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Messages - Nerva

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1
Work In Progress / Re: Muton Commander mod or optional feature?
« on: May 21, 2017, 09:11:45 pm »
What "simple metadata file" are you referring to?   I have no knowledge of that.

2
Work In Progress / Muton Commander mod or optional feature?
« on: May 18, 2017, 05:41:03 am »
I see there's a Muton Commander mod:

http://www.openxcom.com/mod/muton-commander

However, it was released in 2014, and there's been a lot of water under the bridge since then.   I'm curious if it works with the latest nighlies, and if not, could someone release a new mod for the current version of the game?

I really think Mr. Angry Red Suit should be in the game...

3
Suggestions / Re: Audio option to mute game in background
« on: May 02, 2017, 04:40:01 am »
I don't know if it is already in the game, but I'm thinking CTRL-S to mute all sound and CTRL-M to mute only the music would make a lot of sense.

4
Suggestions / Re: Audio option to mute game in background
« on: April 19, 2017, 01:12:52 pm »
Yes, I was going to suggest CTRL-M as well.   It's not as good as having it mute in the background, but it does greatly reduce the hassle.

5
Suggestions / Re: Audio option to mute game in background
« on: April 01, 2017, 07:33:28 pm »
Thanks.   I prefer to keep the music on when I'm playing because I have such fond memories of hearing it while staring at my 15" CRT at 3am in 1994.   I could go into audio options and turn it on/off when I'm switching between the game and desktop, but "warts" like that kill some of the enjoyment of the game.

6
So... if I send the A-team to the terror site and immediately evac, I'll take the hit for a failed mission, but the terror site will disappear from the geoscape and I won't take the hit for not responding to a terror site?

7
If there's a terror site, I send a first assault team, it gets killed or must evac, so I send a second assault team, does the 2nd mission reuse the map generated for the first, with all the battle damage, dead aliens & civilians etc., or is it like doing a completely new terror mission?

8
Suggestions / Re: Audio option to mute game in background
« on: April 01, 2017, 02:24:10 am »
Any chance of getting this implemented?   It doesn't seem like a difficult feature to add, and it would be much appreciated.

9
Suggestions / Re: Separate "Prime Grenade" into "Set Delay" and "Pull Pin"
« on: December 25, 2016, 09:24:20 pm »
I find it strange that more people don't object to the current system that encourages players to have all their soldiers carry primed grenades from the moment the mission starts -- in real life, you would never do something that reckless -- if a single soldier goes down, he kills the guys near him, and possibly starts a domino effect of explosions that kills the entire squad.

Also, why would anyone in real life set a delay on a smoke grenade?   I would think smoke grenades should only have "pull pin" with no "set delay" (or "prime grenade") option at all.

Currently, it takes 50% TU's to prime a grenade and 25% TU's to throw it -- I would make "Pull Pin" take 10% and "Set Delay" take 40% -- this would allow a decent soldier to grab two grenades from their shoulder, pull their pins, and throw them, each turn, and not have to rely on pre-priming.

10
Open Feedback / Recommended explosion height?
« on: December 24, 2016, 03:32:57 am »
I tried googling this and only found a couple threads that sort of discussed it -- rather than necro one of them I decided to start a new one.

I was looking at the "explosion height" option and trying to figure out the best choice -- I found this documentation:

battleExplosionHeight:   
A coefficient that controls how much vertical power explosions have.
0 = Explosions are completely flat, as per the original game.
1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).
2 = -10 damage units per level.
3 = -5 damage units per level.


The "flat" explosions of the original game always seemed very unrealistic and silly.   But since tiles are apparently twice as high as they are wide, it doesn't make much sense to pick options 2 or 3 either, since those would allow explosions to propagate more vertically than horizontally.   Hence option 1 would seem to be the remaining choice.   But it does make me wonder, wouldn't the most realistic solution be to make -20 damage units per level, since levels are at least twice as tall as tiles are wide?

11
Suggestions / Re: Separate "Prime Grenade" into "Set Delay" and "Pull Pin"
« on: December 24, 2016, 03:05:03 am »
I should have thought to mention, I would NOT give HE packs the same "pull pin" feature that grenades should have.   HE packs should always require spending extra time for priming prior to throwing or dropping -- they are not grenades.

And no, I don't use the "Grenade Spam tactic" -- I don't even know what that is, although I suspect it has something to do with using grenade relays.   My whole reason for posting this topic was because I don't use grenades much, because the priming step is so time-consuming.   I've found it works better just to have everyone carry a rocket launcher around in their backpack.

12
Offtopic / Re: Do aliens spend TU's to prime grenades?
« on: December 19, 2016, 10:53:48 pm »
You're saying that's how OpenXcom works?   Any idea if anyone knows how the original game's AI worked?   Did OpenXcom recreate the AI from observing the original game, or did they somehow decompile the original code and find the actual algorithms?

13
Offtopic / Re: Do aliens spend TU's to prime grenades?
« on: December 19, 2016, 10:28:41 pm »
A related question would be, do aliens ever prime grenades on one turn, run out of time to throw, and then throw them the next turn, or does the AI never prime if it can't immediately throw?

14
Suggestions / Separate "Prime Grenade" into "Set Delay" and "Pull Pin"
« on: December 19, 2016, 08:42:17 pm »
One thing that frustrates me about X-COM is how many TU's are required to use grenades.   Yes, options have been added for pre-priming grenades at the start of a mission, but this adds the danger of downed soldiers blowing up themselves and those nearby.   It seems to me a good option for the game (or mod) would be to separate the "Prime Grenade" action into two separate actions -- "Set Delay" and "Pull Pin".   Every grenade would have a default delay of 0 set (unless modified in the pre-battle screen), and the "Set Delay" action would bring up the "Prime Grenade" interface to modify the delay setting for a grenade in the soldier's hand.   "Pull Pin" would then set the fuse to start if the grenade is thrown of dropped.   The TU's for "Pull Pin" would be relatively short, allowing a soldier to attack with a grenade in a (realistically) shorter period of time.   The combo of Set Delay + Pull Pin would be about the same as Prime Grenade by itself.   Another thing to consider is making the Set Delay take longer if the other hand is not empty.

15
Offtopic / Do aliens spend TU's to prime grenades?
« on: December 19, 2016, 08:07:19 pm »
Since aliens don't throw grenades that are set for a delay, I'm curious if the game requires them to waste TU's to prime grenades?

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