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XPiratez / Re: Best way to ask X-Piratez questions or chatting with Dioxine
« on: January 05, 2023, 06:44:30 pm »
Or click the matrix link pinned in this forum…
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Well I feel like I'm a long way away from that. The gap between promotion II and III seems really large and there is so much research to be done and to be honest even by looking at the "tech tree", it's unclear to me how I get to that point. It looks like I have to finish the cult off, but I don't know how to get to there.
1.41a, not sure if it's intended but civilian are not suppose to handle tasers? In the "madman rampage" mission there is one wielding it.
Tell us what at the beginning, having studied the gold code will give an opening to all others there is a bug? If so, when will it finally be corrected?
IMO dogs are best used as highly mobile scouts/spotters in conjunction with smoke or night ops vs early game human factions. Their combat abilities are a secondary (and sometimes impressive) feature but not a big selling point. Interior missions like the EXALT and Lotus HQ being the exception, dogs will absolutely wreck shop on those.
Consider reassigning them to pampered base mascot status when the ayys and other advanced enemies show up or risk a guilty conscience. Still, will never forget the time K9 Pickles (Hero of XCOM) racked up 6 CQC sectoid kills in a row while holding a door on a dicey terror mission.
18. New alien, "human looking alien used for infiltration" only available in alien bases and on infiltration large ships.
19. New even higher difficulty level.
Solarius, what was the reason for changing the Red Dawn HQ map? Not that I'm complaining, but it's extremely easy to cheez the assault now. You might want to redesign the entrance/exit a bit - right now it's a death trap for the enemy. Just station two soldiers atop/to the side and watch the bodies pile up. It's kind of entertaining tbh.
*Step* *Pop* *Pop* *Scream*
If an auto-battle feature were to be created for OpenXcom, how would you want it to work? Would you want something fairly vague like the xcomutil version, or would you want the game to track every single movement and shot? A more abstract system might make it easier to work with mods in the mix, though the results might not reflect how difficult the mission would have been if it were played out manually. Would you want a status screen that shows the relative strengths of each side as the battle progresses, perhaps with simple buttons to influence it (something along the lines of Cautious, Standard, Aggressive, Retreat), or should it jump straight to the battle summary? Should it be made interruptible, so that the player can step back in if something goes horribly wrong (Much harder to implement. Where do you place all the units?)