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Messages - yrizoud

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The description of this "exploit" is very broad. Maybe they mean "This uses sprintf(). If the developers are not careful, they can shoot themselves in the foot".

Troubleshooting / Re: One ammo for few weapons and different power?
« on: March 17, 2018, 03:32:13 pm »
Anyway, if the same ammo fits several weapon, it conflict with the convention for ship equipment screen :
weapon A
 - ammo A
weapon B
 - ammo B1
 - ammo B2
weapon C
 - ammo C

OpenXcom Extended / Re: OXCE+ Graphics Transparency Problem
« on: March 03, 2018, 12:10:57 am »
Photoshop is as likely to "break" an image as fix it, because you have no way of seeing what you're actually doing.

You can also make items that are never recovered after battle. If you have some in the transport, you can enter battle, lift off, and they're all gone even if you never used them... So it mostly works for alien technology,  you can have their ammo (clips) disappear as the energy somehow leaves the weapon after battle, and XCOM has to invent and manufacture their own power sources.
Or it may be a god choice for civilian items that you can actually find in battlefield, may use during firefight, but can't really bring home after battle.

Open Feedback / Re: MISSING @MORE THAN 100% CHANCE
« on: January 20, 2018, 03:17:13 am »
At this point I think the sanest thing would be to have a special case where : If chance to hit is > 100%, and there is no obstruction : let's skip the 3D physics. Fire the projectile in a special way which ignores the geometry, and hits only the target.
The "line of fire" algorithm is certainly not perfect, but at least the actual shooting will be more consistent with it.

Open Feedback / Re: What does "OpenXCom: Unlimited Waypoints" do?
« on: October 19, 2017, 09:15:22 pm »
It's for the "blaster launcher" weapon (and Disruptor Pulse launcher, in TFTD)
By default you can place 10 waypoints, like in the original game, and this option lets you forget this limit.

It's "fixed", in the sense that there was no reason to re-implement it in OpenXcom.

Help / Re: UFO/TFTD: Unlimited soldiers per rank?
« on: October 06, 2017, 11:06:24 pm »
It's hard-coded with the same rules as the original game, sorry.

Suggestions / Re: "STR_STATS" - Button to small
« on: October 06, 2017, 07:23:24 pm »
The screen shows the stat improvements of the units which participated in the battle, so you may want to search a german word for team (soldiers), or experience, or improvements (gains)

IMO you're overthinking this. UFO's "lasers" behave like projectiles travelling 10000000 times slower than light, are visible in broad dailight, and produce a pew pew sound. The name "laser" is only used because it's similar to old sci-fi concept for futuristic weapons, and trying to reconcile it with actual lasers does not seem to bring anything interesting or logical.

This is very cool. If you are not sure how to re-design some of the original designs, you can see the concepts that Arne drew for a chibi-style XCOM :

I hope you got them transparent (invisible) sprites while moving :)

I don't know the show enough, but from what I get, it makes little difference from the point of view of UNIT, as they will shoot whoever is the monster-of-the-week.

I wonder if you can make a faction and monthly missions for "the doctor". One of the small UFOs you detect would actually be the TARDIS. You can't actually destroy it in flight (let's say it has insane hit points, shrugging off your attacks), and if you land on it there is nobody to fight, you just get some gadgets as loot. Probably not weapons, but crafting stuff, or alien / ancient / future stuff that you can sell ("I don't want to know *when* you found this")
If the game actually generates several overlapping missions with the doctor, you can have multiple TARDIS flying around, which is completely possible thanks to time travel.

No matter how iconic the dalek are, and how much you want to battle them, it's a mistake to have them appear too early. Keep them terrifying, and let them appear in later parts of campaign. It's up to the player to scavenge extraterrestrial or back-from-the-future weapons, which are the only way to overcome the dalek's shields.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: August 18, 2017, 03:35:19 pm »
There are ants which can spray acid (formic acid).

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