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Messages - richardhead

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Suggestions / M.C. civilians ?
« on: February 14, 2019, 04:42:13 am »
I saw the "smarter civilian" mod and thought it would be nice to just me able to M.C. them dumb bastards right where I want them to go. Maybe stack them into the ship.  I tried it but it always says "no line of fire" even if i'm right next to them. A soldier might be tempted to use it on one of those bikini-clad blondes running around. Or use the speedo guy as a shield.

2
Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: February 14, 2019, 01:17:18 am »
I studied programming briefly in the early 90s. So my knowledge is limited to CoBOL, RPG, pascal and basic. I'd like to try the extended version, but it's sounds a little to complicated for my old ass to implement. Anyhow, it seams a good place to start, creatively, would be to design a totally brand new game with all the changes you'd like to see, then work backwards from there.  Some simple logic flaws always bugged me, like, if you are chasing an alien sub and it touches down, you can't attack it? What is it about being on the sea-bed that makes it immune to sonic oscillators? When aliens attack an underwater base, why dot just breach an exterior wall and watch the puny humans all drown? The "aquatic" aliens are obviously "amphibious" aliens because I don't see them wearing water-filled SCBAs when they are on land. I think I will do this and start a new thread about it. XCOM3 : Total Earth Defense. Maybe some actual modders who know what their doing can glean some ideas from it.

3
Suggestions / Re: TU usage as absolute, not relative
« on: February 13, 2019, 04:52:10 am »
 I've never seen a place for those types of definitions, on weapons and such. Is that a thing in the extended version?

4
Suggestions / Interogated aliens / MC reader data
« on: February 13, 2019, 04:40:14 am »
I think that after you interrogate any specific type of alien, after the regular info screen you should get to see that alien's full data, like you would see if you had used an MC reader on him before his untimely demise, instead of just the general BS info like "it's a big scary alien" etc.

5
I would like to slow down alien activity. Toward the end of the game im shooting down 3-10 ships A DAY!  I can barely get time to pass at all just shooting down ships, if I tried to recover every ship I shot down the game would take forever!

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Suggestions / Re: Weapon use for particular rank? Craft utility slot?
« on: February 07, 2019, 10:48:21 pm »
I wanted one that restricts the type of armor based on rank. I was thinking only the captain, commanders and lieutenants should be able to wear the MAG ION ARMOR. So if you wanted to have all 26 aquanauts wearing the best armor for the final battle, and you only get 1 commander for every 23 aquanauts, you would have to have like 230 total soldiers. Or, take along some ensigns wearing the plain ION ARMOR.  Seamen can wear no armor but able seamen can wear the basic plastic stuff.

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Suggestions / Re: [BRAINSTORMING] Z-COM: The Zombie Apocalypse
« on: February 07, 2019, 10:40:29 pm »
Rebuild a whole new x-com with terran aliens, aquatic aliens and zombies (people are transmuted into zombies via Tentaculation. lol)  include land bases, aquatic bases and space stations. Throw in some elements from x-com interceptor etc.

8
Suggestions / included mod - no wound recovery
« on: February 07, 2019, 10:27:29 pm »
I tried adding the line   recovery time: ""   and also   recovery time: -1  but neither of those work since the recovery line is wiped the second the aquanaut isn't wounded. Please include a "no wounded soldiers" mod so if the aquanaut survives the battle he's fully healed.  No extra soldiers needed. No tanks filling in for injured soldiers. etc.

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Suggestions / Re: TU usage as absolute, not relative
« on: February 07, 2019, 10:20:40 pm »
at any rate, altering the % of TU required to take a shot should be an option.  I think there should just  be a maximum number.  like, the TU cost of firing scales up to the game regular maximum.  The highest TU an aquanaut can start with is what? 80? So a sonic rifle requires 60 for an aimed shot at max, it should also require 60 TUs for a guy with 999 TUs. Clearly you are already cheating...let the guy fire multiple times.  Right now, I can MC 10 aliens in one round but can only fire my weapon once. That's crazy.

10
Suggestions / sorting on aquanaut page / add alphabetically
« on: February 07, 2019, 09:44:36 pm »
the equip sub <soldiers> screen can sort aquanauts in many ways. Alphabetically is not one of the options but I would like to see that. The aquanaut screen has no way to sort the soldiers at all.  The way the soldiers are sorted determines their starting position on the attack sub as well as their position on the save file.  I don't like the complete randomness of the generated soldiers. I create 4 "types" of soldiers then copy and paste.  I rename the soldiers A-1, B-10 etc.  Right now if you are assigning psi training, and want to sort them by psi str or psi skill, you have to exit the aquanaut screen and go to the equip sub <soldiers> screen, sort them, then go back to aquanaut screen. if you don't have a transport sub, there's no way to sort the aquanauts at all.

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Playthroughs / Re: TFTD
« on: January 15, 2019, 09:37:36 am »
Oh  even if you don't like the accelerated start or totally OP soldiers, I recommend you try the base locations I used.  It's kind of uncanny how it works out so well. If someone was playing for the first time they might be clueless about where to build base(s). Try these easy to find and easy to remember spots.  Base1- Azore Islands.  Base2-St Lawrence Island.  Base3-Easter Island. Base4-Solomon Island.  The last 2 go in the indian ocean and the south atlantic.  If you look at Antarctica, the overlapping sonar forms a neat little flower pattern with Antarctica in the void right in the middle. hehe. Base-1 (Azores) allows your sonar to cover all of the Med while conveniently missing the Gulf of Mexico (theres never any action there until the end, hehe)

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Playthroughs / TFTD
« on: January 15, 2019, 09:22:56 am »
I'm really enjoying TFTD on OXC.  I wanted to share this alternate-beginning scenario / saved game and ask others to post some of theirs. This scenario is a slightly accelerated start. X-com starts on Jan 1st as a serious anti-alien force with 6 bases and some key techs : All gauss tech as well thermal shok launchers. Plastic armor is known but no aqua-plastics to make it until it's obtained. The Triton is replaced by Leviathan so you start with 26-man missions. This is how I always thought the game should start. Thanx OXC for allowing me to create the game I want.

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Open Feedback / Re: Any way to disable Psi for both aliens and X-com?
« on: January 15, 2019, 08:04:09 am »
I never liked the MC at all, as a game element.  It's just not fun.

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Open Feedback / Re: Thank you so much!
« on: January 15, 2019, 05:59:08 am »
Ditto.  Kudos for modernizing and improving this classic.  I always enjoyed the game but thought the pace too slow. I am free to have all the $ I want, make soldiers as strong or weak as I want. Totally addictive.

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Suggestions / Re: TU usage as absolute, not relative
« on: December 29, 2018, 06:09:26 am »
So  you hire a soldier with 60 TUs.  It takes him 45 or so for an aimed shot. So you edit his TU's to, say, 140, and suddenly firing the weapon costs more TUs than he originally had? like 79?  This makes no sense whatsoever to me.  It makes TU's completely irrelevant, since a soldier with 140 TUs will not be able to fire any more shots than a soldier with 60. They CAN cover a little more ground since movement is flatrated, but big woop.

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