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Messages - Viaro

Pages: [1] 2
1
Suggestions / Re: LAN PvP?
« on: December 31, 2013, 10:41:19 pm »
Wow, that looks a lot better :)

I might have to try that then, that's a really nice option.

Thanks,

~ Viaro

2
Suggestions / Re: LAN PvP?
« on: December 29, 2013, 06:31:01 pm »
Hmm...for some reason I can't get over the graphical style of UFO2000, which is rarely a problem for me. Xcom's art style appeals to me a lot more, and is a lot more colorful. I would rather play Xcom single player than UFO2000 multiplayer, if it came down to it.

The complexity of hot-seat for OpenXcom would be mainly in the programming, right? The player's experience wouldn't be very different whether seeing a replay in hot-seat or seeing real time in LAN.

~ Viaro

3
Suggestions / Re: LAN PvP?
« on: December 28, 2013, 03:40:49 pm »
I can wait :) Even the hope of it happening eventually is exciting.

~ Viaro

4
Suggestions / LAN PvP?
« on: December 28, 2013, 04:03:28 am »
I know that at least one of the linked games under "Friends" does human v human battles, but I didn't like the graphics nearly as much as those of OpenXcom/Xcom.

I don't know how hard it would be, but I would love a simple pvp addon to OpenXcom. [I assume LAN would be easiest, and probably sufficient, and most fun to play against people you know in person]

[If it is possible, I have a few features to suggest...]

~ Viaro

5
Suggestions / Re: Mixed bag of suggestions
« on: August 08, 2013, 12:28:46 am »
WeOwnTheNight, thank you for reminding me of that really important detail. If it's not fun, there isn't any point.

Though, what if it you are able to damage alien's weapons before you can kill them. Your soldiers will be impaired, but the aliens just as often. Also, you can carry extra weapons, and go back to ship. The aliens won't have as much preparedness. So it would be fun for both  you and the alien to lose your weapons, but then HA! You pull out a laser pistol and whup the alien. It could be fun? Maybe not as fun as the simpler lack of it though.


6
Troubleshooting / Re: exe and taskbar icon?
« on: August 07, 2013, 05:42:26 am »
Yep, that makes a lot of sense. Too bad I didn't understand what you meant at first :P Or I did, I just didn't understand why it wasn't working for the original, and wanted to fix it.

7
Suggestions / Re: Mixed bag of suggestions
« on: August 07, 2013, 05:40:11 am »
1) OH! Now I understand what kkmic was saying. It sounds like it would work well. Very elegant solution, kkmic, well done.

2) I see. That makes sense.

3) I didn't know how it worked. The way overkill damage removes all items and the corpse is good. I guess it doesn't need to differentiate what type of damage was taken. It might be simpler to have damaged items not work for the rest of the mission, and return to normal afterwards.

Maybe have damage brackets. If the damage received is 0-20, then there is an X% chance that a random item is damaged and no longer works for the rest of the mission. If 21-50, then Y%. If 50-100, then Z%. Etc. Or maybe it affects HOW MANY items are damaged. From 0-50 damage, none. From 51-100, one item. From 101-150, two items. From 151-200, three items. A combination of the two? Too convoluted?

Obviously, armor doesn't count, as it is damaged first and could affect the total damage used for the equation.

8
Suggestions / Re: Mixed bag of suggestions
« on: August 06, 2013, 07:21:46 pm »
1) I know about force fire, but the point is that my soldier should know whether he has a line of fire before firing.

2) Hmm, I haven't used tanks much at all, so my thoughts may be based on false misconceptions.

3) Danny, you answered it, but I still want other people to discuss it :)

3) kkmic, yes, and I have auto-destruct for alien weapons disabled. My main point is suggesting an alternative that is broader and more interesting to me.

9
Suggestions / Re: Mixed bag of suggestions
« on: August 06, 2013, 05:07:28 pm »
Thanks for answering my questions anyway :P You answered 2 & 4.

I still want to know what people think of suggestions 1 & 3.

10
Troubleshooting / Re: exe and taskbar icon?
« on: August 06, 2013, 04:27:56 pm »
Problem solved!

I can't change the icon of the original .exe, but I can change the icon of a shortcut.


11
Troubleshooting / Re: exe and taskbar icon?
« on: August 06, 2013, 03:28:15 pm »
:S I can't add an icon. I tried using resource hacker, but it didn't work. Other exe files show the icon, but this one couldn't be replaced.

I have the icon, and know a way to add it, but the exe doesn't seem able to receive it :(

Help? Or should I stop worrying about an icon?


EDIT: I have updated to the latest build. Problem still there. Exe file not able to receive any icons.

12
Suggestions / Mixed bag of suggestions
« on: August 06, 2013, 03:04:48 pm »
1) A way to check whether I can hit an alien without shooting to test. Situation A: I crouch, find out I have line of fire after shooting. All good. Situation B: I crouch, find out I don't have line of fire, get back up, move forward to get line of fire, and don't have any TU's left. Unhappy. Situation C: To avoid situation B, I crouch before shooting less often. Unhappy.

2) Are tanks unmanned drones? Remote controlled? I've only used a tank once, and it didn't seem like it used a pilot. Also, the tank didn't seem to have the same pathfinding system as soldiers. It may be cool to require one of your soldiers to man the tank. Not sure if tanks improve with experience, probably not if a drone, which is good. But if manned by one of your soldiers, that soldier could gain experience. Not sure whether this would be better...you decide.

3) I think grenades do, what other weapon types automatically destroy the targets items on a killing shot? Is it automatic, or is there a % chance? The option for alien weapons to auto-self-destruct isn't my preference. I would rather have a percent chance for each item to be destroyed, based on the weapon/damage type and the item type. Damage from rockets will have a higher % chance to destroy items than from lasers. Armor will require a lower % roll to destroy than weapons or items in backpack. I don't know how easy/hard this would be to mod in, and I don't know how much of this is already being done, but it sounds a lot more interesting than automatic and universal self-destructing. It would also apply to your own soldiers from alien attacks, which is lacking even with alien weapon auto-destruct.

4) First a question: how does having both hands filled work? If they are both 1-hand weapons, do they both fire at the same time with accuracy penalties, or separately with accuracy penalties? What if one is a weapon and one is an item, like ammo or a scanner? What if one is a ranged and one a melee weapon? From my observations, I haven't lost accuracy by having ammo or scanners or melee weapons in the off-hand with a ranged weapon in the other. The ranged weapon should be penalized though, because I assume if you have one hand free you would use it to steady your aim. Even think of it as a bonus rather than a penalty. Yes, make it a bonus. You get bonus accuracy by having a free hand to steady your aim with, like crouching betters your aim. Is this already in place? I think that two-handed guns already have better accuracy than one handed, so it is consistent with that - two hands always has better accuracy.

~ Viaro

13
Open Feedback / Pathfinding preview
« on: August 06, 2013, 02:50:18 pm »
I really like the update from base 0.9 to whenever, with the addition of the arrows, TU countdown, and green/yellow/red color system.

14
Troubleshooting / exe and taskbar icon?
« on: August 06, 2013, 02:06:30 am »
My icon for the main OpenXcom.exe file disappeared, and I really like the blue alien icon :(

I don't know how to get it back - I have windows 8, which makes it harder for me to manually find and reset it.

It must be from a mod or nightly build that replaced the .exe, because base 0.9 had the icon.

Help?

~ Viaro


15
Offtopic / Re: Introduce yourself
« on: August 06, 2013, 01:47:39 am »
Will do.

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