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Topics - Quixote

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Offtopic / I used to love storming UFOs but then I realized...
« on: January 24, 2014, 06:35:50 pm »
...that aliens will always come out if you wait till turn 20.

That took away a lot of the enjoyment of the game from me, because it's hard to justify the risk of storming the UFO when you know you could just line up a firing squad outside and wait for the reaction fire training.

Maybe we could make it a toggle to choose if aliens will automatically know where the humans are after turn 20? In that case, there would always be a couple of aliens left in the UFO, and you would have to take the chance.

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Open Feedback / Disaster strikes - Power Suit vs stun rod?
« on: January 19, 2014, 02:16:56 pm »
I had a tragedy last night... whole squad of veteran soldiers wiped out. Some of them with multiple "purple hearts" (I add a * to the soldier name after each time they get wounded and recover).

The reason for this tragedy was alien mind control of my rocket launcher guy. I had the whole squad jump him immediately, bashing away with stun rods, but the guy didn't go down. Next round, he went berserk with his rocket launcher, my whole squad lined up around him like fish in a barrel. RIP.

So, I'm wondering why he didn't get stunned after 4-5 stun rod attacks?

In the power suit description, it confusingly says "Incendary 0% Stun 80%". I take this to mean that the power suit gives full protection against incendary ammunition, and 20% protection against stun. So, there should still have been a chance to knock the rocket launcher guy down with the rods.

Was I just unlucky, or did I misunderstand the power suit? Does it give immunity against stun rods?

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Just wondering, as the player only gets displayed a set percentage number when selecting the type of shot, is that further modified depending on the condition of the actual target tile - for example if there is smoke?

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Programming / AI of close combat aliens
« on: January 15, 2014, 12:29:29 pm »
Just wanted to give a bit of feedback - against Reapers I noticed that they don't try to get into close range to bite, they just run around at the edge of vision and do nothing unless there's a target really close by.

Maybe a special AI routine for melee units would work?

Wouldn't have to be advanced, as a Reaper is just a big berserk terror monster anyway, so it would seem credible that it would just run mindlessly at any target at top speed to bite..

I'm using the latest build by the way.


EDIT: just realized that this should probably have gone in the "suggestions" subforum, and that probably you are already are of this issue with Reapers :)

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I just had a very dramatic battle where I lost more than half the squad within 3 turns.. will spare you the details, but it involves landing at a terror site next to a Cyberdisc, running out to knock it down with a stun rod.. then finding another disc hovering just behind the first one.

Anyway, the question is: My heroic captain managed to pick up a wounded squadmate, then run up the ramp to the Skyranger in the last moments, but when I returned to base, that squadmember was listed as dead.

Did she die in transit, or does the game fail to account for wounded squaddies at dustoff?

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Hello everyone, first of all a BIG THANKS to the project coders for making me relive my happy memories of this excellent game.

While playing it again last night, I suddenly realised something:

Heavy Plasma has a weight of 8 units.

Comparing to the other "heavy" weapons, Heavy Laser weighs 18. Heavy Cannon weighs 18. Auto-cannon weighs 19.

It seems to me like the Heavy Plasma was also supposed to weigh 18, but a typo in data entry meant it ended up weighing only 8. So it became the "super weapon" we all know.

Now, thanks to OpenXcom, we can mod this data easily, I think. Maybe we should make it a toggle in the advanced options?

What do you think about this? Should it really be 18?

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