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Topics - richardhead

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Suggestions / M.C. civilians ?
« on: February 14, 2019, 04:42:13 am »
I saw the "smarter civilian" mod and thought it would be nice to just me able to M.C. them dumb bastards right where I want them to go. Maybe stack them into the ship.  I tried it but it always says "no line of fire" even if i'm right next to them. A soldier might be tempted to use it on one of those bikini-clad blondes running around. Or use the speedo guy as a shield.

2
Suggestions / Interogated aliens / MC reader data
« on: February 13, 2019, 04:40:14 am »
I think that after you interrogate any specific type of alien, after the regular info screen you should get to see that alien's full data, like you would see if you had used an MC reader on him before his untimely demise, instead of just the general BS info like "it's a big scary alien" etc.

3
Suggestions / included mod - no wound recovery
« on: February 07, 2019, 10:27:29 pm »
I tried adding the line   recovery time: ""   and also   recovery time: -1  but neither of those work since the recovery line is wiped the second the aquanaut isn't wounded. Please include a "no wounded soldiers" mod so if the aquanaut survives the battle he's fully healed.  No extra soldiers needed. No tanks filling in for injured soldiers. etc.

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Suggestions / sorting on aquanaut page / add alphabetically
« on: February 07, 2019, 09:44:36 pm »
the equip sub <soldiers> screen can sort aquanauts in many ways. Alphabetically is not one of the options but I would like to see that. The aquanaut screen has no way to sort the soldiers at all.  The way the soldiers are sorted determines their starting position on the attack sub as well as their position on the save file.  I don't like the complete randomness of the generated soldiers. I create 4 "types" of soldiers then copy and paste.  I rename the soldiers A-1, B-10 etc.  Right now if you are assigning psi training, and want to sort them by psi str or psi skill, you have to exit the aquanaut screen and go to the equip sub <soldiers> screen, sort them, then go back to aquanaut screen. if you don't have a transport sub, there's no way to sort the aquanauts at all.

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Playthroughs / TFTD
« on: January 15, 2019, 09:22:56 am »
I'm really enjoying TFTD on OXC.  I wanted to share this alternate-beginning scenario / saved game and ask others to post some of theirs. This scenario is a slightly accelerated start. X-com starts on Jan 1st as a serious anti-alien force with 6 bases and some key techs : All gauss tech as well thermal shok launchers. Plastic armor is known but no aqua-plastics to make it until it's obtained. The Triton is replaced by Leviathan so you start with 26-man missions. This is how I always thought the game should start. Thanx OXC for allowing me to create the game I want.

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Open Feedback / tu cost of various actions - do they scale?
« on: December 29, 2018, 05:10:13 am »
 I edited a save game file a bit to amp up my soldiers a little, but now every action besides movement takes twice as many time units as before.  The aimed shot on my harpoon gun costs 89 and auto-shot costs 56. 74 TUs to prime a grenade? Are the TU costs based on a static percentage of your over-all TUs? is there a way to reduce the TU cost of actions like aimed shot, auto-shot, snap shot, prime grenade and throwing?  what did I do wrong?

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