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Messages - The Reaver of Darkness

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Fan-Stuff / Re: XCOM Crossovers that'd never work
« on: September 29, 2019, 02:53:20 am »
Song of Ice and X-fire. (Game of Thrones)

Geoscape time controls:

[1 hour] [1 day]
[1 week] [1 month]
[1 year] [10 years]

= = = = = = = = = = = = = = = =

Here's a twist on X-Com, rather than a crossover: the aliens are primitive steampunk people who travel the galaxy in wooden spaceships powered with coal. Their sheer numbers and economic power clash against our extremely advanced warfare technology.

Actually come to think of it, it might play almost the same as X-Com.

Offtopic / Re: Footage of real XCom ufo interception.
« on: September 29, 2019, 02:47:01 am »
It's a two-engine aircraft just like the one filming it. That's what they look like in infrared "heat vision mode". Notice how much easier it is to see than in the visual range later in the video. The subtitles are fake, added in afterward.

Offtopic / Re: New X-COM-like game: Terran Shield
« on: September 29, 2019, 02:45:10 am »
mm I like it :drool:

Suggestions / Re: New release is needed
« on: September 26, 2019, 10:07:25 pm »
Howabout we stop calling the nightly versions unstable? These days the least stable nightlies are more stable than 1.0. Instability is uncommon and fixed quickly. I recommend just maintaining a list of stable snapshots--it's the whole list minus any that have been marked for instability. The old warning should be scrapped and replaced with one suggesting for ideal stability you should stick with a version that's at least few months old and update once every few months or more.

Suggestions / Re: Night combat improvements
« on: September 26, 2019, 10:03:52 pm »
That's a really cool idea! It would be a lot of fun (and possibly very scary) to have the AI try to blow your cover by throwing light sources around. It'd be very difficult to write an AI that could do that very well, however.

Offtopic / Re: New X-COM-like game: Terran Shield
« on: September 22, 2019, 05:16:55 am »
Very nice!

I've also felt this project has lots of great graphical assets, but the sound design is what's currently lacking the most.

Offtopic / Re: New X-COM-like game: Terran Shield
« on: September 09, 2019, 02:02:10 am »
I can't speak for other people, but the thing that drew me into this project was the thought of undersea exploration. I know I may be in the minority here, but the graphics quality is less important to me than the content within those graphics. If you can pull off an exploration scenario and it grabs my attention, you wouldn't need it to look perfect the first time around. Just the abyssal darkness of the sea combined with the occasional lights glowing in the distance and the ethereal mystery of the sea environment--strange plants and growths, bright colors, and hidden secrets all further mystified behind the glow of dim lights which taint the reflections of the things around them with their own color bias. With the right environment and a few well-applied shaders, you can skip past the high-polygon detailings and the wealth of details to come. In fact, secrets are great for a startup game because it means you can hint at things you haven't yet put in the work and money to design past the concept stage.

I like your gecko alien thing and I'm very curious to discover more about them. A big driver of that interest is the air of mystery about them. One tip I'd have is to make their guns look less like fancy guns and more like some alien device with no obvious purpose. A bit of obfuscation can enhance the air of mystery, and make the geckos even more tantalizing to the viewer.

But as always, that's just my opinion and may not reflect the opinions of others.

Suggestions / Re: The zombie-cryssalid transformation delay suggestion
« on: September 08, 2019, 10:14:17 am »
Either you learn coding or yes, you do have to defend your suggestion to developers. And the specific box you mention is many times not dictated by a developer's personal wishes but by objective limitations of the game, and the potential to introduce new bugs and conflicts, which means even more work for them, because I don't see modders debugging the features they ask for.

I have no qualms with the OXCE devs simply saying no. I'm talking about the language used to say it. Saying "no" is entirely different from saying "but who wants to make chryssalids less scary?" This is a common insinuation I've heard several times from certain members of the community, especially Meridian.

Another example:

"The missions are easy enough already.
Don't think any developer will agree to implement something to make the base defense even easier."
Meridian, [DONE] Making more UFO sizes attack your base

This one launched into an argument in which Meridian insisted that not only was my idea going to make base defense easier, but that doing so is somehow a wrong way to mod the game. All I was asking for was more granularity. There are any number of ways I can then adjust the difficulty to where I want it. If I want it hard, I can make it so. If I want it easy, I can make it so. I would have accepted a simple no. I have no desire to pressure any of the OXCE devs to implement stuff for me. What bothered me was the tone, that my ideas are somehow wrong, or the patronizing assertion that I'm trying to make the game easier (as if I couldn't just mod in cheats to achieve that). And those who say this (mostly Meridian) hide behind their developer status, defending their hurtful words by pretending that the discussion was about whether or not the feature will be implemented, and not about the tone of the response.

(I can't find any other examples due to the search feature basically being non-functional and I'm not getting much from Google)

I recognize that people often find my words hurtful. But I apologize and try to get better. Often people misinterpret my words, and the thing that bothered them wasn't even something I meant to come out of my words. But I still accept that the way they feel is valid, and I take the blame for it. I think we all just need to be a bit more civil here, and consider other people.

Suggestions / Re: The zombie-cryssalid transformation delay suggestion
« on: September 02, 2019, 02:31:00 am »
I'm not assuming anything. Much to the contrary, I'm suggesting you don't assume as much. Maybe this time you spoke with him, but you still don't know what other modders would do if they shared in his work. This is part of a bigger issue in which, when someone suggests a feature, you guys shoot it down on the basis of assumptions about how they will use it. Aside from it being rather petty and selfish to try and police the way other people build their mods, the fact remains that you don't actually know what their plans are if they haven't told you, and even if one modder has told you what their plans are, you still don't know about the plans of other modders who might use the same resources.

Modders shouldn't have to defend why their suggestion fits within a specific box you want it to fit within. If you don't want to make their suggestions on such a basis, that's fine, nobody can tell you what to do. But you shouldn't take it as though your ideas on how mods should work are some ultimate code of good modding style. And it's rude to second-guess the modder's intentions.

OpenXcom Extended / Re: [Documentation] Mana
« on: September 01, 2019, 03:49:32 am »
I have to say this particular documentation was done very well! I am not at all confused!

Suggestions / Re: Night combat improvements
« on: September 01, 2019, 03:18:44 am »
There's a fun way you can already play night vision games in openxcom. If your soldiers are dressed in night ops armor which turns off their personal lights, and their ability to see the aliens is only a bit worse than the aliens' ability to see your soldiers, then you can play the following strategy: move in the dark with flares or incendiary weapons. Set lighting at strategic locations in order to highlight aliens while keeping your own soldiers under cover of darkness. Then also be ready to snuff out lights you no longer want, such as with explosives, or perhaps you can deploy smoke to areas for cover even when there is light.

The smaller the advantage the aliens have over your soldiers at night, the easier it is to play this strategy, but it can potentially work even at very strong differences--as long as the map is large enough that it's possible to be deep enough in the dark to not be seen. If aliens' night vision is excessively large, the strategy does not work. On the other hand if your soldiers can see better in the dark than the aliens can, then it's usually just better to advance on them without creating light.

- - - -

Another trick you can do is make a toggle-able light source on the map. You can set a lamp which emits light to change into a lamp which doesn't emit light when destroyed, and the dark lamp can turn into the lit lamp when it is destroyed. This way, you can shoot the lamp to change its light status.

Suggestions / Re: The zombie-cryssalid transformation delay suggestion
« on: September 01, 2019, 03:05:33 am »
but who wants to make chryssalids less scary?

You don't know what he plans to do with the ability. You don't have a basis to assume it'll make his Chryssalids less scary. For all you know, he'll make them fire a ranged attack that can zombify an entire squad in one turn, and the zombies will be juggernauts that fire blaster bombs out of their eyes.

Help / Re: Increased detection chance against specific missions
« on: August 25, 2019, 08:59:22 pm »
This is already available in mission scripts, at the beginning of a month.

PS: just in case you want to argue with previous statements... it's a "specific mission"... not a "mission interrupted earlier by a specific trigger". It would spawn regardless of whether something was interrupted or not.

Then it could work by having the research trigger end a specific mission and start another specific mission, right? That's what I'm suggesting.

Help / Re: Getting over low fences
« on: August 25, 2019, 06:17:34 am »
Right, but it only applies to objects - not walls.
Right. So the fences and such in question must be converted into objects for this to work. That will require not just changing their tile type to object, but I believe also reworking the map to place them in the object slot of their tile. This means in some cases where there is an existing object already there, it must be moved or removed.

Help / Re: Increased detection chance against specific missions
« on: August 25, 2019, 06:15:16 am »
Is there any intent to add the capacity for research triggers to begin a specific mission, other than a retaliation mission?

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