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Messages - Mr. Mister

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1
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 13, 2023, 06:26:44 pm »
This is feedback on the XCom Files Garage example mod, and not on the BOXCE itself:

Is it intentional that the Mudranger cannot use the garage? I'd actually find it balanced that it can vs its hilariously short range; currently you kinda have to intentionally build a base close to a long-term mission site if you want to dare bring the mudranger in, but if it could be stored in a garage maybe it'd make more sense to keep one in a 1x1 tile just for the eventuality that a mission spawns very close to the base.

2
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: January 16, 2023, 11:11:56 am »
Can confirm that neither download link works.

TinyUpload's is plain 404, and RapidShare's seems like it might work but upon solving the captcha it throws a "Rapidshare could not open file for reading" error.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 13, 2023, 09:24:07 pm »
Can you really not build an island on Easter Island, or am I just not good enough at hunting the pixel?

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 08, 2023, 11:41:11 pm »
Does difficulty affect sale prices? Because the money briefcase is selling for 1.1 million, despite its UFOpedia entry stating quite plainly that it contains exactly 1 million, which I do remember it selling for in previous versions. Playing on Experienced.

5
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: January 24, 2022, 12:13:20 pm »

While you could argue that such lights should be toggable, the engine doesn't allow for this.


You've probably given this a lot of thought alreaedy, but just in case - does the engine support remote-controlled doors? As in, if the tile (actually the tile edge° an adjacent agent has to face to open a door needs to be where the door is or not.

Because if you can make remote-controlled doors, AND doors block light, you could simply place 'light switches' inside a vehicle that operate invisible yet light-blocking doors place right on the vehicle's light sources.

6
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 11:29:38 am »
Maybe make the non-hostile enemies spawn an item/non-hostile pawn every turn or couple or them, each one giving you negative points upon mission end, to act as a kind metric to reward you for less turns taken?

7
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 11:00:38 am »
Firing a squad of highly trained, bio and implant enchansed, martial art master, ACE pilot Helix knights/psions during an alien ivasion. Maybe just instantly close the project and let aliens win? I'd rather execute every chairman of this council for treason against Earth than allow that to happen.

Point very well taken. Solarius, is it game-engineeringly possible to disallow sending agents aove a certain rank at a mission?

8
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 12:19:49 am »
I agree on it looking like a very fun idea.

Regarding how it'd work, you'd need to add a new equipment filter/category for "non-lethal", and also give a metric fuckton of negative points for killed enemies.

If "enemies" also have only non-lethal weaponry, the only way to explain why squad wipes (everyone falling uncoscious) are possible is that their performance was so bad they were fired by the council as a political way to save face, regardless of their history and stats. And for this reason, no mission aborting - it wouldn't make sense to let those who managed to flee keep their job.

Regarding rewards, besides points, I'm thinking the biggest draw should be a commendation, with more stats rewards than usual, acting as a training certificate. Maybe each soldier could only get one level of such certification max, but there could be multiple different certifications for multiple different training exercices, be they differing in difficulty/tier or in ambit: rescue and fire-fighting, finding and capturing a dogs (trained not to bite) in a limited number of turns...


But yeah, this is extra work, and as much as I'd love it, I'd rather you invest developement time into finishing cult of apocalypse and MiB.

9
The X-Com Files / Re: Starter Tips section and how to make money
« on: April 15, 2020, 04:41:22 pm »

Lesson number one of night-fighting: Don't bring any more flashlights to a mission, than you intend to equip. They will sit in your stash and illuminate the landing zone. Flares can be turned off, flashlights can't.

Just wanted to point out that this bit in particular no longer applies as of recent updates - flashlights can be turned on and off. They are off by default, so any flashlights you brought and don't equip will remain off on the ground. Yei!

10
The X-Com Files / Re: So, What's -Your- Excuse?
« on: April 13, 2020, 09:47:28 pm »
They're only alien until we appropiate where they are from.

11
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 13, 2020, 09:46:31 pm »
Maybe chupas are likely to be missed in close-quarters with 122% accuracy because there is a voxel near their center-of-mass voxel which is empty. Think about it, they have that arching form, independent legs.

Honestly if that's the reason it's such bullshit that I'm not even mad, but impressed, and would want a relevant mention in their UFOpedia entry.

12
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 11, 2020, 07:29:30 pm »
Attached savefile: If the girl fires an Aimed Shot at the chupacabra she has in sight, the shot misses by going a little bit to the side and continuing onwards, despite the shown hit chance being 122%. I took it that a hit chance at 100% or above was at least guaranteed to hit the target if the shot wasn't blocked, which it isn't.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 10, 2020, 07:59:05 pm »
Work Suit UFOpedia entry is not unlocked when "Cover: Workers" is researched - it is never unlocked, in fact, if I understand it correctly.

14
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 10, 2020, 07:40:55 pm »
What does the Dog's bark attack in its current state do exactly? "20 Special damage" is not very clear. And is it intended that it always costs 9 flat TU, instead of 9% of max TU?

EDIT: Also, I looked under the hood of the Homicidal stuff, and figured out there are three tiers:

-Homicidal Maniac.
-Homicidal Soldier.
-Homicidal Madman.

Maniac has Kevlar-esque armor, Madman has Armored Vest-like armor (though with significantly better frontal), and Soldier has an in-between. I'd be fine with only the Madman giving armored vests and keeping Kevlar as the reward for the soldier's, but the thought of the madman only having a kevlar is honestly ridiculous given how tough he is.

15
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 10, 2020, 02:41:27 pm »
It doesn't show any more. That's the problem.

It does to me - FIRING, THROW and MELEE, on the upper-rightish.


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