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Messages - Zak

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1
Help / Re: XCOM Aspect Ration and Gamma
« on: August 10, 2021, 10:06:44 pm »
The last screenshot is the original tftd with dos. The streched barracuda with OXC is very visible for example.

2
Help / Re: XCOM Aspect Ration and Gamma
« on: August 10, 2021, 09:51:46 pm »

This is with dosbox 4:3 (4k too)


OpenXcom 4k Letterboxed (and nonSquarePixelRatio: true - but this is not working)


And lastly from a crt real 4:3 on real hardware with dos.

There one can see how streched everthing is, ui, graphics etc.

Besides that, the globe was never round in the original on classic monitors.
Like NashGold has written, too. "In fact, characters now have proper proportions."


OpenXcom is an asolutly beautiful Projekt, one of my all time fav games.
I hope 4:3 like in dosbox can be added in the future. (or an option that makes it scalable? So that the widescreen graphics are not stretched if one wants it.)



3
Help / Re: XCOM Aspect Ration and Gamma
« on: August 08, 2021, 10:45:21 pm »
nonSquarePixelRatio: true works only at 640x480 but it does not look good, pixels looking downwright ugly, bosbox has this much better implementet.

and with dosbox i get 4:3 in every res. Will this be addet in openxcom, too?


the whole thing (ui, graphics, etc.)  looks totally out of proportion without real 4:3.


please fix this with propper 4:3 like dosbox.

4
Troubleshooting / Re: Do I need more fighter ships on higher difficulties ?
« on: November 24, 2014, 02:37:56 pm »
Its a bit sad, there is such an interesting concept with base building but it seems it is not needed.

I always thought without world spanning bases it would be impossible to get an high enough ranking to not lose the later game.

Are there difficulty mods that force me to build more bases ?



I just lerning this game at the moment. Will terror from the deep be more "demanding" ?


ps: nice  lets play

5
Troubleshooting / Re: Do I need more fighter ships on higher difficulties ?
« on: November 24, 2014, 01:09:09 pm »
youtube name ?

6
Troubleshooting / Do I need more fighter ships on higher difficulties ?
« on: November 24, 2014, 10:50:20 am »
Playing on Experienced my 3 firestormes and 4 bases are even to much. I could easily play with one base.

Will i need much more ships and bases on higher difficulties ?

Thanks

7
Troubleshooting / Re: AI effectiveness per difficulty level ?
« on: November 23, 2014, 05:56:40 am »


You can try decreasing the aggression values for aliens, which will make them less likely to charge out and more likely to hang out and wait for you.

You can change the intelligence of aliens, which defines how many turns they will remember where you are (and remembering that you are waiting at the entrance might make them not want to come out after you killed the first alien walking out)

Otherwise, that's it. And as was said above, try Sneaky AI in the options, that makes aliens less likely to expose themselves.



Thats what i want to hear  ;)

Where can i change the aggression values and the intelligence for aliens ?


There is no way to chreate an ai mod ?



in a word, no.
we don't have xenonauts' AI, we have xcom's AI.
xcom's AI very clearly says "we all start hunting the player on turn 20"

no matter what adjustments i make, short of installing a human being in your PC, there will always be some way to "game" the AI. therefore i put it to you, that it is not up to me to rewrite the AI every week, but up to you to choose not to exploit it.


I know thats the problem with Single player games, and on those nearly perfekt ones its often my only complaint.
It just would be cool if we could create realy creative AIs somedays.

8
Troubleshooting / Re: AI effectiveness per difficulty level ?
« on: November 22, 2014, 03:46:59 pm »
in Xenonauts the ai just dont leave the ship if you are positioning around the entrance door couldnt this be implemented some day too ?

is there a way to mod this ?

Thanks

9
Troubleshooting / AI effectiveness per difficulty level ?
« on: November 22, 2014, 08:37:05 am »
Im playing on experienced difficulty and see no reason to enter Ufos just wait outside, later or soner the aliens will leave their ship and killed easily.

So my question is, will the AI behavior change if the game is set on highter difficulty level ?

If yes, what are those changes exactly ?


Thanks

10
Troubleshooting / Re: How does Base Defense work in OpenXcom
« on: November 21, 2014, 03:02:26 pm »
But is the AI forced to attack very aggressiv with excessive amount of ships, like in the original ? that was always a "bit" to extreme

11
Troubleshooting / How does Base Defense work in OpenXcom
« on: November 21, 2014, 01:15:12 pm »
Can you Build a 100% save Base with Defense facilities in OpenXcom
or is it like the original ?

12
Offtopic / UFO Defense: How to research most efficient ?
« on: November 21, 2014, 02:54:54 am »
I never investet much into understanding the research mechanics to its core.

I always set my scientists all on one projekt.
This was no problem even in higher difficulties.

But now i want to optimise my scientist placements.

I read a few guides on the ufopaedia but im not realy sure.


What are the key points to understand so howle scientist placement?

13
Open Feedback / Re: difficulty level shown in save menu
« on: November 16, 2014, 09:35:59 pm »
Yes thats what i thought too

14
Open Feedback / Re: difficulty level shown in save menu
« on: November 16, 2014, 09:03:37 pm »
No, can you post a screenshot ?

I play version 1.0

15
Open Feedback / Re: difficulty level shown in save menu
« on: November 16, 2014, 05:32:19 pm »
Found it Thanks,

hope with further updates this will  shown in the save menu.

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