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Topics - HelmetHair

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1
The X-Com Files / Field reports
« on: March 05, 2017, 01:41:20 am »
Field report for UFO 117:

Commissar Toshido Matsuda

Rough landing in desert terrain at twilight. Heavy resistance from sectoids attempting to pin us. 3 kills outside of the small ufo with accurate rifle fire in the first few seconds of the engagement. Upon entry to the Alien craft Sergeant Uzay Dursun was critically wounded and agents Douglas Cooper and Darren Astrid were killed instantly.

Knowing the Aliens were simply using our wounded man as bait an enterprising rookie Melvin Mathews, used his grav pack and fusion torch simply cut a hole over the aliens head and  drop stun grenades to neutralize the aliens covering the entry hatch.


2
Work In Progress / hwps with inventory
« on: March 04, 2017, 08:36:10 am »
alright so I have a crazy one.

is it possible to have an HWP with an inventory?

like a large humanoid robot that has the ability to use normal sized weapons still counts as an HWP for the count but is in the equipment screen? crazy I know. I've seen most aspects of this but not all.

thanks

HH

3
Work In Progress / regions within regions?
« on: September 12, 2016, 04:51:06 am »
on the geoscape can you define a region with a region?

and if so what are the limitations?

4
Work In Progress / How to import soldiers from savegame to battle
« on: September 06, 2016, 11:13:36 pm »
Alright,

I'm sure there is a way to do this, but how do I export soldiers from a savegame in OXC and use them in the instant battle option?

thanks!

-HH

5
Work In Progress / Claymore and special mines
« on: August 07, 2016, 03:52:53 am »
Anyone have a clue if a grenade type weapon could deal HE and pellet type damage in a direction.

So things like Claymore etc.

Or

A sentry mine which when activated would shoot bullet.

Or would simply light up when an enemy or soldier would walk near it.

Thoughts?

-HH

6
Programming / Shotgun code??
« on: July 15, 2016, 06:20:20 pm »
Hello,

Would someone kindly point me towards where the behavior of shotguns is defined? I'm lost and don't know if I should be poking through some arcane ruleset or code itself. Any help would be most appreciated!

-HH

7
Work In Progress / [Idea] New Alien and Alien Weaponry
« on: October 01, 2014, 06:15:03 pm »
Okay,

So I was playing last night and was taunting a Chryssalid by flying a dude over him and pretending I was the Chrysallid's kite. I found it hilarious, but made me consider that perhaps the most terrifying squad wipe alien could use a little love. Now I know that some of you are like me and are masochists in the sense that if you mod and give yourself a toy, you must balance it out somehow. I usually make things more expensive, or make an enemy tougher. etc etc etc.

I started playing around with harald_gray's Mechtoid mod and had an epiphany...well, TWO actually.

1. Cyberneticly enhanced Chryssalids. Cyberlids.

Yeah, I'm a terrible person. But, seriously giving a bug a built in plasma gun and armoring him up. Ugh... I dread it, so I bet many people would probably like it. Also, when it attacks, it doesn't spawn a Cyberlid but  a Chryssalid after the zombie thing. I'm not sure how the AI would work. If it would favor the Plasma gun too much and not do what it was intended for, which is spread bug love. Any insight on the AI? Anyone?

2. Implantation gun.

This one made me a little ill thinking about it... What if you had a weapon that the aliens would use to turn a civilian or soldier into a Zombie/Chryssalid from long distance. What if it was guided or even a small area effect weapon (3 square radius max)? What if it could be fired from a small launcher or even a blaster launcher? Ugh, I shudder to think about stepping off the Skyranger and having a dude zombied literally first step out the door or a guided bomb that turns three guys stacked up to breach into zombies.

3. Implantation grenade.
 
Carried by leaders/ medics etc. Blows up and throws Chryssalid eggs in stingers in every direction.


thoughts?

-HH   

8
Offtopic / So I started cooking again....
« on: September 29, 2014, 09:26:55 pm »
Okay,

Well I know that most of you know NOTHING about me and that is whatever. So I think I'll introduce myself in a slightly different way. I talk about what I made for lunch today, complete with pictures!!!

I like food and I've been cooking since I could stand in the kitchen and follow directions. If it trots, crawls, swims, slimes, or slithers I have probably eaten it. More often than not when watching a travel show that talks about "weird food" I've eaten it. The fair is happening right now and the combinations of salty, sweet, spicy, savory, sour have turned my tastebuds all crazy and I just had to have a scotch egg.  If you don't know what a scotch egg is well it is an egg wrapped in a meat, rolled in bread crumbs and fried or baked.

so i decided it was time to make my own version of Scotch Eggs.

I boiled some large eggs, leaving them actually softboiled and peeled them.
I made a Ricotta and Jack cheese mix with bits of jalapeno and spices.
I wrapped the eggs in cheese and then wrapped the cheese sausage and fried it.
I then made a frybread batter and batter fried the whole thing.

It was so freaking good, I polished it off with a Sam Adam's Oktoberfest and decided to tell you guys... I don't know why.

-HH

9
Playthroughs / Let's Play WHUT?!?!
« on: September 24, 2014, 04:44:37 am »
Okay,

I am wanting to do a let's play.

However, I wanted a few ideas on a combination of things and the synergies between mods, so I thought I would take a few ideas and whatever sounds the most interesting to me is the one I'll play.

1. Difficulty (Beginner to Superhuman)

2. Mods (Equalterms, Raven, etc)

3. OpenXcom options (Line of sight Psi, etc)

4. Restrictions (No grenades. Limited bases, Pacifist etc)

5. ????


I eagerly await input... Wait, what? :o

-HH

10
Suggestions / Saving Loadouts/soldiers for quick battle
« on: September 24, 2014, 04:34:33 am »
Okay, I'm certain that there is probably a request out there for a feature for savable soldier loadouts in quick battles. As far as I've gathered there is big issues since the inventory is tied to soldier and soldiers are generated as needed.

Is this still the case?

-HH

11
Work In Progress / Flashlight
« on: September 20, 2014, 07:55:53 am »
I want one. 9 vs 20 squares is a lot, has someone made one yet?


12
Work In Progress / New Base facilities/ soldier stuff
« on: September 15, 2014, 05:39:57 am »
Hello all!

Huge fan of OXC and played the original TO DEATH and even modded it for my entertainment when I was a teenager. However, there were always a few things that bugged me and even as an adult it still kind of eats at me.

1. Why in the HELL could I not set minimum stats for recruits? I mean COME ON... 10 bravery? I could drop my coffee and he'd head for the hills.

2. Why could I not pay for more stringent testing criteria? I mean some of these guys they found behind 7-11  obviously.

3. Alright so why can I not train up recruits to better suit my purpose? I mean if little Tommy Toughnuts can't shoot to save his life, can't I send him to learn?

4. Ok, so I have a troop who basically got blown in half and is in recovery for 80+ days... I Think it may be time for a little six million dollar man....

I did all of these things manually to make my game more  fun for me.
I charged myself obscene money for decent soldiers.
I Paid monthly to pay for "tutoring" of my soldiers.
When one of my soldiers got REALLY screwed up I charged myself money and resources and made them cyborgs with great stats.

Now... What does that have to do with you ladies and men?

I think it would be a great mod to have. Where you have a hospital, cybernetic prosthetics lab, and training centers and all can work in conjunction.

So you spend more to get a better soldier, or roll the dice and can enroll them in various training courses to improve their skills which you get a report of once a month like psi training. If they get blown up or you want to augment them, you pay money and resources to do so and they are super soldiers.

Ideas, thoughts?

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