Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MasterBLB

Pages: [1] 2 3
I see. Well, at least could you write some hints what source files/functions/etc. should be changed in case I'd like to implement the change mysefl?

Pls correct me if I got it wrong Meridian - the feature (non-yellow, non-green arrows over heads) is not technically difficult to add, the flag who lacks experience is already in game (alt+e works after all) as well as code which displays arrows over heads, you had issues with finding listed in the info window soldiers on battlefield, yet you're indifferent about such big QoL improvement?

Hey mates, any news about the feature?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: December 29, 2020, 10:20:53 am »
After transition from 2.37 to 2.48 I got the game crashed when attempted to start a downed USO mission. Also, when I've loaded an older save of mission in progress all buildings and Poseidon objects has disappeared.
I've altered ruleset file for armors so mag ion armor has backpack available, if that makes a difference.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 27, 2020, 11:59:36 pm »
How do I get MC=enhanced aquanauts? I finished needed research, and now I'd like to put it into some use.

Now technical question - how hard would be to add another arrow type, with different color than yellow (selection/sensor indicator) and green (face indicator), and some kind of flag gotExperience, initialized to false, and set to true when the soldier got an experience?

Well Meridian, imagine in this situation:
after the messagebox disappear aquanauts without experience would have arrows above their head. You wouldn't say "it's hard".

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 13, 2020, 02:36:00 pm »
Well, enemy interceptor UFOs still tear my Barracudas apart 1 vs 1 so I'd question that "very good" cannon. I can understand lower range, and necessity to use precious zrbite as ammo, but at least increase its DPS to some higher level - like 8-10s reload time, and higher accuracy. Otherwise its not worth using compared to gauss cannon:
1) lower DPS 4,583 vs 5,625
2) only 40% hit chance, which means most of the shots will miss. That wouldn't be that bad, but adding zrbite consumption to consideration makes usage of weapon rather not worth it.
3) it has double the range of the gauss cannon, that's true. However, it still does not outrange UFO interceptors so this merit has little matter.
In general, it seems overnerfed, and as mentioned in previous feedback these UFO interceptors cause balancing issues. Sooner or latter you'd have to ponder about them, and tweak values. I'm very disappointed about performance of the sonic oscillator considering how much tech I had to research to get it, how many rare materials use to manufacture and use one, but tech tree viewer hints something called ion cannon, I do hope that one will prove worth using.

Speaking about own-manufactured sonic weapons, XCOM sonic cannon is absolutely awful having only not much accurate auto mode, and sniper sonic rifle very high TU usage cost. I find it's better to stick with just gauss rifles and have alien sonic cannons loaded into ship as backup weapons.

I'm gonna write a huge feedback once I'll finish the game, meanwhile writing some finding now and then.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 12, 2020, 11:24:04 pm »
Naay, neither base nor enhanced ones appear outside alien barge/alien underwater lab missions.

Btw @Nord, is Sonic Oscillator nerfed? I remember it from vanila TFTD having bigger range than 55km, and definitely higher rate of fire. The one in your mod is hardly usable, sadly :/

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 12, 2020, 07:55:13 pm »
Well, I cared only about extra 6x6 grid for facilities, but if the idea can be evolved into better, more interesting base defense missions then I'm full up to it.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 12, 2020, 12:00:10 pm »
Are Aquatoids just extinct so I don't face them in USO missions, or it's just RNG, or at the some part of campaign they appear only in specific mission types?

How do you find the idea @Meridian?

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 11, 2020, 01:54:38 pm »
Well, one thing I don't know - how I can upgrade existing facility??

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 11, 2020, 12:06:27 pm »
Well, in Ocean Base 1 you have just 2 squares empty. In current store space (262 occupied vs 200 possible) you'd have to build 2 more general stores. But then you won't have space for later needed Biolab and M.C. Lab, not to mention some Transmission Resolver, Naval Control Center, point defense systems + gravitation shield, Bombardment Shield, and other facilities yet to be researched.
Sure, you can create a dedicated base as a store house, in fact I did the same, but that won't solve the issue completely - whenever your aquanauts come back after a mission with loot you practically have full stores again. In the next episode I see you already have troubles to refill explosives reserves immediately after mission - and later in game, when you'll get some interceptor subs you'll face the problem how much space craft torpedo launchers + ammo for them take.

OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 11, 2020, 12:16:36 am »
Well @Meridian looks like you've come across storage issues too. You felt lack of storage space in earlier episodes, but this is the 1st one you mention about necessity of dedicated storage base.
Maybe the idea to give another floor for bases is not that bad as you think.

Pages: [1] 2 3