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Topics - betatester

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1
Open Feedback / Norton safe search problem
« on: February 27, 2020, 02:13:38 am »
The openxcom url is classified dangerous 'warming) by norton safe search since today

https://safeweb.norton.com/report/show?url=https://openxcom.org/&ulang=fr

2
OpenXcom Extended / [Question] Prison Type
« on: February 24, 2020, 02:32:50 pm »
I have tried to make a prison for XCF that can store different types of prisoners
I have tried

prisonType: [0, 1, 2, 3]

Like for the weapon types in crafts
but apparently it doesn't work, it's a standard alien prison

Am I right with the syntax above ?
Can it be implemented ?

3
The X-Com Files / [Suggestion] Tormentor and BEAM
« on: February 22, 2020, 01:23:17 pm »
The tormentor works with UFO power source and E115 but it can't accommodate a beam weapon. He has even more power sources than a Lightning.
Maybe in its weapon hardpoints you can choose between cannon or beam.
The DARKSTAR can use BEAM (even if it don't work with E115), but it's a very bad interceptor (it isn't supposed to be). The main problem with it is that is is supposed to use electronic systems but all are far away in the tech tree.
Also is it possible to add in craft weapon description in UFOPedia which craft can use it once researched ?

4
The X-Com Files / [Suggestion] Macro Flamer Tank (and hover tank)
« on: February 20, 2020, 07:42:33 pm »
Since I saw the Macro Flamer I wonder if we couldn't mount a macro Flamer on a tank (not a tank but a tank, I was so sad when I realized that the tank was a tank and not a tank) or hover tank once the macro flamer (and unconventional weapons) is researched. Needed a macro flamer as part.

I haven't checked all units or armors but is there a way to use it on our units ?

A sectopod version too ?

5
OpenXcom Extended / [suggestion] compressed saves option
« on: February 20, 2020, 03:43:24 pm »
I've just realized the size of a saved game around 2M each) and since it's only text it benefits greatly from compression, so I wondered if there could be an option to compress the save files when activated. It may interest some people.

6
The X-Com Files / [bug or feature] Betrayer
« on: February 14, 2020, 03:31:36 pm »
I have mind controlled Floatters with psi amp, have them drop weapons, venture in the open to be killed by other units.
And I get the Betrayer commendation.
Hey they aren't X-com friendly units as usually defined !!! I even don't know them three minutes ago !!! Why a bravery reduction !!!
Son of the Beach, pun intended, Commendation (with an Pamela Anderson photo in red swimsuit) for minimizing physical efforts perhaps.

7
Work In Progress / [XCF][Release Candidate] Inventory special
« on: February 11, 2020, 01:32:57 am »
For X Com Files
I  added a scabbard that can contain many melee weapons but not all (for example not heavy hammers, lances, 2 handed staves  or rusty blade because it's rusty)
It's a specialized quickdraw slot  that can only work for 1 melee weapon

added under armor layer slot for web wear,
added the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
removed the quickdraw for rats and dogs
removed the backpack and under layer armor for rats
a bit of inventory slot position change and some translation change to reduce the length of writings


It's a mod now !!!!!
Change log
WIP
0.2 remove the scabbard on several armors. AI and many non complete inventory armors
0.3 forgot the BELT and made an error on quick draw name on previous versions. You have been warned it's a WIP.
0.4 corrected all known errors, added the under armor layer slot for web wear, and the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
0.5 What to say; forgotten the left shoulder on previous version. Now it's fixed.
Mod version
0.2 Made it a Mod
0.3 minor TU correction
0.4 corrected an error due to regex. changed the TU section because of a weird bug and hope it works.
0.5 corrected a duplicate entry for right hand
0.6 added tu to under armor layer, it can't be removed in battle

Known problems

- It covers ammo display a bit. How can I push ammo display ?
- I allowed 2 handed blades, some axes  and also all 1 handed weapons. what is your opinion ? it's like you had them on your side
- translation strings for inventory are in invs XCOM file



TODO
- maybe link the scabbard to martial arts training transformation
- adding a TU cost to forbid under armor removal from battlescape. It's XCF not the Full Monty.

Thanks to Meridian and Solarius and all discord channel for helping me in my firsts steps to modding
The principle can be use to make a special place for the spiderwear and maybe for the magical nazi ring.

Feel free to use as you like

8
OpenXcom Extended / [Question/Suggestion] Inventory restriction
« on: February 10, 2020, 09:39:14 am »
Is it possible to restrict an inventory slot to a specific kind of item ?
Some examples a scabbard for melee weapon, a Mexican-style (or Chewbacca  depending of your inspiration) munition belt, an under-armor layer (better than placing it in backpack) and surely many more.

9
OpenXcom Extended / [Suggestion] TU reservation
« on: February 10, 2020, 09:27:18 am »
Suppose that you have clicked on "reserve snapshot TU" button

If a weapon have aimed shot only it will stop at aim shot and that's good, you don't have to think about switching button when you click on "next soldier"
But if you have a weapon with only an auto-shot mode the soldier isn't stopped
Can you fix/improved this ?

Same question with melee and special attacks like for psi-amp, and throwing grenades

Also thought about something:

For weapon without auto-shot mode:

- if they have a snap-shot mode, auto-shot mode, keeps TU for 2 shots if possible 1 otherwise
- if they have only a aimed shot mode, auto-shot mode, keeps TU for 2 shots if possible 1 otherwise

this could also work for melee with 2 strikes.

10
The X-Com Files / base on several levels
« on: February 02, 2020, 02:16:05 am »
I've just read an article on the forum wher apparently you can build a base on several levels.
Is it possible to have it in XCF ?
restricting the number of buildings and or the level were a given building can be built can be a way to maintain balance.
Level 1 hangar, base defense, grav shield all for technical reasons, gyms, living quarters (theoretically rookies and sergeants  for supervision )
Level 2 -: research, manufacture, living quarters, living quarters (theoretically engineers and scientists)
level 3: the top secret level jails, sick bay, psi labs, interrogation, biolab, headquarters, mind shield, living quarters (theoretically helix knights, captains and above)

possibility to have a level 0 as cover reflecting some level 1 buildings, maybe garage for cars, minefields.

l

11
The X-Com Files / [Suggestion] Ai Armor
« on: February 01, 2020, 11:47:32 pm »
Some ideas that came to me about AI
- an upgrade of Medic armor AI after some medical discoveries are made (mostly the medkit that will allow all  3 healings, maybe stimulant available earlier with the trauma pack ?). Perhaps also a better armor research needed too to upgrade armor. Manufacture option: upgrade Medic armor
- tank weapons switchable like with the xeno-shield once discovered. For example you could opt for the canon, minigun or the rocket version of the tank. I don't know if the weapon can be bought aside from the tank, like ammo.
- An upgrade of the scout drone after some discoveries. A tritanium version ? Perhaps a snapshop mode too. A better armor/health. Manufacture option; Upgrade scout armor.
- I love the flying drone. Most of the time I equip them with Taser, Flashlight, dart pistol. I have to test with a stunrod. because after lightcycling he got some melee..I was so happy to have enough to send a flyng tank and 7 flying drones deal with the Chrysalid mission sine I've got no flying suits yet). Suggested version a heavier version, with a grav module and 2 hands free and a bit or more carrying capacity and a slightly better armor (less than a tank)


12
The X-Com Files / Fox Mulder & Dana Scully
« on: February 01, 2020, 01:20:47 am »
There's David Vincent and even if he's not an architect anymore it's still cool.
But it's Xcom files ! Mulder and Scully should be in it
Maybe Mulder presence can recruit better agents.
Maybe Scully can count as 5 scientists and cost only 1.
Maybe with a mission against Eugene Tooms in  a house where he disappears in the walls. You have to defend Mulder and Scully and kill Tooms (or so you think) . You can recruit who had survived Mulder Scully or both. And yes Tooms will return later.

13
OpenXcom Extended / [Suggestion] Bases Preview
« on: January 22, 2020, 12:48:49 pm »
I know it's strange but one of my main pleasure in base defense missions is that at least I can see my base. It should be nice to have a button in bases UI that you can click to see your base in 3D. Maybe with your soldiers in it just like a base defense mission but without ennemies

14
The X-Com Files / Prison idea
« on: January 22, 2020, 01:16:35 am »
had an idea about prison just like labs

Base building Prison 10 people with Human service
Improved prison Animal pen add 10 people with animal service
Advanced prison add 10 people with alien service
Ultimate prison add 10 people with ghost service

At the end you have a prison that can store 40 people that can be either humans, animals, aliens or ghosts

15
The X-Com Files / Ninja scroll and elder scroll of secrets
« on: January 19, 2020, 12:49:24 pm »
I found strange that you can't use these scrolls.
Some ideas:
- a transformation that use one ninja scroll as a study material
- manufacturing a ninja teaching compendium that needs X ninja scrolls and the Elder scroll of secrets. Researching the compendium  leads to the recruitment of a martial arts instructor that allow the ninja teaching transformation for those with previous martial arts training. The martial arts trainer could increase natural melee at the gym to let's say 65... to be qualified for martial arts training transformation.

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