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Messages - Recruit69

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1
Open Feedback / MC Training
« on: June 17, 2018, 04:07:05 pm »
Hi

So the MC lab is up and running. In the good old days, you could review the monthly reports and see how aquanauts have improved with their psionic skills.

Now in the modern days of wonderful OpenXcom, the report is accessible through Soldier list. However, my soldiers have been "training" for 3 months, and still have no improvement whatsoever, all solders are showing 0/0 improvements. Am I missing a prequisite to allow their skills to develop?


2
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 11:11:45 pm »
My bad. I swear I have researched it but yes Alien Sub construction now showing

3
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 11:02:38 pm »
Zrbite was definitely researched, though i can't find it in the UFOPEDIA. Should it be in Alien Technology category? Currently an empty list!

4
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 10:57:36 pm »
See attached.

5
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 09:21:31 am »
And I have several of sub constructions in my inventory too!

6
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 09:07:40 am »
Hi

I'm using the nightly version.

Yep Zrbite have already been researched. There isn't much left to research.

I've progressed so far but can't progress  :'(

7
Open Feedback / TFTD Research bug
« on: June 11, 2018, 10:50:49 pm »
Hi
Were all research bugs fixed in OpenXcom? Alien Subcontruction is not showing up in my Research List, despite having already have Magnetic Ion Armour and Transmission Resolvers. Any ideas??

Cheers

Recruit69

8
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 21, 2014, 03:15:39 pm »

While it would be nice to be able to issue individual armours to your soldiers, based on rank, personality or whatever else, it would also clutter the armour selection screen, since most armours would have like 6 versions or so (identical in stats). So I'm really torn on this.

I like the idea of this, but at the same time, it'll only clutter it far too much, it'll end up being more annoying than useful.

9
Suggestions / Re: Equip armor from the in-base inventory screen ?
« on: September 20, 2014, 09:09:03 pm »
Running to and fro between equipment and armor screens is one of the most annoying things in OXcom. In vanilla there was no problem, as each new armor was vastly superior than the previous, but nowadays with so many mods that give a more intricate selection of armor suits so you want to pick the one best suited for soldier's role... and these armor weight issues...

Agreed, sometimes, simplicity is better.

10
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 20, 2014, 12:04:32 am »
Ah sorry I see!

Was hoping for extra tactical tips I could learn from, and wondered what were the advantages of having a remote location but obviously not! Just increased difficulty!

11
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 19, 2014, 10:00:12 pm »
Hi

I am hard of hearing, so you probably mentioned the answer to below in one of your videos.... any reason why you picked a small island far away from the big lands for a base location?

12
Released Mods / Re: [CRAFT] AWACS Aircraft
« on: September 18, 2014, 08:58:16 pm »
An interesting approach!

I somehow feel that, a special craft hangar should be made just for the radar craft, to compensate for the fact the base will have now freed up a few slots of radar facilities in every base....?

13
I have bad news for you. It is replicated. For a practical reason. So that what was described by MrFrustrated won't happen.

What reason would that be?

14
It knows of your position after turn 20! Cheating AI!

I hope this is not replicated in OpenXcom

15
Released Mods / Re: [HWP] Attack Dog
« on: September 08, 2014, 10:31:03 pm »
...burning pigs, charging at sectoids...

Or a explosive Teletubby? For amusement  :P


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