aliens

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 - CloseProximity

Pages: [1]
1
Tools / Re: MCD Edit by volutar
« on: July 20, 2014, 06:44:25 am »
I have spent some time playing with MCDEdit, I have version 1.1 from volutar,  and PckView version 1.5, downloaded from github and compiled.

MCDEdit seemed to work fine if all I do is replace the image with PckView and the MCD data with MCDEdit.

I ran into a problem when I tried deleting images and MCD data with MCDEdit.

1. I copied the mcd/pck/tab files for U_Walls02
2. I deleted items which were not walls, including the navigation terminals which are treated like walls
3. I saved the files with MCDEdit  (mcdedit_window.png)
4. I opened the modified file with PckView and all of the images of the original file were still there (pckview_window.png)

Is there a step I'm missing with MCDEdit?


Ignore this post please, I figured it out.

2
Open Feedback / Base Defense Questions
« on: July 20, 2014, 05:31:14 am »
In the old dos version, a flag was not reset if the base defenses destroyed the assaulting ufo. I've poured over the bug fixes on github and could not find a mention of it. Has this bug been fixed?

If so, does the player get credit with destroying the ufo?

Also, if the base defenses are not adequate to destroy the ufo, is the number of aliens assaulting the base reduced depending on the strength of the base's total defensive value?

3
Suggestions / Re: Interceptor Confusion
« on: July 16, 2014, 02:46:11 am »
Thanks for the quick reply. I probably posted this in the wrong section. Rookie mistake.

4
Suggestions / Interceptor Confusion
« on: July 16, 2014, 02:05:58 am »
I recently had an experience while trying to intercept and down two battleships at the same time. The AI apparently did not like me shooting down all the scouts to establish bases, so it launched two waves of battleships and other support craft at the same time. I launched all of my plasma cannon equipped interceptors north of the equator and the ones in Africa and India, 14 in all, to deal with this threat. I targeted two battleships with four interceptors each.

The problem arose that I was unable to tell which interceptors were targeting which battleship. There is no information in the on the interceptor's tab or in the interception/combat window to show this.

Would it be possible to include the targeted ufo's number on one and/or the other? In the combat window would it be possible to display something like "Target: UFO-###" in the dialog box and have this erased once the combat begins?



5
Why not just change the help text to "Stand" if the soldier is kneeling and "Kneel" if he is standing?

6
Open Feedback / Re: Aliens too passive?
« on: July 15, 2014, 07:11:32 pm »
I'm pretty sure they're exactly as they should be; smarter, even.

I'm not complaining. I like it as it is. I want my pilots to earn their upkeep.  I don't pay them 600k per month to have wine and cheese parties in the hanger. :)

Yes, behavior of aliens was changed after commits:

After these commits quantity of alien missions has become as in vanilla Xcom. Before was about 50-60% of vanilla UFOs.

I guess I found OpenXCom after the change was made.

7
Open Feedback / Re: Aliens too passive?
« on: July 15, 2014, 08:34:34 am »
Too passive? I beg to differ. After not playing for many years, I started my first OXC game on "Experienced." While it started out a bit slower than I remembered from the old days, there were times just before I had researched plasma cannons I wished I had five or six interceptors per base. I could barely keep the Avalanche stocked. The aliens even assaulted one of my mind-shielded bases.

Passive? I think not.

8
And, I forgot to mention, the troop with the Blaster Launcher WILL be MCed!

9
Whether or not to sack a low psi soldier is up to you as the commander. Much depends on to what degree OpenXCom replicates the original game when it comes to psionics. I am still playing my first game so I really can't say what a "safe" psionic strength is.

I have played this game since 1994 and the original AI "cheated", in my opinion. If the aliens could see just one soldier, ALL of the others were also at risk. Also, after turn 20, the AI knew where all of your soldiers were - and then the "psi-puppets" came out to play.

Much also depends on the game difficulty because the psionic strength of the aliens increases as the game difficulty increases. A soldier that is reasonably safe at a lower game difficulty may be alien psionic fodder at higher levels.

I guess I'm a heartless and PARANOID commander. In general I do not employ soldiers with a psi strength lower than 50, increasing this to 60+ if playing on higher difficulties. That low psi soldier with high reactions and firing accuracy is a prime candidate to effectively shoot all of his/her teammates in the back.

As for assigning them to base duty, why pay them to sit on their butts? What if that base is attacked? That low psi soldier can just as easily kill many in the base as they can when assaulting a landed UFO.

Only assigning them for missions with no psi capable aliens depends greatly on having a Hyper-wave Decoder. Scouts are the exception. They do not have psi capable aliens until the Ethereals show up.

Lastly, in my opinion, if you can afford it, sack the "psi-puppet" soldiers and get ones with "nerves of steel." If you can't afford it, you may be stuck with a great potential liability until you can.

Remember, in XCom, Murpy is the undisputed "Lord and Emperor!" and sneers at those who fail to understand his law.

Pages: [1]