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Messages - rezaf

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61
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 01:11:13 pm »
You are so very wrong. You've just got no access to it, or overlooked it. But yes - captures are the key to unlocking new stuff. Especially the difficult ones.

Well, at THIS point I am right. Thing is, I just find it strange that there are so many things you have lying around for ages before you can research them. I captured a small launcher in one of my first missions, back when I was still sporting muskets and whatnot. I haven't been able to research it for years now - that's a bit weird and confusing, don't you agree?
Anyway, right now I lack the means to easily capture beefy enemies. What do you suggest I do?

There are technologies which unlock tech tiers which unlock a new slew of research projects  for you to progress through.  If I were to hazard a guess, you have researched Back to School, but can't research School Graduation, which unlocks the new tech, as you lack Advanced Chemistry, and you need Toxigun for that, but they don't seem to ever appear.

I can't find School Graduation, so it seems you hazard-guessed right. I do hovever have Toxigun researched.
I think I lack Heavy Machinery Training, for which I, in turn, lack Power Armor Parts. I just never found any. That isn't even capture related, right?

Thanks!

62
XPiratez / So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 11:30:40 am »
Well, what the title says. I never thought it possible ... but yeah, it's April 2603 and I've got nothing left to research.
If I get lucky in my loot, I can still do the occasional decrypted data disc, but that's about all that's left.
Captured enemies, Gun Almanachs, Government Papers ... all appearently exhausted.
I've got some plasma (and a few other) weapons left unresearched, but they spawn no projects (yet).

I dunno if I broke something on the geoscape somehow, but everything is eerily quiet. Well, not really, there's lots of traffic, but it's always the same types.
The church keeps doing sway government missions in south america, but none of the governments there are paying protection money anyway, the last dropped out half a year ago.
They also do the occasional base supply, since they have two bases left there (I kept them around to have something to fall back on in case of a bad month - but my last three months were ~10000 scorewise).
The guild (I think) is doing survey missions in australasia and very rarely, the star gods do some peacekeeping mission - even capturing new star gods spawns no research projects though.
Then there's the occasional civilian mission (disregarding that I already researched the stop targetting civilian traffic thing) ... and that's about it.

On the event side, the most common left is Warehouse Wars, very unfrequently there's a mutant pogrom, the last were of star gods and mercenaries. Managed to win both, but no new research.

Am I supposed to capture some specific type of enemy? Especially with the star gods, this is extremely difficult, since this mod lacks potent stun - I have a few small launchers, but can't research them nor build additional ammo. And stun batons, stasis grenades and cattleprods do jack shit in most cases.

What am I to do?


63
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: August 08, 2016, 08:20:24 pm »
For the record again, I was not "complaining" about the difficulty of the game, I was complaining about having to play in the dark, quite literally.
I played on today and have by now finished close to a dozen of these missions. I just click on random spots on the map until the enemy indicator appears and then try to shoot at the glowing crosshair. If I get an indicator that the shot can't be made, I move a few steps in a random direction and try again. Eventually, it works and I kill the enemy.

By now I have encountered some of the heavier enemies where bow and arrow outlive their usefulness, but it's jarring how difficult it is to go back to firearms. They're just SO short ranged and inaccurate in comparison. Something doesn't feel right about that.

But that's a different topic. Maybe I'll post an impression thread eventually, but I wanna play on some more.

A few missions ago I also researched fire arrows, which help. It forces me to equip some of my archers with hunting bows, but you can illuminate the area a bit quite easily this way.

64
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: August 08, 2016, 04:06:35 pm »
Ah, I didn't know it used to be different - hence my reaction.
You guys must'nt forget that I didn't get to witness the old ways of "step out and be shot".
Though I think in the late 0.9x versions of vanilla OpenXCom it used to be like that as well.  :P

@Solaris: Yeah, I was thinking: You can toggle this option. And one could make "everyting" optional, though it's of course always worth some consideration.

The problem with the current approach is you can't see your own gals, where your ship is, where which terrain is etc.
Honestly, I don't care whether it's more "realistic", it's a PITA to play with.
I see you say that the game currently is coded in a way that emitting light on the UI also means enemies can see that light, which maybe can be changed, but in the here and now, this is a problem and Dioxine tried to work around this in the manner we see in the mod. Fair enough, I guess.
I found that NVidia Control Center allows me to overwrite gamma correction, maybe this will at least allow me to see SOMETHING.

65
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: August 08, 2016, 02:45:15 pm »
How can people be pissed by something that's an option?
Ah well, good old fanboyism I guess. That's fine and all. At the very least it's understandable you don't add something just for one random dork.
Since this is such a fundamendal issue with the mod, I'd have expected a more ambivalent opinion on the issue, but it is how it is.  :)
Guess it's time for one of 'em "deal with it" gifs.

66
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: August 08, 2016, 01:40:10 pm »
Easy Dioxine, note that I wanted to deflect the who from you straight away with the part about it being too much to ask. :)

As for the "for what", night missions are really borderline unplayable. Couldn't an option be added to have lights on the skybus and skycar at least? IIRC the Skyranger worked just like that, no?

67
XPiratez / Re: Any way to make your gals emit light on night missions?
« on: August 08, 2016, 01:15:53 pm »
What's the reasoning behind it all? Don't for get I just started playing.
I THINK I read in one of the research projects that you're supposed to spot enemies early - is that it?
Well, as it is I can HARDLY spot my own gals. :-p

I'd not care about being visible to the enemies - most annoying are when you shoot down a very small or small civilian craft and have to hunt down it's crew in the nighttime, but the most efficient weapon by a HUGE margin early on seems to be the bow (it can shoot to the stars and back), and this requires to have your offhand free.

And how can we have engine limitations in an open source project where you can technically just change everything. :-pp
 Make some overlay with bright colored "borders" around trees, people and stuff...
Well, I guess that's a bit much to ask - I do hope someone eventually implements something like this in OpenXCom though.

Very well, I was hoping I'd just overlooked a game option or something - thanks a bunch for your replies guys.


68
XPiratez / Any way to make your gals emit light on night missions?
« on: August 08, 2016, 12:14:56 pm »
I only just started playing the mod and my main gripe so far is the night missions. They're almost unplayable to me.
I see a pitch black screen with the occasional hint of a dark grey thing that I might be imagining or not. When there's an enemy ship, thankfully THAT is illuminated, so I can see a darn thing.
In some missions, where a ship crashed for example, there's no such salvation. I run across a map on which I can't see a single feature. Did I just climb a hill? Or jump down a cliff? Are there trees or buldings? I have no idea. I click somewhere in the dark, my gal moves a bit, if I get the enemy spotted indicator I try to find the tile that will cause the crosshair to glow and then blindly shoot there.
That's no fun at all.
Anything I can do to tweak this?

Thanks!

69
Released Mods / Re: Combat Armor
« on: May 27, 2013, 10:45:27 pm »
Warboy, thanks for releasing some stuff from your mod seperately.
I was thinking about porting a few things from there myself, but it took me quite a long time to get OpenXcom to compile in Visual Studio in the first place.
If you seperately release some things for everyone to use, all the better.
I'm hoping for the Shotgun eventually.  8)
_____
rezaf

70
Open Feedback / Re: congrats for v0.9
« on: May 27, 2013, 10:28:14 pm »
I'm just going to add my praise to this thread - I guess there's not need for everyone to make his own.
Anyway, OpenXcom is really a tremendous peiece of work, and you've taken the best  approach (imo) by just remaking the original game 1:1 (or as close as possible) and only then going on from there adding optional stuff (I'm still not sure whether you want to do that or leave it to others, but it's possible, in any event).
Thanks very very much for making this happen!

Btw., like freeaks, I'm very happy with the options you added so far. Excellent improvements to an already great game.
Thanks again!

I have some more things to say and ask, but I'll do so seperately in threads to those topics.
_____
rezaf

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