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Messages - CthuluIsSpy

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Open Feedback / Re: Melee and the Kool-Aid man
« on: December 16, 2015, 04:48:23 pm »
Can't drills in TFTD destroy walls? If not, would it be possible to program them to destroy terrain?

2
Open Feedback / Re: Installation process
« on: December 16, 2015, 04:47:26 pm »
There's a good example and video by Meridian. Essentially, check the mod for what Nightly it requires (usually linked by the mod author), download that and install it to a OpenXcom folder of your choice. Extract the mod into a user/Mods subdirectory in the OpenXcom folder you just made.

Make sure you copy the UFO/TFTD files from C:\Program Files\Steam\steamapps\common\XCom UFO Defense\ (all of them) and put them into the /UFO and /TFTD subdirectories in the OpenXcom folder you created.

Start OpenXcom and go into the Options then Mods section; change the Game type from UFO: Enemy Unknown to the mod you downloaded!

Quick question - is there a way to get steam to open TFTD with OpenXCOM as well as UFO:Defense?
I would like two shortcuts, on that opens TFTD with steam and OpenXcom, and one that opens UFO: Defense through steam with OpenXCOM.
I have the latter done, but I haven't set up TFTD yet.

Also, is TFTD at a good place? Is it completely ready to play now, or are there still some tweaks?

4
Suggestions / Weight limit on transports
« on: July 17, 2015, 01:38:46 am »
Hi all,

I absolutely love the fact that openXcom gets rid of the 80 item limit; it felt really restricting and it resulted in complications during the base defenses.

However, getting rid of the limit also resulted in balance issues, as you can now take anything you want on a mission; if you wanted, you can equip 26 soldiers with blaster launchers and ammo, grenades, medkits and electroflares, and still pack a few heavy plasmas for good measure (I did that for cydonia :P)

To remedy this, might I suggest giving the transports a weight limit? For example, a skyranger has a capacity of 150, Lightning 100, and avenger 300?

5
Open Feedback / Re: Any word on openTFTD's progress?
« on: July 03, 2015, 12:11:43 am »
Oh derp, yes, I found it.
Been using it the whole time actually.   :-[

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Open Feedback / Re: Any word on openTFTD's progress?
« on: July 02, 2015, 11:46:11 pm »
Does open xcom have range based accuracy? I can't seem to find it.

7
Open Feedback / Re: Any word on openTFTD's progress?
« on: July 02, 2015, 08:39:06 pm »
Will OpenTFTD implement changes from TFTDExtender?
As in, will gauss coelcanths be usable?

8
Suggestions / Re: Give Chrysallids their weakness
« on: July 02, 2015, 08:36:52 pm »
Technically it's correct, everybody is vulnerable to explosions. :P

Except for lobstermen.
But then again, they are OP :P

9
Suggestions / Re: Give Chrysallids their weakness
« on: July 02, 2015, 08:35:25 pm »
Well, the ufopedia being wrong is one way of looking at it.
It does say that the sectopod uses a plasma weapon, when in its stats it uses a laser weapon.

10
Suggestions / Give Chrysallids their weakness
« on: July 02, 2015, 01:04:47 pm »
Would it be possible to give chryssalids their vulnerability to explosive damage?
They are meant to have it, per the ufopedia, but its not in the code.
That is why they are so tough; you are meant to blow them up, but as they lack the appropriate modifier they can tank explosive rounds with no difficulty.
I think a 150% modifier would be fair, like the sectopods and their weakness against lasers.

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