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Messages - Shodanbot

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Work In Progress / Re: Little graphic change 2
« on: September 06, 2017, 06:17:17 pm »
When looking through the ruleset and resources, I noticed that it has two new animation sprites for the Zombie/Chryssalid and Reaper melee attacks too. And separate animations for the Cyberdisc and Sectopod bullets/hits, in addition to the plasma rifle and heavy's. Very nice work.  :)

A few things in there are unused by the ruleset, so I am thinking its still a WIP. I might stick to the vanilla phew-phew plasma sounds.

2
I already told what would be better. By having affected tiles recolored, probably even with colors, meaning damage amount (there's already explosion map calculated during explosion itself, and it could be use to visualize).

That's the only constructive thing you've put in that post. Could have done without the rest.

3
Released Mods / Re: [SOUND] Weapon Sound Variety
« on: April 27, 2014, 03:27:24 am »
The only mod I'm using at the moment. Very useful. Well done.  :)

You mention in your first post you're going to upload a demonstration, you should show comparisons
shots between this and the vanilla v1.4 sounds. Just my advice.

4
Work In Progress / Re: Scripted Scenarios? Tutorial?
« on: April 26, 2014, 06:36:36 pm »
seriously though, this nearly gave me a heart attack when i saw it

Heh... yeah, those were the days.

That's a worse information bomb than MoO1 & Civ1! I think some folks will be wondering what the hell
Neurosoft Hardware is... Ha!

5
Work In Progress / Re: Scripted Scenarios? Tutorial?
« on: April 25, 2014, 09:23:07 pm »
so kinda like how most people were scared of system shock 1 when the first thing they was was 20 bubbles describing the HUD?

Pretty much.  :)

Civ1 and MoO1 have a similar system.

However, those games (like SS1) have a bit of a problem of overloading the gamer with
a lot of new information, when they should contextualize such "information bubbles"
when you actually need some explanation of the UI\Game-play mechanics.

I think avoid telling the player what tactics they should use and what not to use is also
important.

It shouldn't be a strategy guide, just a How-To-Play.

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Work In Progress / Scripted Scenarios? Tutorial?
« on: April 25, 2014, 05:57:38 pm »
Is it possible to create a scripted mission or scenario?

I ask because I had an idea for a *GASP*... tutorial scenario. I know some
folks seem to have an aversion to tutorials, but one of the problems for new
players of X-COM is it throws you into the deep end with little explanation
on what they should be doing or the mechanics of various UI doodads, etc.
which could chase off a potential fan of the game.

The common response to this is to RTFM, but unfortunately, not every gamer
is likely to do that. I'd imagine some don't even read the flavour text.

Anyways, thanks in advance for any response.

7
Suggestions / Re: Two UI Convenience Suggestions
« on: April 25, 2014, 04:55:37 pm »
Mod metadata will be in, but after 1.0

Next question? :)

Glad someone else thought about that.

No further questions, your honour.  ;D

8
Suggestions / Re: Two UI Convenience Suggestions
« on: April 25, 2014, 02:52:18 pm »
Another UI suggestion (I'm getting quite cheeky!):

Allow modders to add flavour text to their mods that displays when selecting a mod:

Author: MKSheppard (I hope he won't mind)
About: This mod adds several dozen new nations to the game; along with many more cities.
Install Notes: Changing mods will automatically restart OpenXcom...

9
Suggestions / Two UI Convenience Suggestions
« on: April 25, 2014, 06:41:33 am »
First UI suggestion:

Fully re-positional base tabs in the base management screen, for example:

EU Base, USA Base, Store\Build Base, Asia Base, ETC., ETC.,

Re-positioned to:

EU Base, USA Base, Asia Base, ETC., ETC., Store\Build Base.

Second UI suggestion:

When choosing to intercept a UFO\Site, it would be convenient if it would display
the available interceptors from closest to furthest distance rather than the method
already in place.

Another UI suggestion (I'm getting quite cheeky!):

Allow modders to add flavour text to their mods that displays when selecting a mod:

Author: MKSheppard (I hope he won't mind)
About: This mod adds several dozen new nations to the game; along with many more cities.
Install Notes: Changing mods will automatically restart OpenXcom...


I know adding features increases the chance of adding bugs etc., and at this late
stage of the 0.9 nightly builds, if added they would probably cause some issues
that could stall the 1.0 release.

Also, it would be quite rude of me to "demand" a feature without clicking the brib...
er... donate button first. I figured I'd offer my (vanilla UI friendly) feature
"suggestions" for possible future versions of OpenXcom.  ;)

For the meantime, a question: Can I edit the saves to change the tab position of a
base? Heh...   8)

Edited: Added another suggestion.

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