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Messages - WaldoTheRanger

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1
So, the soldier voices is cool, but how do I disable them if it gets annoying?

2
Ummm

Is the maintenance for the robotic plant supposed to be negative 5 million?

If that's intentional I'm scared by the economy setup here.


Just finished the Ufopeadia article.

Yeah I'm very scared.

Also, a lot of melee weapons say 1 damage (like the dagger, the katana, the sledge hammer, etc)
Is that also intentional?
When I see that, is it safe to assume that damage scales with strength/melee accuracy?


Ok yeah I just checked stats for nerds.
That's pretty sweet.


Just... holy crap this is almost too much.

Nevermind, it is too much for me right now.
But I can tell that all the options are going to be useful, and I do like the feeling of having to really think hard and learn about which strategies work best for me.

This has everything I would want in a modpack and more.

I'm also going to vote for putting it on the mod.io site, cause I only found this by random chance, and I can already tell that it's too good to be confined to obscurity.

3
Heck yah.
Upvoted.

4
Programming / Re: Auto-Battle
« on: May 14, 2021, 11:51:24 pm »
That's a fuckton of work though. Like a whole new sub-game.

I'd still just advocate for modders to implement more aggressive surrender conditions if they find simple missions too tedious.

5
Oh. So that's who it was. I was wondering lol.
Thanks, though I think I'm probably going to be moving on from bitchute to lbry. seems to have a much more reliable backend, and it's immune to being shutdown as it's peer to peer/blockchain based. not to mention a bit less toxic community.

6
Well if it helps you decide, I can assure you that I would definitely attend any livestream of Harmony, and would want a rookie named after me to feed into the War Engine.

man... if only I could stream. I'd name a rookie after you though.

7
So now i have to choose between this, scarfcom, and multimod. or finally commit to an xcf playthrough.
Too many danged options.
Thanks though

8
The X-Com Files / Re: Beach mission swimsuits
« on: March 30, 2021, 07:58:30 am »
If you go in to a vehicle, click "Armor" and right-click on an agent, it sets their armor to None and they're naked

That has been fixed thank God

9
For extra silliness, the broken walls of a crashed UFO stop smoke too.

https://i.imgur.com/ho4ExuM.jpg

This also seems to be new to openxcom.

that's just how that tile spawns. unless you're sure you threw an extra smoke grenade inside the door first.

10
Released Mods / Re: [OXCE] XCOM Multimod
« on: March 01, 2021, 06:18:40 am »
Because blind firing was hardly possible (40% no-sight penalty multiplier) the sniper-esque weapons were further devalued.

I've never liked how intense modders generally make the no sight penalty.
Your average map in this game (aside from terror missions and large craft + etc) are so small that the soldier would have to have impaired vision to not be able to see across the whole thing.

It makes sense that they'd have to get closer to spot an enemy, as they're likely trying to use cover/hide from you.
But once your scout calls the position out, they're like <70 ft away. There's no way you can't see them.

And it just shouldn't be a thing for sniper rifles cause they have scopes.

If the map is big enough, I'm fine with aim penalties applying when you get to like 30 tiles away or something, but that's plenty in my opinion.

11
Hmm interesting.
Yeah flares are not effected that way.
Never noticed the difference, but that would be nice to fix.

12
Released Mods / Re: [OXCE] XCOM Multimod
« on: February 26, 2021, 03:25:39 am »
Hmm.
I don't know how to read the crash, but maybe it has something to do with the psx_static_cydonia mod you have installed? something there that conflicts with multi-mod maps?
or since it seems to be a missing file, maybe your game resource folder got corrupted?

13
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: January 24, 2021, 10:00:51 pm »
Holy frick yes.

I'm assuming that the Humans start with plasma and blaster launchers from day 1?

or is that just xcom? and do you have seperate missions against regular human colonists/explorers vs the more military type groups like x-com?

14
Programming / Re: Auto-Battle
« on: January 11, 2021, 11:01:15 pm »
Bonakva calls this sterile, because it doesn't give experience.

He doesn't want to remove the tedium, he wants to keep and automate the tedium, i.e. let the game play itself...

Well I don't care.
It would solve the issue for me, and I imagine most people.

15
Programming / Re: Auto-Battle
« on: January 11, 2021, 10:33:02 pm »
If it's not too hard to implement, there could also be a way to make the surrender function apply differently to different races, and at different x-com tech levels.

so for example, xcf cultists have different surrender conditions than a snakeman terror ship would, and they also change their surrender conditions once xcom has gotten promotion 3/4 or something.

That way you don't have cultist safehouses still trying to fight you once you can just blasterbomb the entire map all at once. once you're powerful enough they freak and run as soon as you leave the ship.

basically has the same result as an auto-resolve if all you're trying to do is remove the tedious mop up missions.

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