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Messages - Komandos

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Work In Progress / Re: Mod "necromancers" - idea for modification
« on: February 13, 2022, 07:32:11 pm »
Use corpses and prisoners to produce new soldiers?

Also, necromancers can use corpses in battle instead of first-aid kits.

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Work In Progress / Mod "necromancers" - idea for modification
« on: February 13, 2022, 12:51:59 pm »
Mod "necromancers" - hiring new warriors takes place on the battlefield, due to enemies killed in a certain way.

3
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 10, 2022, 09:58:27 pm »
The tasks can give unique items.
The unique items can be researched to unlock various things, for example additional types of troops.
The unique items can also be used as a material to construct a special base facility, which is needed to construct every other base facility, thus limiting number of bases.
Many thanks.

4
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 09, 2022, 12:23:41 am »
How to implement the function: for the successful completion of tasks, the player receives a new military rank, which allows an additional number of bases (1-2-4-8) and receives additional types of troops at his disposal?

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 06, 2022, 10:24:29 pm »
It's useless. Negotiations have been underway for several years now, but the number of bases has not increased because of this. In addition, modding capabilities allow you to have dozens of ships and combat squads on one base, so there is no formal need to increase the number of bases.


I guess:
As soon as there are people who are able to implement the strategic concept of Total War (economic control over the territory through military control over the "city" (Base) located on this territory), then there will be people who are able to increase the number of bases to the number of regions.
In the game "Total War" (Civilization), the player can also have a dozen armies in each city. But economic control over the new territory is achieved only through the military capture of enemy cities.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 06, 2022, 08:02:45 pm »
But this is X-COM, not Warhammer. Base interface spacing is fine as is. Underlaying idea is to stay vanilla-compliant.
If someone decides to create in the game (modification) such a strategic level that is present in the game "Civilization" or "Total War", then the number of bases in the game will be equal (needed) to the number of regions on the globe. That is more than eight.
(To establish control over the region - you need to capture the base in it)

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 06, 2022, 07:17:11 pm »
But this is X-COM, not Warhammer. Base interface spacing is fine as is. Underlaying idea is to stay vanilla-compliant.
If we consider X-COM as a simulator of a military organization, then the simulation of all the main functions and structures of a military organization is indispensable in the future.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 06, 2022, 04:16:37 pm »
There is a ton of free space for new features without such dramatic changes.

If you take the Warhammer 40,000 universe (where each "military camp" is treated as a separate military unit), then in fact each "X-COM base" lacks the functions of managing it as a military camp. (At least at the level of the military Company)
This means that players will definitely ask for platoon, company and regimental functions for managing personnel and the facility itself..

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 10:34:08 pm »
"Build a new base" - can be replaced with a construction icon.
New bases in the game are not built too often.
Other functions are similar.
In the tactical interface, none of the buttons have an inscription. But even without translation, everything is clear.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 10:16:15 pm »
I will draw so that they understand me correctly .

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 10:01:37 pm »
Sorry, that idea has been discussed already and has been rejected.

The maximum number of bases in OXCE stays at 8.
Space in the interface can be used not only for bases, but also for other functions. If someone needs a place, now you can see where to get this place.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 09:31:25 pm »
Idea. If someone asks for more space.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 03:41:54 pm »
If you save the layout of the soldiers in the transport, then change the order of the soldiers in the list, and then again return to the layout of the soldiers in the transport, then the game crashes.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 03:10:07 pm »
yeah, last minute bug... will fix soon
Many thanks for both the advice and the transport deployment scheme. This is what is really needed.

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 03:01:53 pm »
New OXCE v7.5 is up.

2022-02-05
QoL:
- Crafts in the TTV (by EttyKitty)
- Track/show soldier stuns when soldier diaries are disabled: https://openxcom.org/forum/index.php/topic,6586.msg143763.html#msg143763

Features:
- Added validation of layered armor definitions (only active when lazy loading is off; for modders use)
- Craft deployment preview (from Craft Soldiers GUI): FIXME link
- Craft deployment preview - players can save a custom xcom deployment for real craft with real units
- Craft deployment preview - modders can define allowed start tiles per craft type: FIXME link
- Craft deployment preview - modders can define custom preview maps per craft type: FIXME link
- Base facilities preview (left-click on an Access Lift): FIXME link
- Craft-type deployment table in-game modding (from Stats for Nerds GUI) - for players: FIXME link


It seems to me that there is some mistake here. I can only control the first soldier.

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