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Messages - Brian

Pages: [1] 2
1
Suggestions / Hotseat play
« on: December 15, 2018, 05:52:25 pm »
Is any kind of tactical multiplayer (such as hotseat games from the New Battle menu) on the roadmap?

3
Work In Progress / Re: making ufo waves to spawn at the same time?
« on: December 10, 2016, 07:29:00 pm »
It's after the previous UFO is spawned.  Like Hobbes said, this is how the vanilla infiltration and alien base missions send several UFOs at the same time.

4
Playthroughs / Re: Really really fast Chryssalid or bug?
« on: March 30, 2016, 03:57:30 pm »
In vanilla XCOM, XCOM and aliens will take each others' spawning spaces if there aren't enough valid spawning spaces for their own team.  But I would expect OpenXCOM to have fixed that.

5
Troubleshooting / Re: "mods" folder location in Windows 8
« on: December 05, 2015, 04:50:29 pm »
Either suggestion will work.  You can create USER\Documents\OpenXCom\mods or INSTALLATION_DIRECTORY\user\mods.

Beware: If you create INSTALLATION_DIRECTORY\user, OXC will use that instead of USER\Documents\OpenXCom; so the game will appear to "forget" your existing saves and options unless you copy them to the new user folder.

6
XPiratez / Re: Arthanor's hammer fix
« on: December 05, 2015, 04:45:28 pm »
I see that Yankes is here.  What if OXCE allowed weapons to rename their attacks?  So you open the hammer and see "Smash Terrain, Hit, Throw" instead of "Snap Shot, Hit, Throw".  It could also be useful for weapons like the electro whip (very short range "Snap Shot") or Black Powder Bomb (throwing weapon implemented as a firing weapon).

Code: [Select]
  - type: STR_HAMMER
    textSnap: STR_TERRAIN_ATTACK
    ...
  - type: STR_WHIP
    textSnap: STR_WHIP_SHOT

7
According to https://www.ufopaedia.org/index.php?title=Fatal_Wounds, if you take 1 damage, you have a 91% to take no fatal wounds, 3% 1, 3% 2, and 3% 3.

8
Offtopic / Re: The Firaxicon report
« on: October 08, 2015, 04:11:47 pm »
It was good to meet you to!

The shark's husband/boyfriend was wearing a shirt that said "Straight out of Newfoundland".  For anyone who hasn't played 2012:
Spoiler:
Newfoundland is a scripted mission set in a fishing village with sharks hung up around the pier.  There are Chryssalids hiding in the sharks.

9
Tools / Re: Visualize Research Tree
« on: February 19, 2015, 02:58:47 am »
Send me your ruleset and I'll make a diagram for you.

It was throwaway code... I'll release it once I've cleaned it up a bit. ;)

10
Tools / Re: Visualize Research Tree
« on: February 18, 2015, 04:27:03 pm »
I wrote programs a while back to create research trees and calculate manufacturing profitability.

The research trees were very big and convoluted, and I ended up manually pruning them a bit to eliminate irrelevant details and simplify things like "any live alien".  I think the manufacturing profitability one still has some ugly special cases in it, as I first wrote this for Piratez, and Piratez' assembly/disassembly system can lead to infinite loops.  That said, I'll post more after work (in about 8 hours).

The most profitable projects in vanilla:
Name   Profit per engineer-hr   Profit per engineer-month
Laser Cannon   $61.94   $44600.00
Fusion Ball Launcher   $46.53   $33500.00
Tank/Laser Cannon   $43.61   $31400.00
Psi-Amp   $24.68   $17768.00
Motion Scanner   $18.01   $12963.64
Medi-Kit   $9.33   $ 6714.29

In Equal Terms 1.998:
Name   Profit per engineer-hr   Profit per engineer-month
Convert Alien Heavy Plasma   $70.33   $50636.36
Pulse Laser   $55.28   $39800.00
Laser Sniper Rifle   $52.78   $38000.00
Enhanced Light Rocket   $48.61   $35000.00
Fusion Ball Launcher   $46.53   $33500.00
Enhanced APFSDS Rocket   $45.28   $32600.00
Tank/Laser Cannon   $43.61   $31400.00
Laser Marksmans Rifle   $40.28   $29000.00
Laser Assault Rifle   $38.01   $27363.64
Grenade ^   $31.94   $23000.00
Sniper Plasma   $28.61   $20600.00
Laser LMG   $26.39   $19000.00
Magnum Laser   $25.28   $18200.00
Laser Pistol   $25.28   $18200.00

For Piratez, my output looks silly right now (going to have to look at it after work), but all of these are much more profitable than Finely Distilled Rum:
Drakkar
Crab
Hunter-Killer
(Likely most tanks)
Ripper Cannon
ARG Clip (24x10)
Royal Boomersaurus Steak x5
Heavy Flamer Clip (5x5)
Fried Reaper Innards x5

11
Work In Progress / Re: [WIP] Working on a sound pack
« on: January 07, 2015, 12:51:18 am »
Like the notion!

I always figured plasma guns shot out the superhot ionized gas in some form of magnetic field/bubble that cut through air and smoke etc. until it hit something too dense (people, walls and such).

They'd have to; otherwise you'd have a highly advanced flamethrower.

12
The X-Com Files / Re: New megaproject, working name: FMP+
« on: October 22, 2014, 04:03:16 pm »
In an underground base, aliens appear in the hangar and access lift because they're coming from the surface.  Where will aliens spawn in the two-level base?

If you were willing to make the battlescape even bigger, you could drop a landed battleship next to the base (6x6x4 becomes 6x9x6).  Alternately, aliens could spawn around the edges, or even randomly throughout the surface level (contributing to the difficulty defending it).

13
See https://www.ufopaedia.org/index.php?title=Psionics#Psionic_Formulas .  Your chance of success decreases by about 2% for every tile between you and the target.  Mind control has the same chance of success as a Panic attack from 20 tiles further away.

14
Offtopic / Re: What is the diference???
« on: September 05, 2014, 05:37:49 am »
Psi-Strength cannot be improved.  Psi-Skill starts low and improves with use or training in the lab.
Your ability to resist alien Psi attacks is almost totally based on Psi-Strength.
Your ability to perform Psi attacks is based on your Psi-Strength multiplied by your Psi-Skill, so a soldier with 50 and 50 is much stronger than one with 80 and 20.

Since Psi-Strength cannot be improved, some Commanders believe that soldiers with low Psi-Strength should be identified and fired as soon as possible, before they are mind-controlled and shoot you in the back (and before you waste a lot of effort training them).

15
Released Mods / Re: [WEAPON] Ufo:TTS Style SniperRifle
« on: September 05, 2014, 01:56:21 am »
Sorry for the bump, but the download link isn't working.  When I click the link in the first post or in Warboy's post on page 2, I get:

An Error Has Occurred!

You are not allowed to access this section

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