pm »
UFO: Alien Invasion does this.  I like the idea but think it would be difficult to implement in OXC.

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Suggestions / Re: New alien mission
« on: March 13, 2013, 05:35:22 pm »
...The effect was devastating. Battleship full or aliens against 4 rookies with standard rifles.
...i have had to defend the base with 3 rookies once...
Ouch!

I'm at the top of August in my current game and so far only had one base attacked (they wiped out a base I had just started so there wasn't even a battle).  I was expecting more base attacks, so I'm not sure if I'm doing everything right or the aliens are just lousy at base recon.

Anyway, the basis for this suggestion is to make the player stop and think about which and how many troops to send out on missions.  If base attacks don't seem to be much of a real threat (as seems to be the case in my current game), then it just becomes a cram-as-many-guys-as-can-fit-in-the-Skyranger routine.

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