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Messages - Bonakva

Pages: [1] 2 3 ... 9
1
Suggestions / Re: Mod request: TFTD minimap colors
« on: August 22, 2021, 01:51:51 pm »
good t' hear :^)
Waited for it)
Now share the mod))

2
The X-Com Files / Re: Help with the game's features
« on: August 18, 2021, 03:41:21 pm »
Maybe I should clarify that I am not asking to make this the default in openxcom
I am only asking this for myself. I just think (I may be wrong) that to implement my idea I need to change one word in the code.

3
The X-Com Files / Re: Clarification questions
« on: August 18, 2021, 02:01:46 pm »
There will also be no firing animation to speak of. Bulletspeed is technically the better solution, or even something like the Hyper&Trajectory mod. But it requires a lot of boring manual work, because there are so effin many weapons.

It all depends on the target.

For me, it was important to speed up the shooting process as much as possible. It didn't matter where or how the bullet flew, the main thing was to see the result.

notepad++
regular expressions
hitAnimation: \d+
replace with 
hitAnimation: -1

I'm not a fan of half measures =)
You can only edit battleFireSpeed
This will automatically make all weapons in the game faster.
By default the maximum value in the game can be 20, but through notepad it can be increased to any other.

4
The X-Com Files / Re: Clarification questions
« on: August 18, 2021, 01:25:47 pm »
Projectile speed. Is there a way to enhance this further, at least for rapidfire weapons, such that weapons with 5-10 rounds don't take so long? I have bullet speed maxed already.

The answer is here. https://openxcom.org/forum/index.php/topic,8068.msg126677.html#msg126677
In brief
3 parameters which directly or indirectly affect the display of flight and projectile speed.

game settings file:
battleFireSpeed: #

game or mod files:
bulletSpeed: # (which I have never touched)
hitAnimation: #

For myself, I edit it like this:
battleFireSpeed: 1000
hitAnimation: -1
As a result, all shots are instantaneous and there is no delay between hits.
If there was a hit, the silhouette of the enemy just turns red.
You won't see any more bullets.

5
The X-Com Files / Re: Help with the game's features
« on: August 18, 2021, 01:03:54 pm »
If you can't lock "ctrl+end" between downloads is it possible to change the combination itself to one key?
The funny thing is, I use the "clickermann" program with a script to press only 1 key instead of two...
My fingers are tired of reaching for "end".

6
Open Feedback / Re: Small windows
« on: August 18, 2021, 09:15:54 am »
Shit. That sounds very complicated. At least for me it sounds scary and unworkable.

If you happen to find someone who makes a version of OXCE with large windows, let me know.

It is not farsighted of meridian to reject such an idea.
Subjective. For me openxcom is a product which lets you play an old game on modern computers in 2021 without dancing with tambourine.
For people who want to plunge into nostalgia and remember "those very days" is definitely worth to leave the old settings display. But progress is not standing still, now probably almost everyone has widescreen monitors.
So these small windows in the center of the screen with a huge empty space on the sides look ridiculous. Seriously, the small window for 8 planes and a slider that hides another 10. Although all 18 planes can fit on the screen in a large window without the slider

7
Open Feedback / Movement speed
« on: August 18, 2021, 08:55:12 am »
Is there any way to speed up the movement of units even more?
The move settings are set to maximum, but I would like it to be higher.
Ideally, the movement animation would not be played, and the unit would be immediately in place after clicking

8
Suggestions / Re: Mod request: TFTD minimap colors
« on: August 17, 2021, 04:24:28 pm »
I assume that the soldiers/army/police who protect civilians are meant. They can be found in global mods.
But probably in terms of the mechanics of the game difference between a soldier and a civilian is not

9
Open Feedback / Small windows
« on: August 14, 2021, 11:59:34 am »
Is it possible to enlarge the "launch interception" window?
When you have a dozen interceptors, it's very uncomfortable to navigate. You have to scroll down every time. 
I want something like this.
Just to increase the window and make the scroll disappear. Instead of displaying 8 ships became for example 20

Is there a mod or a ready-made solution?

10
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 13, 2021, 01:16:05 am »
I've never gotten very far in the game, but about 20 humans/hybrids + small numbers of animals/AIs. Maybe ~10+auxiliaries/tanks if it's just a garrison. I usually aim to fill the transports that operate out of that base, plus a little extra and auxiliaries on top of that.
20 people with a constant rotation of sick and sanity? Is that enough for you? I have a minimum of 40 men for strike bases
Imperial Guard style


There is an option to turn off the default lights. I don't like the fact that in the first turn my lemmings immediately with personal lights on. It's kind of silly...

11
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 12, 2021, 12:09:01 pm »
Guys, how many soldiers on average do you have at your bases?

The personal lights which are turned on by the "L" key de-mask the units during the night?

How far can soldiers see (how many cells) during daylight hours?

12
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 10, 2021, 09:53:36 pm »
It's funny, I went through the whole game with heavy bolters.
In the beginning it's hard and very oblique, but once the marines get their strength and accuracy up, the weapon's efficiency goes up significantly.
I tried switching to plasma and melta from time to time, but quickly abandoned that idea because I didn't see the effectiveness. The heavy bolters were more reliable.

I also liked the assault bolters. Very often they kill fat targets with 1 shot.
Only I don't quite understand the mechanics of the shot.
The info says 2 die rolls. What does that mean?
One shot, but the 2 damage adds up?
I know assault bolters have two barrels, it's very strange to see 1 shot...

13
The X-Com Files / Re: New weapon suggestion XM-25
« on: August 09, 2021, 06:59:47 am »
This is not a high-tech weapon of the future... although it depends on how you look at it...
It's an existing weapon. The project was developed, but was frozen because it was too expensive to produce and did not satisfy the army's "wants".
It's perfect for the "REVIVED WEAPONS" line of research.
https://en.wikipedia.org/wiki/XM25_CDTE

I have an eternal problem with grenades. I find it difficult to use grenades because of the fact that you need to perform a lot of actions (go to the inventory, move the grenade, activate the grenade, throw, wait for the turn). A lot of action, and the result you find out in the enemy's turn. For me this was not acceptable. I like instant damage.
So instead of grenades, I started trying to use grenade launchers as additional weapons (grenade launcher, Milkor and tactical launcher).
Grenade launcher was the worst, very TU dependent. It's like grenades, only you do not need to activate ...
A great plus was that in the hour of need you can grab a grenade launcher from his backpack and make an important shot. And also the fact that two of them have a magazine. But in general, grenade launchers do not do much damage (perhaps I'm a loser and randomizer mocked). They are also very inaccurate. I would have settled for the tactical launcher, but damn, it's very heavy.
Then I tried rocket launchers, the power of most of them was overkill for me, but the main downside to my game was the constant reloading and sheer weight. In general I would have used launchers with multiple round magazines, but again, very heavy. It just so happens that in my style of play all soldiers are kitted out universally. And I did not want to make a specific grenade launcher. Also, to shoot the enemy if he is close. It hurts...
Suddenly I saw the love of my life on the horizon. The XM29 destruction machine. It's like the child of a grenade launcher and a rocket launcher.
It has a magazine for several rounds.
Damage per shot is excellent.
If the enemy is close it's not scary, the blast radius is small.
Weight complete with shells is not great - can be carried as an additional weapon in a backpack.
Accuracy and TU shot is excellent.
Direct aiming is more of a plus than a minus, allows you to fully fight if the ceiling is low.
I love this weapon. I carry it in addition to my main weapon, exclusively with high-explosive shells. If there was a separate grenade launcher with the same concept, but without the assault rifle it would be perfect.

And the pictures are taken from Call of Duty: Modern Warfare 3
 :D

14
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 06:32:22 pm »
You can instead apply tiny mod with just one ruleset line https://www.dropbox.com/s/ldm0p0npa9q85oj/Liberation.rar?dl=0
Oh... It's really more comfortable that way.
Thanks

15
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 02:03:40 am »
For myself, I do this. If I destroyed the base, I edit the save and return the country...

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