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Messages - 7Saturn

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1
Released Mods / Re: Terrain Pack and Area 51 Announcement
« on: January 29, 2022, 09:39:31 am »
For what it's worth: I thank you for all you efforts, especially knowing, how long you have been contributing to communities. I was there when UFO2000 was still alive and kicking and even today maps with your terrains spice up my OpenXcom experience considerably. ;D I can totally understand that you put a stop to being ripped off by folks out there, that have no regard for honoring other peoples efforts and respecting their wishes, when it comes to how your content may be used. It's just a shame, that a certain level of honor and decency seems to be missing in some of the modders out there. >:( One might think, that we are all together in this, but apparently we are not.  ::)

2
Open Feedback / Re: The fastest you have beaten UFO defense ?
« on: January 07, 2022, 06:18:57 pm »
At least it is not so obviously an constantly unfair as X-COM 2 (the new one, not TFTD).

3
Open Feedback / Re: Autopsies, the cold, stiff truth
« on: August 22, 2021, 01:40:37 pm »
Not in original Xcom and not in OpenXcom. I'm not entirely sure though, whether it unlocks some things in TFTD. In UFO defense it never did. Was just good for polishing your score a bit.

4
Yeah, I got that. ;-)

5
Sorry, calculated the opposite: All four survive. Anyways, really low. But it happens almost always.

6
Then I wonder why I really rarely see a downed terror ships with any intact energy sources. The likelihood of that is below 1%, if any of them have independently 75% chance of being destroyed. Or does the 75% go for all present ones? I don't believe so, as energy sources can be partially destroyed (1-2 of 3 left in supply ships is not uncommon). So are there any modifiers on to of the 75%?

7
Open Feedback / Re: Destroying Radar Bases
« on: February 02, 2020, 10:59:04 am »
That reference to the mind waves is only interesting in conjunction with the mind shield, which simply reduces probability of detection, but never reduces it to zero. So in essence, any base is always vulnerable, only to a different degree. An empty base with just a mind shield and radar is a good choice (cheap on building and maintaining, rebuilt within 34 days or so) but still, you can lose it anyways, especially if you don't have any troops there.

Has anybody ever tried defending such a set up? Let's say, a radar, a mind shield, living quarters and storage? If I remember it correctly, when the game runs out of spawn points for the aliens, it starts filling the human spawn points with them as well. As there is only the main elevator, I assume that will be a very likely outcome...

8
Open Feedback / Re: Mind Control and LoS
« on: November 20, 2019, 12:26:03 pm »
As far as I know, it is also sufficient to be »remembered«. On alien has seen someone of your team, and remembers that one for two turns or so. Maybe in combination, that leaves you at the disadvantage all the time. But I do remember that behavior from original X-COM as well (which is the one thing, that makes psi really unfair in the beginning, especially on the first terror mission, if it is with Sectiods: you are constantly screwed with no means of retaliation at all).

9
Open Feedback / Re: Research Collaboration?
« on: November 16, 2019, 09:43:00 am »
Well analysis of measurement data can be done elsewhere, even if taken from one alien at one base. If you went on with your thought of how many can work on one alien, it would be even more ridiculous that 250 people are researching one alien, even if they are all working on the same base. So for the sake of game play that could be overlooked. (But would be an interesting mechanics, that there is a limit of researchers per item, depending on the type of item.) At least when thinking of the research items that don't require any particular precursor (e. g. laser weapons), then things aren't that obvious any more. So I believe the question is quite legitimate. The fact, that this detail it not really mentioned anywhere is strange, but can be rectified. ;-)

10
Open Feedback / Re: Research Collaboration?
« on: November 15, 2019, 12:11:40 pm »
Well, now the only thing missing is someone adding this information to the appropriate UFOPaedia page...

11
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: September 19, 2019, 12:50:05 am »
JFTR: If it were about realism, they would have plenty of time to get into position while you are landing with your craft. The second the door opens, heavy bullet rain would be an appropriate response... But then again, you would not have to discover the entire map first, to see what it holds. You could just have a quick look outside the window, while you find a landing place. ;-)

12
Open Feedback / Re: HELP: how to fix this error?
« on: October 14, 2018, 12:47:54 pm »
Same Problem here. Happend from one day to the other, without changing OpenXcom or one of the saved games or settings folders. It just happens all of a sudden. I tried getting the very latest version from the nightlies a few minutes ago, but the problem remains.

I'm working on Ubuntu 14.04 x64. As the game itself wasn't changed prior to the problem I can only imagine it's something about my system that changed.

13
I still can't get the AppImage to work. It complains it's missing the X-COM data files. However, the installed version works just fine. Could it be, that the two are looking for the game contents on different locations? If so, where does the AppImage look for the game contents?

14
Resources / Re: New Terrains Contest - See inside for details
« on: September 25, 2018, 12:00:15 pm »
Are they intended to be targets as well? I mean, with aliens intending to kill them, giving points, and the other way around, x-com getting points for their saving? Or will they just quite literally get in the way when running around randomly?

15
Open Feedback / Re: How to execute captured live aliens?
« on: August 31, 2018, 03:04:56 pm »
Thanks for the clarification. =)

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