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Messages - wsmithjr

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76
Work In Progress / Re: [Balancing] [MOD Collection] updated
« on: June 17, 2014, 06:54:53 am »
Been trying out your mod while also fiddling with other things.

I'm not very far into the game but I am a little disappointed in auto fire.  I'm glad it's not the be-all-end-all like it is in the unmodded game but it just seems a bit too useless.  Even at near point-blank range, unloading an auto shot seems pretty risky.  Up close, an auto burst should probably be pretty devastating assuming a sufficiently power weapon.  But even at point-blank range, my guys have trouble hitting the broad side of a barn.  I noticed your ruleset doesn't use weapon ranges.  I've seen the following available in other mods:

    aimRange: 11
    snapRange: 8
    autoRange: 6

I'm wondering how it might work out to increase the accuracy of auto fire but then set it to a fairly low range so that up close it is suitably deadly, but you still can't autofire units across the map with impunity.  I don't know what the accuracy fall-off is or if that can be controlled via the ruleset.  What do you think?

'Course, then if we're doing that, we can do all sorts of other things with various weapons such as keeping a pistol from firing clear across the map, etc.

77
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.73
« on: June 17, 2014, 05:27:01 am »
So just do your thing and ignore the whiners, to me the Piratez mod is my absolutely favorite game, I dare to say I even had more more fun with it  than playing the original XCOM in the mid 90s - and that means a lot. ;D

I've just installed the mod and am interested in it.  That said, I find it very difficult to get into right off the bat because it's so different.  There are tons of different weapons and the enemies are pretty difficult to take down.  I suppose once you figure out what's what and know how everything works, it won't be such a big deal, but trying to get into the mod is a pretty big obstacle currently.  I even watched the 2 Let's Play videos, which was helpful, but I never would have made it through a first mission like in that video.

Anybody have some tips for getting started in the game?

Anyway, appreciate the effort by the mod maker(s) but it also shows just how impressive OpenXCom really is with the ability to handle such a mod.

78
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 17, 2014, 05:07:09 am »
Really like the mod.  Thanks for the work on it.  Is there somewhere you can see all the various types of medals you can earn.  I know they don't mean anything, but they're pretty cool.  I'll admit I haven't checked every page of this thread, so I apologize if they're listed within.

That said, I think I'm having a problem with the mod.  I can't replicate the problem with a standing OXC 1.0 install.  Even with all mods disabled, however, I can replicate it with the Commendations exe.

If you start a "New Battle" from the main menu and then get to the battlescape and Abort the Mission, the game crashes.  It's consistent though I haven't checked every single configuration of options in the battle setup screen.  I have a bunch of mods installed, but all of them are disabled so shouldn't be interfering, correct?

Anyway, I know you normally wouldn't just abort a mission.  I found it because I wanted to check what graphics for used for some of the weapons with various mods.  Not a big deal, but if it is related to your mod, thought you'd want to know.

Thanks again for a great mod.

79
Suggestions / UFO Spotted intercept screen
« on: June 17, 2014, 04:49:56 am »
I'm not sure when it changed, but I like the idea of once a UFO is spotted, you can immediately click "Intercept" and send an aircraft after it.  Seems very useful and much quicker ... except it isn't.  The problem is that you can't see where the UFO has been spotted, so if you have more than a single base, you don't know which interceptor is best to send after it so you need to click "Center on UFO" and then send an interceptor after the UFO the "old-fashioned" way.

Is there something we can do to give us a better idea of where the UFO was detected so that we can better pick an appropriate interceptor?  I don't have any specific suggestions, just that the "shortcut" to intercepting isn't much of a shortcut.

Thanks for listening.

80
Open Feedback / Re: Realms of Arkania remake?
« on: June 17, 2014, 04:23:05 am »
Yes I know, and like this high potential game. I prefer not to dream of such a remake that allow me to mod battles against 50+ orcs

I tested the remake... How to say... God has to convince them to follow the path of SupSuper&Co 8)

I could have said same about AD&D Gold Box remakes

OpenXcom is really the right way to remake Old Good Games

Ah, I misunderstood your intent.  Thought you didn't know about the new version of Arkania.  As for the Gold Box games, would love a remake of those.  Even liked the Buck Rogers versions of that engine.

81
Open Feedback / Re: Realms of Arkania remake?
« on: June 17, 2014, 01:43:02 am »
Do you like RPG games? What about a Realms of Arkania remake?? :)

There already is a Realms of Arkania remake:  https://www.gamersgate.com/DD-ROABOD/realms-of-arkania-blade-of-destiny-revised

82
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 15, 2014, 08:36:29 pm »
Did you have the DLLs in the same folder as the .exe?

 :o <sigh>  No, I had the DLL's *folder* in the same folder as the EXE.

So, for those of us who are brain dead, would it be worth putting the DLLs into zip along with the exe instead of in a separate folder?  That or change the readme to "extract the contents of the DLLs folder".  To me that's more clear.  That said, I obviously did get this to work before though I suspect I made the same error but figured it out before making a fool of myself, unlike this time.  Must be too tired.

Thanks.  All better now.

83
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 15, 2014, 08:24:43 pm »
It's up to date now, and I expect it to still work great with the new updates!

Don't know if I'm doing something wrong.  I've used this before.  But, I duplicated a working OXC 1.0 install and followed the install instruction for this and it won't even start up.

Get "The application was unable to start correctly (0xc000007b)"

Downloaded from Dropbox link on first post in thread, 06152014CommendationsMod.zip.

What did I mess up?

84
Suggestions / Re: Grenade Ideas/Tweaks
« on: June 14, 2014, 06:33:27 am »
This would all make using grenades a lot easier overall with the Instant Grenades option and would also give more customizability to modders.

I don't have any problem with more options to change how things work, so the more the merrier.

That said, do we really need grenades to be "a lot easier overall"?  I use the Instant Grenades option because I think the grenade relay trick is completely ridiculous.  The option prevents me from being tempted to use when I "really need to".  However, I think grenades are already incredibly powerful.  Sure, you have distance issues and sometimes you have trouble getting a good throwing angle, but I toss them around like confetti especially in the early stages of the game and they save my troops many deaths trying to get good shots on enemies.  Instant grenades already have an advantage of instantly knowing the results thereby not having to wait until the end of the turn and mostly importantly not being subject to any reaction fire by the now dead alien.  So, they may be a bit too good with that option so I don't see any reason they need to be easier or even more flexible to use.

The thought just strikes me that we could have an option to remove the advantages of the instant grenades but yet prevent them from being picked up when armed so that the grenade relay trick is useless.

85
Work In Progress / Re: [Balancing] [MOD Collection]
« on: June 14, 2014, 02:42:37 am »
I don't think one can change this behavior via the ruleset, maybe in the future :P

Wishful thinking on my part.  If it needs a "realism rationale", I suppose you could say that nothing stops you from unloading a clip in a few seconds into mid-air ... it's the aiming that takes all the time.  Not that it makes me any happier about it.  :-\


86
Work In Progress / Re: [Balancing] [MOD Collection]
« on: June 13, 2014, 08:30:07 am »
Tried out the mod for a bit.  Lot of cool ideas.  Never thought of making the auto canon auto-only and similarly with the sniper rifle.  Great way to balance them I think.

That said, is there some way in the ruleset to prevent a sniper rifle from being fired like an automatic weapon when the soldier holding it is panicking?  Was getting down to the end of a Floater terror mission and night, and things went well in the beginning, but try to locate the last of the floaters pretty much wiped out my force.  A panicked soldier used up the last of my sniper rifle ammo in one shot.

Looked at some of the stats in the ruleset.  Is it really intentional to sell a Lightning for 4.8 million?  I know it requires a lot of time and materials, but on the surface, that seems quite a haul ... not that I'm anywhere near seeing just how feasible it is.

BTW, I like the idea of charging rent for any ship.  Just wondering about your logic for the amount, especially the alien technology ships.  I also figured fuel and spare parts accounted for that cost, but that wouldn't be as much of a factor with elerium-powered ships, and crew and supplies could always be accounted for in the hangar maintenance cost.  Anyway, not really complaining just thinking to myself how I might fine-tune it.

Thanks for sharing.  I look forward to exploring more of it.

87
Offtopic / Re: OPEN X-COM CHALLENGE...!!!
« on: June 08, 2014, 06:59:14 am »
avoiding ethereals missions at all?..why....do you wanna know what missions are a pain in the ass?

lobsterman terror...IN A FUCKING LINE CRUISER (on tftd) jeeeez that was just horrible X_X

I see the lobsterman on any terror ship mission and I just get back into the Triton and leave. Same with Bio-Drones.

So when can we experience this with OXC?  :P

88
Work In Progress / Re: Limit weapons for certain alien races
« on: June 08, 2014, 06:34:42 am »
What you're trying to do is not called modding, it's called cheating.

This is no more cheating than trying to recover armor from corpses which is not part of the original game balance.

They are both things that make sense to me.

How can i get back the armor from my dead men?

89
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 01, 2014, 05:21:32 pm »
When using Firearms Compilation 1.2, the Scatter Laser shows up at game start in the UFOpaedia.  Can't manufacture it or anything, but it's visible.  Is this a side-effect or a mini-bug?

90
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: May 01, 2014, 07:59:20 am »
Very interesting in trying out this mod.  I think I have everything installed correctly and the game seems to run.  I can even click on the "Record" button for a soldier and get to the various pages of information.  However, if I click on the "Record" button for a soldier in the Memorial page, the game crashes.  No error messages, just a "circle of death" and then windows says OXC has stopped running.  Anybody else experiencing this or have I done something wrong?

I had another mod installed, but I disabled it and still have the problem.

Thanks for any help.

P.S.  I've got the latest version as of 4-30.

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