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Messages - a0kribu

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1
XPiratez / Re: Bugs & Crash Reports
« on: April 04, 2019, 06:20:42 am »
If by vanilla you mean OG then that one had less vegetation and was passable merry go round.

2
XPiratez / Re: Bugs & Crash Reports
« on: April 03, 2019, 06:44:17 am »
These two tiles in hideout assault are impassable along one diagonal on foot.

https://imgur.com/a/rdC2Kxn


3
XPiratez / Re: Chem/Acid Q
« on: May 23, 2016, 07:59:08 am »
My experience in Jack Sparrow has led me to ignore them and prep a full Eurosyndicate Lasrifle squad.

4
XPiratez / Re: Bugs & Crash Reports
« on: May 22, 2016, 09:41:50 am »
This staircase:
https://imgur.com/khRm5N1

Turns into a cola machine when you break it:
https://imgur.com/X99Uaon

5
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 21, 2016, 07:13:55 am »
https://imgur.com/UGeN07t

You need more than the executable.

6
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 06:09:52 pm »
Future-proof post 8))

You get double points for this. :)

Better get started then. :)
I guess I will.

7
XPiratez / Re: Bugs & Crash Reports
« on: May 20, 2016, 04:52:40 pm »
https://imgur.com/Lcc3CBP

After aborting a temple raid.
I think the temple is being used as a mutant slaughterhouse.

8
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 04:49:36 pm »
And how about non-english letters?
Ň á ů ú Ž ž …
ˇ

I'd love to see õäöü.
If we'd get there I'd do Estonian translation.

9
XPiratez / Re: Bugs & Crash Reports
« on: May 20, 2016, 03:27:53 pm »
But why does it's ammo construction take space and craft ammo production not?

10
XPiratez / Re: Bugs & Crash Reports
« on: May 20, 2016, 03:19:47 pm »
Sentry Gun/Rocket and it's ammo require Workshop space to manufacture.
Is is intended or has it slipped by?

My impression so far has been that projects in this mod don't require space.

11
XPiratez / Re: Bugs & Crash Reports
« on: May 20, 2016, 07:06:25 am »
Temple of Sirius spawning in wilderness.
Is this intended?

https://imgur.com/extKIdp
Kind of seems out of place.

12
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 05:35:56 am »
This has probably been suggested before.
We need a way to make those interrogations disappear from the Workshop list. Either by making them not appear after they've been researched (Guessing it's impossible with the current implementation?) or adding some sort of superseding filter system.
Click on a button next to a topic and it toggles it's category between "obsolete" and default or something.

Also:
The workshop lists are just too bulky. They contain way too much clutter and categories are not enough, navigating is still way too painful.

13
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 03:16:44 am »
OMG you guys if you press Alt the invisible enemies that your characters can see but you can't are highlighted! This is the most amazing thing I've found out since my discovery that my characters can sprint if I press Control! And all after only three years of in-game time!

Although I didn't say it yesterday, I am also very happy to know of this feature.

As to poking fun at Dioxine calling it fast-paced combat:
Claiming that recognizing all the obscure sprites from all angles is what makes or breaks player skill in tactical combat is way more ridiculous (Not to mention that some vision-impaired people have hard time distinguishing Homefront from a pistol). I was just getting even.

14
XPiratez / Re: Suggestions on how to improve the mod
« on: May 19, 2016, 04:48:39 am »
I didn't mean the contents of their pockets, just the weapon.
Describing it as "fast paced combat" is kinda....

Are we playing the same game?

15
XPiratez / Re: Suggestions on how to improve the mod
« on: May 19, 2016, 04:23:57 am »
Two suggestions.

A small red arrow over the head of the enemy/wounded soldier when you center your screen on them.
Reason: We all hate hunting for that invisible alien in the darkness.

A way to check enemy inventory (well, weapon he's holding) when you have vision of them.
Reason: You don't always recognize all the weapon models and sometimes the enemy is facing away from you/behind a wall from your perspective. Your soldier should have that information and it can be life and death often enough. Is that guildmaster holding a plasma pistol or is that heavy plasma? I know my armor can take one of them but not the other.

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