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Topics - Unknown Hero

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1
How it works exactly?

The first day of the month to the first day of the next month (regardless the day the soldier is assigned to psi training), or from day to day (ex: soldier assigned june 15, so until July 15)?

And if the soldier state is changed (from assigned to unassigned, then, from unassigned to assigned, during a period), is that the presence of previous days are counted, or it restarts from zero?

2
Open Feedback / Advanced option "Alien bleeding"
« on: July 10, 2014, 09:39:23 pm »
When the Advanced option "Alien bleeding" is set to "YES", it's possible to use the Medi-Kit on Aliens.

Is this normal, or is it a bug / oversight?
Should it be posted on the "OpenXCom Bug Tracker"?

3
Open Feedback / "OpenXCom Bug Tracker" (Feature request) question
« on: July 10, 2014, 09:26:15 pm »
Is it necessary/better to post suggestions from "Suggestions Forum" to the "OpenXCom Bug Tracker" forum (Feature request), or it's redundant?

4
Once a country has signed a pact with the Aliens, it ceases funding XCom completely and forever.

Here come the "Liberation Mission".

After a country has signed a pact with the Aliens, all cities of the country indicated on the global map are occupied by aliens (ex: Beijing, Hong Kong, Shanghai for China).

XCom has one month (to be determined) to liberate all cities (in addition to others aliens bases on the country territory) for unleashing the country from its leaders corrupted by Aliens.
If XCom succeeds, the country again finances XCom (small amount initially which increases with time).

During combat for Liberation:

One alien base is located under each city. The city is defended by a large group of aliens (like a Battleship crew), and the underground base is defended by a large group of aliens (like an Alien team for Alien Base Defense mission, with some additional aliens units (3/4 units)).

The underground alien Base can be accessed by two places; a place located in a hangar (random) with a wide lift (3 tiles wide) guarded by an additional group of aliens heavily armed (5/6 aliens units with 1/2 Terror units), and another place located in a house (random) with a small lift (1 tile wide) also guarded by an additional alien group (3/4 units).

As soon as the XCom units attack, Aliens begin to attack Civilians and some additional Chryssalids are also present to "enlist" Civilians (2/3 Chryssalids).

The alien life form can be different for each city/base (ex: Sectoid, Muton, etc.).

Some special new troops can be created on purpose (ex: stronger Muton Soldier (Muton with better stats), etc.).

Note: The Liberation Mission is not a two parts mission (like Cydonia mission); the XCom and Aliens units can move freely between the city and the underground base.

Option:
"Liberation Mission" - "YES" - "NO" - (default "NO")

5
The Aliens prisoners at one of your bases escaped. They have procured weapons and are ready to fight. Beware, they will also try to destroy the base facilities.

Option:
"Aliens Prisoners Can Escape" - "YES" - "NO" - (default "NO")
--> Chance Frequency Min: 1% / month - Frequency Max: X% / month
--> Trigger Threshold Min: X aliens

6
Suggestions / [SUGGESTION-UNCUT][#066] "Implant Devices" slots
« on: July 08, 2014, 01:27:49 am »
"Implant Devices" slots (under "I.D." text in image, (can be an icon)).

Each soldier/alien/robot/civilian have 4 "Implant Devices" slots.
Each unit can have a random generated number of usable "Implant Devices" slots, from 0 (none) to 4.

A padlock is displayed to indicate unusable slots.
In this image, the soldier has only 2 usable slots, he can only have 2 Implant Devices.

Implant Device:
Size: 1 high x 1 wide
Weight: from 1 to X

Note: Just like the "Copy" and "Paste" buttons for inventory template, the 4 "Implant Devices" slots (and text (or icon)) are masked when the info about Ammo for Weapon are displayed.



Implant Devices must be researched (research to be determined) and manufactured before to be able to use them.
Implant devices boosts units capacities.

They can be equipped/unequipped before/during combat on all units at a cost (TUs (only during combat), to be determined), the alien/robot/civilian (all non XCom units) must be mind controlled first before equipping them.
Drop the Implant Device on the floor, mind control the target, and equip the target with TUs of target (the simpliest way, (can be done other way with more work)).

There are 2 types of Implant Devices (for now).

* Bio-Mecanical Implants:

They affect:

Time Units
Energy
Health
Stun Resistance
Fatal Wounds Resistance
Strength
Front Armor
Left Armor
Right Armor
Rear Armor
Under Armor
Vision Range
Night Vision Range
Energy Recovery
Fire Resistance
Acid Resistance
Smoke Resistance
others...


* Bio-Cyber Implants:

They affect:

Bravery
Morale
Reactions
Firing Accuracy
Throwing Accuracy
Melee Accuracy
Psionic Strength
Psionic Skill
Panic Resistance
Berserk Resistance
others...


* Generaly, Implant Devices simply add points to a specific capacity.

Examples:

A Bio-Mecanical Implant adds 20 points to Stun Resistance, and the soldier can resist 20 more points before becoming unconscious.

A Bio-Mecanical Implant adds 20 points to Time Units, and the soldier can use 20 more TUs during his turn.

A Bio-Mecanical Implant adds 2 points to Fatal Wounds Resistance, and the soldier can resist 2 Fatal Wounds before feeling the effects of injuries.

A Bio-Mecanical Implant adds 5 points to Night Vision Range, and the soldier can see 5 more tiles during night time missions.

A Bio-Cyber Implant adds 20 points to Bravery, and the soldier has 20 more points to Bravery.

A Bio-Cyber Implant adds 30 points to Morale, and the soldier has 30 more points to Morale (and he can never go under 30 points to morale).

A Bio-Cyber Implant adds 10 points to Panic Resistance, and the soldier has less risk to become panicked (I don't know how it exactly work in game).

A Bio-Cyber Implant adds 30 points to Psionic Strength, and the soldier has 30 more points to Psionic Strength.


* Implant Devices can also be used on robots.

Same fonctionality (if necessary) but with other names (and need other researchs).
"Hardware Extensions" and "Software Improvements".


* Implant Devices can also subtract points to a specific capacity (specific Implant Devices to be equipped on alien units).

Example:

A Bio-Cyber Implant subtracts 30 points to Psionic Strength, and the alien unit has 30 less points to Psionic Strength.


* Specialized Implant Devices can also be researched.

Example:

Psi-Controller: A Specialized Implant Device that can be equipped on Civilians to control them continuously during combat (--> Mind control (Psi-Amp) --> equip Civilian --> XCom controlled).
A more advanced version can be researched to use it on Aliens (more research, higher cost, etc.).

*

So much Implant Devices, so few slots, make your choice.

Lot of possibilities. Lot of fun.  :)

As usual, the images are for explanation only.

7
Work In Progress / Rulesets Editor?
« on: July 05, 2014, 12:31:06 am »

What about a Rulesets Editor?

With a beautiful Graphic User Interface, something less abstract for modders without coding skill.  :)
Could also limit the number of errors from users/modders.

8
Work In Progress / Moddable User Interface?
« on: July 04, 2014, 12:50:44 am »
What about a moddable User Interface?

Everyone has ideas of what is best for an UI, and everyone will be different.
Display this info here in this screen, put this button here to allow this from this screen.

And some users are completely mad with their suggestions, I know one of them.  ::)

So how difficult it would be to offer the possibility to the players to modify the UI according to their needs?

9
Select Armor window:

Left click + CTRL when choosing an armor, equips all the same armors to all soldiers (if enough), top of the list first.
Or add a button "Equip All Soldiers" in the armor list for each type of armor.

Tedious to equip armor for a large number of soldiers.



As usual, the images are for explanation only.

10
Suggestions / [SUGGESTION-UNCUT][#064] Alien Bases Geoscape - Info
« on: July 04, 2014, 12:45:38 am »
If the player has detected an UFO (with Hyperwave Decoder), so he knows the Alien life form, and this UFO has landed on a discovered Alien Base, or if the player has already attacked an Alien Base, then show the Alien life form (ex: Sectoid) when displaying the Alien Base window.

Sometimes with lot of Alien bases, it's difficult to remember them all.



As usual, the images are for explanation only.

11
Suggestions / [SUGGESTION-UNCUT][#063] Craft - Fuel info
« on: July 04, 2014, 12:44:45 am »
When Advanced option "Force craft launch" is set to "YES".

Add info about fuel.

Launch Interception window:



Craft send to a Way Point:
Currently, if the player clicks directly the "OK" button, he don't have info about fuel and damage.



As usual, the images are for explanation only.

12
Suggestions / [SUGGESTION-UNCUT][#062] Mission Report
« on: July 04, 2014, 12:42:17 am »
Mission Report:

Other infos during Mission Report.

--> Another screen or on the same screen as promotions:

(Soldier Name) has Panicked 3 times.
(Soldier Name) was Berserk 2 times.
(Soldier Name) was Mind Controled 3 times.
(Soldier Name) has 3 Fatal Wounds --> Wounded 15 Days.

13
Suggestions / [SUGGESTION-UNCUT][#061] Aliens behavior - Option
« on: July 04, 2014, 12:41:24 am »
For higher difficulty:

When Aliens have discovered a XCom Base, they regularly send UFOs to attack the base, at least 1 time/month (random). Adjustable frequency possible?

"Aliens Attack XCom Base More Often If Known" - "YES" - "NO" - (default "NO")
--> Frequency Min: 1 - Frequency Max: X

14
Allow to use the buttons when an item is selected (for all buttons except "Unload" button), it's already possible with the "Scroll Right" button.

When there is a lot of items in the Skyranger (more than one "Ground Page" needed), don't reset the Ground Page to "Ground Page 00" when changing soldier (Ground Page 00, Ground Page 01, etc.), thus the player don't need to always change the page to reach a specific item in the "Ground Page 01" (or "Ground Page 02, etc.) when he change soldier.
Also, why not automatically select the last item selected when equipping soldier (select Grenade, move it to a soldier free slot, Grenade already selected for next action), and simply left click on the ground area (an item selected) to move the item to the Ground Page without the need to move it on a free slot or on a corresponding item (Laser Pistol over free slots, or Laser Pistol over Laser Pistol) .

*

The addition of "Copy" and "Paste" buttons is really great.

It can be enhanced further for less need of clicking, especially with lot of soldiers in Avenger.

Different ways to do this:

Make the "Past" button a 4 states button (visual change for the button), right click to change the state and action, "Paste Template" (current), "Paste Template to all Soldiers", "Paste Template only in free slots", "Paste Template only in free slots to all Soldiers".
(complicated, but less visual intrusion, use of mouse only)
"Paste Template only in free slots": paste the items only in the soldier free slots, items already in corresponding slots remain unchanged.
"Paste Template only in free slots to all Soldiers": same as previous but for all soldiers at the same time.

Add two 2 states button (on, off) near the "Past" button (poorly done in image), one button for "Past to all Soldiers" (on, off), one button for "Past only in free slots" (on, off).
(easy to use, but more visual intrusion, use of mouse only)

Use CTRL + mouse left click to paste the same template to all soldiers.
(less visual intrusion, use of keyboard needed, use of mouse needed)

Use ALT + mouse left click to paste the same template, only in free slots, to all soldiers.
(less visual intrusion, use of keyboard needed, use of mouse needed)

Use ALT GR + mouse left click to paste the same template, only in free slots, only to current soldier.
(less visual intrusion, use of keyboard needed, use of mouse needed)



As usual, the images are for explanation only.

15
Work In Progress / Use Mind Probe on unconscious alien
« on: July 03, 2014, 01:47:04 am »
Is there a way to use the Mind Probe on an unconscious alien?

The goal is to check, from a distance, if an unconscious alien is wounded.

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