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Messages - Bob of Mage

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XPiratez / Re: Welcome to Piratez sub-forum
« on: October 23, 2015, 03:16:15 am »
Damn this new sub-forum makes me feel even worse for not getting around to trying Piratez yet. On the bright side it means I have had quite a lot of good gaming on my plate for the past while, and have quite a bit more for the forseeable futrue.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 28, 2015, 11:45:00 pm »
Dear Solarius

havin tryed the 1.6.4 verison i've noticed some inconguencies

1) Since there is an assault rifle there may be no need to include the vanilla one, also because share same ammo

2) In the ufopedia there are ak-47 and uzi but cannot buy them (!??!?!) but in the meantime there's a machine gun. My advice is: include ak and uzi, and assault rifle and smg may be improved verison on these weapons, to be researched and manufactured (basically a swap, kinda)

1) While there might be some truth to that I have found both rifles useful. I tend to mix the two and have a mix of them on my main troops. The AR is much better inside the UFOs, but worse at shooting outside at long range. Thus my AR guys tend to be the first ones in while the rifle guys cover them from farther back.

2) Those weapons are used by two new ingame factions that use mostly earth weapons. They start off much weaker then X-COM and are not much of a threat if you have good armour (with Personal Armour only RPGs and TNT are any threat to you unti they get advanced weapons). I think they are meant more as favouring to set the factions apart from X-Com.

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Offtopic / Re: Introduce yourself
« on: August 28, 2015, 11:35:05 pm »
Greeting comrades!

I come from the Great White North (Canada) and am here to kick some xeno butt. I also go by the name Ian and have been told that I am a 27 years old male human (one can never be too sure what they are with all these aliens around). I am a bit shy so I lurked for quite a bit before I joined. I have Asperger so don't be surpised if I come off as a bit odd (yes I know this is the internet).

Openxcom has been wonderful so far and I am very thankful of everyones hard work, even when I disagree about some of the design choices (mainly an issue with mods which I can mostly fix myself).

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I'd say the lack of offical comments is due to copyright issues. If they make a game that mirrors a mod too much, they could be taken to court. Thus by having some distance from the forums they can use ideas that might overlap with common mod ideas (the post-invasion X-COM 2 idea for example). The company lawyers are just making them play safe.

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Work In Progress / Re: SONAR SUBS FOR TFTD
« on: August 28, 2015, 12:23:13 am »
After taking a peek at the sub's stats, I feel that it needs better range. A ship like this would be able to operate for a fairly long time due to it not going any where. This means it's engine would be geared to burn fuel at a much slower rate. I don't think this can be done in game so the best option is to greatly increase the amount of fuel it can carry (as it stands now the Triton carries more fuel). Also remember it doesn't need low drag so it can carry lots of extra fuel tanks too.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 27, 2015, 10:28:11 pm »
This shouldn't happen, since UFO Power Source is needed for these advancements. I'll check if there is an error in the tech tree.

The only thing that actually allows use of Elerium without researching it is the Ironfist transporter, using the principle of parroting alien tech without understanding it (put som E-115 in the alien engine, press a button, enjoy the power). But the general power output is poor.

Well the thing is you can research and use the UFO Power Source before you can even name the fuel. At the same time you can use it to fuel lasers or rail guns. What I was saying is that you should at least be able to name it before you use it. With alien alloy you can research it, but you can't really use it for much really early. Personal Armour for example requires a second research (which takes any live alien I think). I was thinking that you get the E-115 topic as soon as you find it, but to use it you still need the other info as it already is.

To sum it up I just found it werid that you could use a weird space rock as a power source without even naming it.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 26, 2015, 06:06:48 pm »
I feel that the tech tree could use some work.  The biggest issue is that Elerium-115 can be research only after getting one of the random topics. This leads to things like unlocking gear that uses Elerium-115 long before you know what the heck the magic space rocks even do (in my latest game I had railguns and nuclear lasers well before I researched Elerium). I'd change it so that you can research it pretty early (around the same time as alien alloy, so maybe after you research your first engineer), but can't use it for anything advanced.

I also found two error in city names. First St. John's (Newfoundland, Canada) is misspelled as St John. Secondly Happy Valley-Goose Bay is spelled Goosebay. While the Happy Valley part isn't a must (the two places merged), there should be a space in there.

Those two error were easy to pick up since I live in St. John's. I must say it was fun to have a local terror mission even if the map had palm trees in what should be a boreal forest... Nice job RNG!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2015, 10:59:41 pm »
Sorry about that. I can't see anything immediately wrong, so it's probably some problem with nodes.

Does it happen when you load a save before the battle and generate a new map? (Toggling the save scumming option may be necessary.) If it loads just fine, then it's 99% a nodes problem and I'll notify Hobbes about this.

(On a side note, responding to this post crashed my browser. -_- )

I made a save right before (I'll post it in case it helps) and the same thing happened. I tried it with save scumming and the first turn loaded fine. I'd say it's a map issue like you said.

On the plus side I was going to try and brave fighting Chryssalids, which likely would have ended badly. So the bug might have saved some of my grunts lives.

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I'd really like it if you could make it so that lasers could be purhased. They shouldn't work underwater, but the fact is they were made with pure earth tech and thus by TFTD should be for sale in any local gun store.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2015, 07:28:59 pm »
I'm getting a crash when it goes to the first alien turn during a terror mission. Thankfully I can just abort the mission and keep going.

EDIT: I just saw that you updated the mod so I'll point out that I was using 1.6.3 if it matters.

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