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Messages - Arctic

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1
OXCE Suggestions OK / Re: Option to disable "Hidden Movement"
« on: September 12, 2023, 04:10:02 pm »
Yeah, that's what I was thinking.

2
OXCE Suggestions OK / Re: Option to disable "Hidden Movement"
« on: September 12, 2023, 03:43:19 am »
You could still hear their footsteps, though, couldn't you?

3
OXCE Suggestions Archive / Re: Low-Priority Engineering Projects
« on: September 12, 2023, 03:41:08 am »
If it requires space, then it wouldn't be able to begin unless sufficient space was available. I think the way it works right now though it would always take up that space - there are still a good few projects that don't take extra workshop space beyond the engineers, though, I'm pretty sure.

4
OXCE Suggestions OK / [Suggestion] Clip can be topped up
« on: September 11, 2023, 02:24:40 pm »
Certain clips (i.e. racks of shotgun shells) should be able to be topped up with other identical clips. For instance, if a shotgun is loaded with a shotgun "clip" that has one round left, and I have a full clip with 6 rounds remaining, I should be able to reload the shotgun with the 6 round clip. The shotgun is now loaded with 6 rounds, and the clip in my pocket has 1 round. Another scenario: I have a shotgun with 1 round left in the "clip". I have a clip on my soldier's belt with 3 rounds (out of 6). If I try to reload  the shotgun with this clip, it will disappear and the shotgun will be loaded with 4 rounds. In this scenario, TUs would be saved by not having to remove the existing clip from the shotgun to load additional ammo.

I believe this will add additional tactical depth to certain weapons which take "clips" that represent loose ammunition.

5
To recreate this bug, just hold any arrow key while clicking "End Turn". The camera will continue to move in the selected direction for the entire enemy turn. It will only stop moving once it hits a boundary or when, in the player's turn, the direction is reset. This produces a very hard-to-watch effect as the camera is constantly being reset on the enemy's position during their turn.

6
OXCE Suggestions OK / [Suggestion] Option to disable "Hidden Movement"
« on: September 11, 2023, 02:16:20 pm »
Sometimes the "Hidden Movement" screen can flash rapidly, which is uncomfortable to watch and can trigger epileptic symptoms. I'd like an option to disable the screen. Considering that you would not be able to see the hidden movement anyway, I think it would be okay.

7
It is currently very difficult to input large numbers into screens involving the transfer of items, e.g. the buy/hire screen. Right now, there is only one option for inputting numbers in increments larger than 1 and that is the maximum value. I would like to be able to:

  • Shift-click to increment by 10
  • Ctrl-click to increment by 100
  • Alt-click to increment by 1000
  • Use combinations of these keys, which will increment by the values multiplied together
  • Hold up/down while holding these keys to have the value rise even more quickly
  • Type an exact desired figure into the "Quantity" box

8
OXCE Support / [Answered] Efficient craft ammunition loading
« on: September 11, 2023, 02:10:55 pm »
There should be an option not to rearm a craft weapon if it would mean discarding ammunition (as some craft weapons take multi-round clips, such as the Cannon in UFO Defense). I'd like this to be implemented so I can avoid wasting valuable ammunition (otherwise, I am forced to perform an annoying game of disabling weapons until they are completely expended)

9
Some total conversion mods involve UFOs which are escorted by multiple fighter craft. When these appear on your contact list, you will be met with multiple radar contact screens in quick succession. Ignoring an entire group requires multiple clicks. It would be convenient if there was an option (my proposal is shift + control + click) to ignore a contact as well as any craft that are in a following group (the craft, the craft it is following, and any craft following the contact)

10
OXCE Suggestions OK / [Suggestion] Health Bar Over Soldiers' Heads
« on: September 11, 2023, 02:05:46 pm »
I'd like the option to have a compact health bar over soldiers' heads (possibly with an option to include TUs/TUs + energy/TUs + energy + mana) similarly to the newer XCOM games. This would help to identify the presence of soldiers as well as to give a more intuitive picture of the tactical situation at a glance.

11
OXCE Suggestions OK / [Suggestion] Tail Until Over Land
« on: September 11, 2023, 02:02:51 pm »
I'd like the "Tail Over Land" option (from Xenonauts) to be added when intercepting a UFO. This means that it will only launch an interception if it would take place over land (in case you want to collect the crash site; otherwise this would have to be done by carefully moving your interceptor out of the way and using reflexes, and is difficult to do in areas that are very fjordy or archipelagic, especially over Scandinavia.)

12
OXCE Suggestions Archive / [Suggestion] Return speed for craft
« on: September 11, 2023, 01:59:09 pm »
I'd like a parameter for craft that controls their speed when returning from a ground mission or from running out of fuel.

13
OXCE Suggestions Archive / [Suggestion] Low-Priority Engineering Projects
« on: September 11, 2023, 01:57:56 pm »
Basically, you should be able to tick a box or something when you go to make an engineering project and this will designate it as "Low Priority" or whatever language ends up being used for this. A low-priority project will never expire and so long as there are idle engineers and resources available, they will work on that project. You can have multiple projects and they will work on whatever is highest in your engineering project list that has available resources. The reason for this is that it would make certain mechanics in many total conversions much less tedious - examples include "cash crop" projects and loot boxes (Chateau de la Mort production/Casino gambling). Currently, you need to go and manually assign these projects whenever you acquire the relevant items, which is extremely tedious to do, especially if there is only one thing you want to do with them.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 19, 2023, 03:40:43 pm »
Saw a video about it recently so why not a lunge mine? Exclusive to the Peasant tree (because it is a suicide weapon); in effect, it is an RPG HEAT round on a stick. Run up to an enemy and jab them. Fatal consequences for the user and, hopefully, the target. Unlocked with shaped charges.

Anyway, Xenonauts 2 came out. Has a bunch of cool new alien graphics and a 1x1 UGV with lots of weapon options. While it is a 3D game now, it pretends not to be, so the camera perspective will be right to capture 8-directional images of the units. To be honest I'm not sure any of them would be that great to port over, but I do like the dinky tripod sentry gun you can build for base defense; I'd like to be able to deploy some of those. They are mobile but cannot be taken on missions. Seems much more useful than the rocket sentry in game right now. If anyone is interested I can try to adapt the graphics for OpenXCOM.

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 28, 2023, 08:07:50 am »
Isn't there already Lokk'Narr exclusive bombard tank in game?

Hence why I said super-bombard. I'm imagining an upgraded version - able to fire twice in one turn, or unload all 4 rounds of a bombard clip at once (representing rapid burst artillery systems). Also it should be able to fly and have some protection against self-harm from firing Hellerium nuclear rounds. I'm just a sucker for being able to level the entire map, and I wish to be able to do so more efficiently.

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