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Topics - Arctic

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OXCE Suggestions OK / [Suggestion] Clip can be topped up
« on: September 11, 2023, 02:24:40 pm »
Certain clips (i.e. racks of shotgun shells) should be able to be topped up with other identical clips. For instance, if a shotgun is loaded with a shotgun "clip" that has one round left, and I have a full clip with 6 rounds remaining, I should be able to reload the shotgun with the 6 round clip. The shotgun is now loaded with 6 rounds, and the clip in my pocket has 1 round. Another scenario: I have a shotgun with 1 round left in the "clip". I have a clip on my soldier's belt with 3 rounds (out of 6). If I try to reload  the shotgun with this clip, it will disappear and the shotgun will be loaded with 4 rounds. In this scenario, TUs would be saved by not having to remove the existing clip from the shotgun to load additional ammo.

I believe this will add additional tactical depth to certain weapons which take "clips" that represent loose ammunition.

2
To recreate this bug, just hold any arrow key while clicking "End Turn". The camera will continue to move in the selected direction for the entire enemy turn. It will only stop moving once it hits a boundary or when, in the player's turn, the direction is reset. This produces a very hard-to-watch effect as the camera is constantly being reset on the enemy's position during their turn.

3
OXCE Suggestions OK / [Suggestion] Option to disable "Hidden Movement"
« on: September 11, 2023, 02:16:20 pm »
Sometimes the "Hidden Movement" screen can flash rapidly, which is uncomfortable to watch and can trigger epileptic symptoms. I'd like an option to disable the screen. Considering that you would not be able to see the hidden movement anyway, I think it would be okay.

4
It is currently very difficult to input large numbers into screens involving the transfer of items, e.g. the buy/hire screen. Right now, there is only one option for inputting numbers in increments larger than 1 and that is the maximum value. I would like to be able to:

  • Shift-click to increment by 10
  • Ctrl-click to increment by 100
  • Alt-click to increment by 1000
  • Use combinations of these keys, which will increment by the values multiplied together
  • Hold up/down while holding these keys to have the value rise even more quickly
  • Type an exact desired figure into the "Quantity" box

5
OXCE Support / [Answered] Efficient craft ammunition loading
« on: September 11, 2023, 02:10:55 pm »
There should be an option not to rearm a craft weapon if it would mean discarding ammunition (as some craft weapons take multi-round clips, such as the Cannon in UFO Defense). I'd like this to be implemented so I can avoid wasting valuable ammunition (otherwise, I am forced to perform an annoying game of disabling weapons until they are completely expended)

6
Some total conversion mods involve UFOs which are escorted by multiple fighter craft. When these appear on your contact list, you will be met with multiple radar contact screens in quick succession. Ignoring an entire group requires multiple clicks. It would be convenient if there was an option (my proposal is shift + control + click) to ignore a contact as well as any craft that are in a following group (the craft, the craft it is following, and any craft following the contact)

7
OXCE Suggestions OK / [Suggestion] Health Bar Over Soldiers' Heads
« on: September 11, 2023, 02:05:46 pm »
I'd like the option to have a compact health bar over soldiers' heads (possibly with an option to include TUs/TUs + energy/TUs + energy + mana) similarly to the newer XCOM games. This would help to identify the presence of soldiers as well as to give a more intuitive picture of the tactical situation at a glance.

8
OXCE Suggestions OK / [Suggestion] Tail Until Over Land
« on: September 11, 2023, 02:02:51 pm »
I'd like the "Tail Over Land" option (from Xenonauts) to be added when intercepting a UFO. This means that it will only launch an interception if it would take place over land (in case you want to collect the crash site; otherwise this would have to be done by carefully moving your interceptor out of the way and using reflexes, and is difficult to do in areas that are very fjordy or archipelagic, especially over Scandinavia.)

9
OXCE Suggestions Archive / [Suggestion] Return speed for craft
« on: September 11, 2023, 01:59:09 pm »
I'd like a parameter for craft that controls their speed when returning from a ground mission or from running out of fuel.

10
OXCE Suggestions Archive / [Suggestion] Low-Priority Engineering Projects
« on: September 11, 2023, 01:57:56 pm »
Basically, you should be able to tick a box or something when you go to make an engineering project and this will designate it as "Low Priority" or whatever language ends up being used for this. A low-priority project will never expire and so long as there are idle engineers and resources available, they will work on that project. You can have multiple projects and they will work on whatever is highest in your engineering project list that has available resources. The reason for this is that it would make certain mechanics in many total conversions much less tedious - examples include "cash crop" projects and loot boxes (Chateau de la Mort production/Casino gambling). Currently, you need to go and manually assign these projects whenever you acquire the relevant items, which is extremely tedious to do, especially if there is only one thing you want to do with them.

11
XPiratez / MANPADS for Expedition
« on: May 29, 2017, 01:43:13 pm »
Title. What if the Expedition could be equipped with personal guided missile launchers? They're extremely slow, so they wouldn't be very good, but they could still serve as an option for swatting down air vehicles in some circumstances. To prevent players from being able to fight aircraft too early on, the launchers could be restricted to a certain tech level. Maybe the launchers could also be used in the Battlescape as a low-damage, high-accuracy HE launcher with extremely expensive rounds. As for the art, I do have an existing missile launcher uploaded that you could use.

12
Released Mods / [EQUIPMENT] ATGM Launcher
« on: June 02, 2016, 06:23:53 pm »
A simple mod that adds a guided missile launcher. It has 2 waypoints, so it can be fired around obstacles. It can fire one of two missiles, a wide-area demolitions missile, and a much smaller missile that does far more damage for use against heavy opponents. Excellent against Sectopods, Cyberdisks and the like. Also effective against buildings and on terror missions.

However, the launcher is heavier than the rocket launcher. It is exceedingly expensive, as are its missiles.

This is my first mod, so make of that what you will. If anyone has any feedback, please don't hesitate to tell me about any complaints or issues.

If anyone, for whatever reason, wants to use this in their compilation, feel free. Do contact me in some form though.

EDIT: Updated the mod. Missiles should be a bit more powerful now.
EDIT: Another update. AT missiles are now obtained by manufacture. They are unlocked by researching Elerium-115 and take 10 elerium each to build.
EDIT: ATGM Launchers now take more time to fire, so they aren't as powerful. It'll take two turns to load and fire one, which seems like a good exchange.

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