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Messages - Ran

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76
Work In Progress / Re: [Request] Corridor for human base
« on: April 27, 2014, 10:13:41 pm »
I guess you have a point there. ;)
Of course aliens should not be able to destroy your hangar with a few plasma shots but detonating 10 blaster bombs without any consequences isn't quite realistic either
How's this - we don't need to make hangars and storage a target for aliens. They can be destroyed as collateral damage but aliens have more important targets to pay attention to.

77
Suggestions / Re: air combat - just thinking about possibilities
« on: April 27, 2014, 10:07:33 pm »
I have nothing against the current dogfight mode, but I also think altitude should have some impact.
We could modify min/max speed per altitude, or maybe human crafts can't go very high so UFO's can outrun them by both speed and altitude.

78
Work In Progress / Re: [Request] Corridor for human base
« on: April 26, 2014, 12:35:00 am »
If we have corridors I request we make stores and hangars destructible.
I think it's unfair you can just blast the aliens out of your base without any consequences to your facilities.

79
Offtopic / Re: How many soldiers do you prefer to have? Bases?
« on: April 26, 2014, 12:23:30 am »
I normally only use 2 fully equipped bases in the US and central Asia with about 10-15 soldiers each. I see no use in keeping lots of mediocre soldiers when you can have a handful which are the absolutely elite. Then spread other bases around the world to cover most of it's surface, but I only use them for tracking and emergency interception of UFOs. Those tertiary bases won't get attacked soon and once you have plasma or even fusion ball defense there's no need to station soldiers there. Actually I find it quite boring that bases with a bit of serious defense are completely invincible to alien attacks.
I think you don't really need more than 2-3 bases to win the game even on superhuman, but it's more convenient to have hyperwave coverage the entire globe. And what else could you waste your money on? A base with one missile defense and many grav shields is also fun and will drive them aliens insane. ;D

80
Offtopic / Re: X-com's tactical inferiority
« on: April 26, 2014, 12:07:09 am »
Why only give XCOM the advantage?
To be fair, aliens should get these improvements for their bases as well. I mean - they don't even have any surface to air defense at all.

81
Suggestions / Re: More than 2 weapons for a craft?
« on: April 24, 2014, 12:42:38 am »
Has this always been implemented or have I overlooked this feature for the last 20 years? :-[
i don't normally use such combinations, so I guess I just never thought about it before.

82
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: April 24, 2014, 12:26:38 am »
Personally I think it is fine the way it is.
It's a nice difference to the original game where research goes ridiculously fast once you have some hundred scientists working.
Anyway, you can change lab properties relatively easily in the ruleset.
No need to wait, just build your own game the way you like it. ;)

83
Suggestions / Re: More than 2 weapons for a craft?
« on: April 24, 2014, 12:16:39 am »
What about the ability to choose the weapon used for an attack?
Say you have an Interceptor with one Avalanche and one Stingray mount - or one Fusion Ball Launcher and one Plasma beam. When attacking a very small craft you would'nt want to waste expensive ammo on that. But you have to, as the weapon with the longest range automatically fires first.

84
Tools / Re: MCD Edit by volutar
« on: April 22, 2014, 12:05:27 am »
Thank you very much!
Having to deal with Win3.11 really was a pain...

85
Suggestions / Re: Alien containment
« on: April 21, 2014, 11:58:49 pm »
Well, I think it is right like this.
As said you just throw them out, or don't take them with you from the UFO site. There's no time for negotiating business deals.
If you can just sell normally the surplus there's little incentive to construct additional containments.

86
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.69
« on: April 21, 2014, 11:49:39 pm »
No pirate hats in battlescape? :-[

87
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.68
« on: April 20, 2014, 01:58:23 am »
Very strange.
How do such holes happen?
Is it only on one side or on the other one too?
Unfortunately I have no idea about map issues so I can't help here. :(

88
Suggestions / Re: [GAME OPTIONS] Globe Seasons missing
« on: April 18, 2014, 01:29:24 am »
Thanks!

89
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« on: April 18, 2014, 01:13:50 am »
So I fell into the pit I dug myself ::)
Actually I walked straight through the hill into it but I don't have the previous save anymore. Must be a terrain bug then.

Just researched the live Chryssalid, I guess I had it coming... ;D

90
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.67a
« on: April 17, 2014, 03:56:11 am »
One of the girls went to the forest and fell into a pit - and there's no way out.  :-\
Not sure if this is a bug of the piratez mod or OXC itself.

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