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Topics - BBHood217

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Open Feedback / Question about multiple bases researching the same topic
« on: October 22, 2019, 05:21:47 am »
I've never had to do this before as labs in only one base was enough for me in the original game.  But with the massive tech trees brought about by megamods, I've been wondering about something especially since the wiki doesn't seem to make any mention of it.  What happens when two bases with labs research the same topic?  Do they both add to the total, or are they working separately thus making it a waste of time for one base?

2
XPiratez / What do you do with Dr. X?
« on: July 11, 2018, 07:05:30 am »
I think enough time has passed (and I just got her too) that we can freely discuss Dr. X's fate when you beat her in that one-on-one Gravball fight.  There are 5 choices that are mutually exclusive, kinda like picking a codex:

- Recruiting her gets you the Biotech Lab, which is basically an Old Earth Lab with a 10-brainer capacity.  Along with the Old Earth Lab function, it also provides its own unique Biotech function although I'm not sure what needs such a function if they're even implemented yet.  Note that you must NOT loot the Spector aircar if you want to build this lab.
- Pranking her gets you... um, free tech?  Out of all the choices, this one provides the most lore out of Dr. X; but there appears to be nothing to do with her once she's all researched out.  Either this part is incomplete, or I'm missing something from only looking at the tech tree viewer and the full Bootypedia in quick battle.
- Humiliating her eventually turns her into a vampire that you can use as an auxiliary unit.  And don't worry if she dies in battle (unless she gets overkilled and doesn't leave behind a corpse), you can revive her afterwards.
- Banishing her gets you nothing, she's gone forever and that's the end of that.  Out of all the choices, this one provides the most infamy (score).
- Merchandising her lets you exchange her for a lot of money and Jack bounty tokens.  You can still get some free tech out of her before making the exchange.

So what did you do with your Dr. X?  I was boring and just hired her because I wanted two Old Earth Labs.

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XPiratez / My base layout
« on: January 11, 2018, 10:27:21 am »
Just felt like posting the final layout of my bases right before I flew to Mars, not just as a memento but also as a future reminder on how I should build my bases the next time I play a new game of this awesome mod.

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XPiratez / Why not instant grenades?
« on: June 05, 2017, 11:07:29 am »
This mod recommends them to be off, but I don't see why.  I don't pile several grenades onto one spot like the readme says, I use instant grenades to get that smoke going or that cover blown up right now immediately.

Unless there's some advanced grenade that only works correctly if it's not instant...

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Troubleshooting / Cannot load battlescape saves
« on: December 26, 2016, 02:56:41 am »
Ever since the latest nightly (2016-12-24), I've been unable to load any battlescape saves; it always crashes with a segmentation error whenever I try.  This happens both with mods (all I run is Area 51, though) and without mods.

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Offtopic / TFTD late game is bleh
« on: August 15, 2016, 10:10:31 am »
I did a game of TFTD in OpenXcom, and it was exactly how I remembered it: The late game is an annoying grind.

You have those two-part missions (ship terror missions and artifact sites) that almost always happen on the first day of a month.  Alien colonies and the T'leth levels are annoyingly huge and nearly every single alien there is packing disruptor pulse launchers, none of them actually have any sonic guns.  And of course lobstermen and tentaculats, screw them all.

Unlike UFO's alien bases, I couldn't destroy a single alien colony.  The best I did was clear the upper level, and then in the lower level MC a lobsterman commander back to the exit for capturing and then aborting afterwards.  I was gonna blow up the synomium device too, but a DPL threw that part of the plan out of the window.

Blaster launchers were special because they were rare.  DPLs are not because they're everywhere.

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Open Feedback / Missing power source
« on: August 12, 2016, 04:40:32 am »
Started a new game with latest nightly and all that, and I've done two intact medium scouts now; and for some reason neither of them had any power source nor elerium.  The only mod I'm running is Area 51, but I've been told that the issue is more with OpenXcom itself and the mod itself is fine in regards to UFOs and their power sources.

So what's going on?  Are medium scouts just now light enough to not need power sources anymore like small scouts?

Edit: So I ran New Battle with a medium scout several times both with and without the Area 51 mod; only once did the UFO lack a power source and elerium, and that was with the mod on.  Warboy, Hobbes, someone please help me out here.

Also, does New Battle always generate intact UFOs even if it runs a "crash recovery" mission?

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Open Feedback / TFTD slide show cutscenes?
« on: August 01, 2016, 12:09:49 pm »
If for some reason I wanted the cutscenes to be the slide show version (it does have context-giving text captions which the FMV version lacks), how would I switch to that?

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Open Feedback / TFTD research question
« on: July 24, 2016, 04:43:29 pm »
Do I need a lobsterman navigator to research the magnetic navigation?  Also just to be sure, researching a live deep one early won't screw me over later, right?

And I guess I might as well ask this too: Has anyone made a mod that replaces the one lame human death sound in TFTD with the ones in UFO?

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Open Feedback / 2.0 when?
« on: March 04, 2016, 02:30:49 pm »
I don't want to sound impatient, but at this point I have to ask.

What's taking 2.0 so long?

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Programming / TFTD cutscenes
« on: May 16, 2015, 11:54:26 am »
TFTD actually has two kinds of cutscenes: The FMV kind which is of course fully animated 3D CGI scenes (that's obviously outdated by today), and the text kind that's just a slideshow of the aforementioned 3D CGI scenes but with captions that actually give some context to said scenes.  My question is: How will OpenXcom determine which kind of cutscene to play when running TFTD?

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Open Feedback / Alien mission question
« on: December 08, 2014, 12:28:47 pm »
Is it ever possible to stop an alien mission from completing?  My experiences say no, as all I can ever seem to do is prolong the missions.  For example: Once a country's targeted for infiltration, it's guaranteed that I'll lose it; it's just a matter of delaying the inevitable by shooting down all the involved UFOs ASAP.

UFOpaedia.org claims that alien missions can be stopped completely, but I don't buy it.

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Troubleshooting / Game crash during ending screen
« on: November 19, 2014, 10:41:43 am »
So I kill the alien brain in Cydonia and let the ending play.  And after a while, the game crashes.  It just happens eventually, and I can actually avoid it by going through the ending quickly before it crashes.

Just thought I'd bring it up.  Happens with and without mods, on Win XP and on Win 7.  Don't know if it happens during the ending screen where you lose the game.

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Open Feedback / Aliens throwing grenades for less TUs than humans?
« on: August 11, 2014, 07:24:50 pm »
I've had a few games where an alien can throw a grenade and afterwards still have time left to fire off a snap shot.  And a few times where an alien exits from a UFO and throws a grenade when I know it shouldn't have had enough time to do all that.

I'm not imagining things, am I?  Is it because Instant Grenades are on?

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Released Mods / [WEAPON] Alternate Weapon Tech
« on: August 07, 2014, 06:36:08 pm »
This simple mod was inspired by XcomUtil's Alternate Laser Tech option which altered laser and plasma weapons to make the game challenging or at least different.  This does largely the same thing but with my own changes.

To install it, just put the attached file into the data\Ruleset folder and enable it in the game.  Because this modifies laser, plasma, and fusion research, manufacture, and items, it might not be compatible with other mods that also change them.

Here's a list of changes:
- Most laser weapons now require elerium to manufacture, with some also needing alien alloys.
- Plasma research progression is now similar to laser research.  That means you must research the plasma pistol (and clip) first before you can research the rifle, then the heavy, and then the craft cannon (and then the defenses but who uses those?).
- Plasma guns, blaster launcher, and hovertanks now take twice as long to manufacture, and the three researched craft weapons (laser cannon, plasma cannon, fusion ball launcher) take 5 times as long.
- Heavy laser now does 120 damage and has improved accuracy.  It's really just XcomUtil's Improved Heavy Laser implemented here because hey, it's elerium-powered now.
- Heavy plasma now does 130 damage, but no longer has auto shot (heresy!).  It's practically TFTD's sonic cannon, but without the really stupid TU cost.
- Laser cannon range is now 34, plasma cannon range is now 40, and fusion ball launcher can now hold 4 fusion balls.  Basically, I just used the example from the wiki :P

This should make the strategic and economic game much more challenging... hopefully.  Any and all testing and feedback is welcome, to make sure everything works right and everything's balanced.  Download it either from the attachment on this post or on the Mod Portal here:
https://www.openxcom.com/mod/alternate-weapon-tech

And that's about it.  Enjoy :)

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