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Messages - Solarius Scorch

Pages: [1] 2 3 ... 613
1
The X-Com Files / Re: [Suggestion] Tormentor and BEAM
« on: February 25, 2020, 07:10:18 pm »
I've never used any rockets on Tormentor. One Gauss cannon is enough to strike down any UFO without problems.
Plasma beam has too wild appetite.  :D

I am inclined to agree. :) Maybe I should increase plasma beam's accuracy or something?

Meanwhile I did as Otto suggested.

2
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 24, 2020, 10:39:38 am »
X-Com Files is the first X-Com mod that I ever play and I'm just astonished at the things that I have missed until now. It's just so... fresh. I just wanted to say how great it is! Keep up the good work!

Thank you!

A quick question out of curiosity - does lighting have any impact on the alien vision? For example does it make a difference if my soldier is lighted by a fire or if he is hiding in the dark of the night?

Yes, it makes a whole lot of difference. In light you are visible, in darkness you are not (except from up close). There are also various levels of night vision and camouflage, and some creatures don't even use sight at all.

3
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 24, 2020, 10:34:36 am »
Instant grenades are cheaty beyond any reason.

Feel free to use them, but remember you won't be playing Piratez any more.

4
The X-Com Files / Re: [Suggestion] Tormentor and BEAM
« on: February 24, 2020, 10:32:28 am »
Yeah, sounds good. Thanks!

5
The X-Com Files / Re: [Suggestion] Tormentor and BEAM
« on: February 24, 2020, 12:33:34 am »
It's not exactly about using E-115 though.

Anyway, as I said, I had to pick something... So what can I do?

6
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 23, 2020, 06:48:40 pm »
It's an interesting idea, but right now I don't plan on moving in that direction. I realize the masquerade is getting thinner with every month, but it's kinda the plot point: no matter what happens, the Council will never allow its abolishment. (Which is partially why it has so many enemies.)

7
Tools / Re: MAPVIEW upgrade
« on: February 23, 2020, 06:44:27 pm »
Ah, right. Works perfectly. Thanks again!

8
OpenXcom Extended / Re: [improvement] Inventory priorities
« on: February 23, 2020, 03:00:45 pm »
Indeed various people have different priorities. Still, I think a good common ground would be one simple rule: don't put into backpack any stuff which fits on the belt, unless there is no space.

9
Suggestions / Re: Simulated pyhsics + sounds
« on: February 23, 2020, 02:58:59 pm »
A thread on collapsing:
https://openxcom.org/forum/index.php/topic,2470.0.html

A thread on sound:
https://openxcom.org/forum/index.php/topic,5868.0.html

As far as I know, shockwaves don't have their own thread. Therefore let's focus on them here.

10
The X-Com Files / Re: [Suggestion] Macro Flamer Tank (and hover tank)
« on: February 23, 2020, 02:52:52 pm »
I can't really make such a distinction (in theory yes, in practice no). Considering you already have access to all sorts of vile stuff, it will remain X-Com Commander's responsibility to use them humanely. ;)

11
The X-Com Files / Re: [Suggestion] Tormentor and BEAM
« on: February 23, 2020, 02:51:36 pm »
I don't think I can make a slot either beam or cannon. But it's fine; these two types of weapon systems are so different that they would require deep rearrangements of craft systems to convert one into the other.

Therefore, beam weapons are used on fighters which are based on the Cydonian tech (like the Firestorm or the Avenger), and projectile weapons are used on classical Earth designs with alien enhancements.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 23, 2020, 02:48:17 pm »
One quick question: I used the old psiclone to unlock psi skill, I'm right to think that the new version doesn't do this anymore ?

Yes, it should, unless there's something I missed.

13
Tools / Re: MAPVIEW upgrade
« on: February 23, 2020, 02:47:20 pm »
The coordinates are now displayed starting with 0; thank you!

Is there anything else new to check?

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 22, 2020, 12:54:27 pm »
I took mind control of the spitters and used it to strike his colleagues. There was a problem with his weapon name it was STR_something instead of a us name. Also you can't see its inventory.

The inventory is normal, some creatures don't have it.
The weapon... okay, I really didn't expect anyone to check something irrelevant like this. Spitter weapons work like vanilla built-in X-Com weapons. But okay, I changed it to the more advanced system XCF mostly uses.

STR_XCOM_PSICLONE in weapons in the resume of soldiers killing with it.

Because STR_XCOM_PSICLONE no longer exists, except in your old save.

...wait... killing with a Psiclone? :o

15
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 21, 2020, 02:08:18 pm »
Totally agreed on the heavy tritanium armour! :)
Good hunting!

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