Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - blackadder

Pages: [1]
1
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: October 18, 2020, 07:15:25 pm »
> Any ideas? Comments?

1. I almost always have a few individual scientists researching the cheap stuff, "useful" first but then anything.  Each completed research gives score points, and it never hurts to get a few more especially early on ("compound interest") or to boost up a mediocre month.   And it gets that stuff out of the list so it's less likely I miss something important.

3. Bases - yeah, I always faff around where to put them.  North pole/south pole is tempting but then that's max travel time to the most populated/high funding areas.   This run I put the 1st 3 bases kind of not too far from the equator (Balkans, Central America, South East Asia) with the idea the next 2 will be north pole/south pole for more radar coverage/interception/manufacturing - seems OK so far.

4.  I reallly like the Dragonfly over the Helicopter, 33% more guys gives more options and makes it less painful to work in a trainee or 2, or scouts, or weapon diversity.   The ramp can be a slight inconvenience, but with only 8 it's not too bad and not having everybody exposed turn 1 is nice.   And the equipment pile is at least SLIGHTLY less likely to get blowed up.   It's cheaper than it looks because you can sell it for $200k, so only net $100k and the extra speed is a bonus.  The biggest downside for me is it's usable in fewer covert missions, so for a long time I had Dragonfly, Helicopter AND van in multiple bases.

2
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: October 05, 2020, 07:49:48 pm »
Maybe this would help:  There is an "ignore boards" profile setting:  https://openxcom.org/forum/index.php/topic,4077.msg54194.html#msg54194  "Ignored boards will not show up in Unread Posts"

And as long as I'm here, I wanted to say how much I am enjoying your playthrough, it's one of the 1st things I look for every day.   

3
OXCE Suggestions DONE / Re: [Documentation] Working Title: Useful hotkeys
« on: September 30, 2020, 04:33:20 pm »
A few new ones I've run across I don't see mentioned:

GEOSCAPE:
+ Ctrl-Left click - When a craft reaches a mission there is a "OK/No" popup to start mission or not, Ctrl-Left click on the "No" will set the craft to Patrol there.

+ e  - Show pilot experience gains

BATTLESCAPE:
+ Ctrl-END  will increase the displayed lighting level (without changing the gameplay lighting).  Repeating will increase the light level then cycle back to default.

+ Right Click on a weapon in hand will set it as the preferred reaction weapon.  There is a white dot indicator in the upper right of the hand when this is set.

INVENTORY:
+ z  - Autoequip current soldier.   If you put a weapon in his hand it will add ammo for it then add more things up to his weight capacity.

4
The display of TU costs to move gear from each equipment slot is MUCH appreciated.   My suggestion is to add the reload cost in a similar manner on the left hand/right hand slots when they have a reloadable weapon, possibly as "R: +20TU" so the player can easily calculate the total cost by adding the slot TU cost + reload cost.   Also possibly the Unload cost under the Unload button.


Pages: [1]