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Messages - Murmur

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Very true. Additional types of missions in alien controlled territory would be nice none the less. Against mixed human and alien enemies maybe. And perhaps, if the aliens take a country that contains one of your bases, they then immediately know of your base in that country, since their new human allies will surely sell you out.

I would love something like this. Where losing countries to the aliens happens a lot more, but you have a way of getting them back. Like storming the... uh, alien embassy or something.

The aliens start off with their typical small scale attacks, but when you've proven you can fight back, they escalate into a diplomatic campaign, where the blatant attacks on civilians scale back, but infiltration missions scale up, and they try to choke you out by drying up your income. But when/if that fails, they escalate into total all out war.

Oh don't mind me, just daydreaming and thinking out loud, haha.


Though I would prefer changing the yellow arrow colour to red for bleeding soldiers. A small number on the bottom menu might be hard to notice.

This is an absolutely perfect idea.

Offtopic / Re: Do you belive?
« on: June 24, 2014, 04:57:28 am »
following: loooong picture that tries to visualize the amount stuff in the universe
Spoiler...with a joke at the end - hope you can take one:

Oh my god... I was not ready... I made it to the end and nearly died. Thanks for the laugh!

Troubleshooting / Re: 'Hidden Movement' never ending...
« on: June 23, 2014, 01:44:38 am »
If you load the save I attached and end the turn, when the never ending hidden movement screen comes up, turn on debug mode. Scroll through the alien units with the select next unit button, and you'll see that all of the aliens that are selectable have moved (missing TU's) except for the reaper terrorist towards the center of the map. It's also the one the camera is centered on when you turn on debug mode so I'm thinking he's the culprit. Not sure what his deal is though, there are places that he can move to so it's not like he's stuck or anything.

Troubleshooting / Re: 'Hidden Movement' never ending...
« on: June 22, 2014, 11:15:08 pm »
I've done some more testing and it seems to be related to Reaper Terrorists, at least in my case.

Released Mods / Re: [WEAPON] Stun Grenade
« on: June 22, 2014, 09:01:33 pm »
Thanks for all the translations guys! I'll be putting a new version up in a few minutes with all of them in it.

EDIT: Hmm, there seems to be a problem with the mod, everything looks fine in the battlescape, but in the Ufopedia the stun bomb has the image of the stun grenade... not sure where I went wrong. Anyone have any ideas?

EDIT EDIT: Okay figured it out. Needed to add a research topic for it, appears that trying to piggyback it on top of the stun bomb research wasn't good enough. New version going up shortly with the fix and the additional translations.

Troubleshooting / 'Hidden Movement' never ending...
« on: June 22, 2014, 09:26:29 am »
Haven't seen this happen before, using the 2014-06-22 02:28 nightly. During a terror mission on the 3rd or 4th turn the hidden movement screen never goes away. Attached is the save, pressing the end turn button should result in some floaters shooting, then the never ending hidden movement screen. I am using a few mods, but nothing major. Disabling the mods and loading the save results in the same thing. I'm not sure if the save will be useful in any way but I figured it couldn't hurt to make a post about it.

Released Mods / Re: [WEAPON] Stun Grenade
« on: June 22, 2014, 03:31:36 am »
Oh, no it's not based on any other mod. I wasn't even aware one like this existed, not that I went looking or anything. I just thought of this earlier today and thought I'd like to see it in game, then posted it here in case anyone else might get a kick out of it.

And I decreased the power of the grenade since it seemed like it is a little safer to use as a grenade, since you don't have to worry about hitting something directly in front of you, or shooting a nearby teammate in the back. Plus you can carry a primary weapon and throw grenades with a lot less hassle than carrying a primary weapon and a small launcher.

EDIT: Oh and thanks for the translation, I'll be sure to add that in.

Released Mods / [WEAPON] Stun Grenade
« on: June 22, 2014, 02:15:08 am »


Requires Stun Bomb to be researched, and requires a Stun Bomb for manufacture.

Does less damage than a stun bomb fired from a small launcher (65 down from 90), and has a slightly smaller blast radius (4 down from 5).

Work In Progress / Re: Zombies
« on: May 12, 2014, 04:31:59 am »
Also, as another idea I can't implement yet, something with... very strong psionic abilities might 'hatch' XCOM solders and civilians into zombies simply with a psionic attack.

Hmm... yes the psi attack fries the brain of the victim leaving them with only the basic human instinct of 'KILL EVERYTHING THAT IS NOT ME'. That reminds me of the 'brain scorcher' from S.T.A.L.K.E.R. - Shadow of Chernobyl.

This is a really good idea, I also like your idea of the two types of psi-amp. Really well thought out.

Released Mods / Re: [WEAPON] Stun Ammo for the Rifle
« on: May 09, 2014, 10:15:48 pm »
Yeah I was worried about that. In my quick testing of it, it seemed like it was borderline 'too effective'. It's a shame ammo can't have a separate range from the weapon it's fired from. But oh well, it wasn't a great idea to begin with, haha. Between Solarius's Dart Rifle and Ryskeliini's Taser, I think our extra stun options are pretty well covered.

Released Mods / [WEAPON] Stun Ammo for the Rifle
« on: May 07, 2014, 05:04:40 am »

This mod adds the 'Rifle Stun Clip' to the XCOM arsenal as an extra ammo type for the rifle. Hopefully adding some life to the standard human Rifle once Laser weapons have been developed.

The 15 stun damage may be a bit too high, I don't want to invalidate the stun rod or the small launcher, just provide an alternative. I'd like some opinions to get the balance feeling right.

Due to the maintenance of the mod site, I'm attaching the mod here. Once the mod site lets me log in it'll be on there instead.

To install, extract the .zip into your data folder and activate from the mod menu.

Troubleshooting / Re: OpenXcom vs openxcom folders?
« on: May 05, 2014, 03:28:33 am »
It sounds like it didn't install right... there shouldn't be an openxcom/openxcom folder.

If I had to guess I'd say you might have taken the openxcom folder from the nightly build and placed it into the openxcom folder, instead of putting the things from the openxcom folder into the openxcom folder. God that's confusing. Sorry.

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