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Messages - kkmic

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1
Work In Progress / Re: i created a new alien --- WIP - called ant man
« on: November 24, 2016, 09:34:53 am »
ありがとう;)

Thank God I am fluent in Google Translate.

2
Offtopic / Re: kneeling for cover or aiming
« on: November 24, 2016, 09:22:43 am »
Accuracy should take into consideration what % of the target voxels you can hit from the current position. That way, kneeling or standing behind cover would have made sense, and having an unobstructed LOF would have been paramount in order to hit the target.

Just my two cents.

3
XPiratez / Re: Minor typographic request: non-breaking space
« on: November 15, 2016, 03:57:18 pm »
Pardon my ignorance, but can you post some use cases for this?

4
XPiratez / Re: Modular HWP suggestion
« on: October 19, 2016, 11:43:13 am »
You can add a ruleset that will allow you to build a custom HWP from various components.

6
Work In Progress / Re: Ship idea / Cydonia pyramids
« on: October 07, 2016, 10:54:52 am »
I remember seeing some unused/incomplete pyramid ships that are present in the game files, but I can't find the link in Ufopaedia now.

7
Work In Progress / Re: [Request] How to recover a craft ?
« on: September 13, 2016, 01:07:56 pm »
I suppose that you could add an item to the map that is recoverable and can be used to manufacture a new craft.

8
Programming / Re: Large units spawn in small rooms
« on: September 05, 2016, 02:53:21 pm »
IIRC, this happens in two cases:
  • When a spawn node that is in an inappropriate location for large units is tagged as being able to spawn large units - this is an error on the part of the map creator
  • When the game tries to spawn a large unit and there are no free nodes that can be used to spawn said unit, it will pick a random node (or the next available one) and will spawn the unit there, if possible (even if it's a X-Com tagged node)
    • I am not sure how the spawn algorithm works internally - if it tries to spawn large units first to avoid this kind of situation, or it simply spawns the unit in random order
    • I suppose that at least some checks are done to avoid spawning units in walls or terrain, as I don't remember seeing this situation.

9
Programming / Re: map bug
« on: August 24, 2016, 03:18:15 pm »
I suppose you can bring your troops close to the tank and hope that you can shoot all the aliens that are visible.

Alternatively, if you have a save prior to landing, you can load it and a new terrain will be generated - hopefully, without issues.

10
Offtopic / Re: New finnish book about the X-COM series
« on: August 22, 2016, 09:32:33 am »
Two words: Cooooooooooooooooooooooooooooooooooooooooooooooool!

11
Work In Progress / Re: Quick idea: Half Life mod
« on: August 03, 2016, 10:36:07 am »
Yeah, I've noticed before that if you post a URL that ends with a round bracket (like many wiki links do), the automatic parser does not take it into account, so you need to manually surround the URL with the [URL] tags, to make sure that the ending bracket is properly used.

13
Open Feedback / Re: Vertical Proximity Grenades?
« on: August 02, 2016, 04:49:37 pm »
The original proximity grenades detect movement only in the surrounding eight squares, but not in the square on which the proximity grenade lies. The OXC implementation takes all nine squares into account when checking for movement.

IMHO, this is the correct behaviour.

14
XPiratez / Re: The Ice Pirates movie
« on: March 21, 2016, 11:25:30 am »
That's a nice old movie.... saw it a couple of times before. I think I'll be watching it again :)

15
Programming / Re: How close is milestone 2.0 game?
« on: March 14, 2016, 12:13:33 pm »
The 2.0 version was basically ready when TFTD support was introduced and the mod format was changed, but it was never officially released under that name by the developers.

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