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Messages - Surrealistik

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466
Open Feedback / Re: Incendiaries
« on: August 08, 2015, 11:18:28 am »
Any mods that make fire/incendiaries not utter shit for anything other than illumination?

467
Open Feedback / Incendiaries
« on: August 08, 2015, 11:03:06 am »
So how do these work in openXcom/TFTD?

Like the original incendiaries ( https://www.ufopaedia.org/index.php?title=Incendiary ), minus the bugginess?

468
Suggestions / Re: Auto-sell Option
« on: August 13, 2013, 05:12:28 am »
Whoa, this isn't default behaviour?

But why?

469
Suggestions / Auto-sell Option
« on: August 13, 2013, 12:08:37 am »
I'd love it if we could add an option in manufacturing to both:

A: Autosell produced items.
B: Designate that an item should be produced until further notice.

Helps cut down on the tedium of increasing the production orders and selling off manufactured goods.

470
Programming / Re: How to code the AI
« on: August 13, 2013, 12:05:04 am »
I want smart, tactical AI, not the retardation of the original.

471
Open Feedback / Missions Auto-Succeeding on Landing
« on: August 13, 2013, 12:03:08 am »
I know that it worked this way in the original X-Com, but should alien missions like alien infiltration and base construction auto-succeed the moment a craft lands?

To me that seems more like a bug than an actual feature. I think that if your ground team manages to attack a landed UFO before it lifts off and win the battlescape combat, the mission it was performing should automatically fail.

472
Suggestions / Line of Fire/Range Indicator
« on: August 11, 2013, 09:53:15 am »
Does this exist in some form? If not, it would be awesome if we could see how a grenade arcs to a square, the maximum range of a grenade and what a trooper's line of fire to a space exactly is, and which segments are obstructed (green line until obstructed; afterwords it's red).

473
Suggestions / Re: Show Weight of Selected Gear in Equip Screen
« on: August 10, 2013, 11:23:04 pm »
Yes.

Basic mental addition is much faster for me than equipping and unequipping (see instantaneous).

Better yet, there could be a 'projected' encumbrance beside the current encumbrance when you select an item.

474
I'm fairly sure I already have, though granted, this specific feature already seems to be implemented.

475
Suggestions / Re: Show Weight of Selected Gear in Equip Screen
« on: August 10, 2013, 09:18:27 pm »
I don't think my suggestion was understood; I realize that option exists, but there is no option that displays the weight of a selected item so you can at a glance determine whether or not it'll put a soldier over its encumbrance limit in conjunction with the current/max weight stats.

476
Suggestions / Show Radar Radius of X-Com Aircraft + Bases on Geoscape
« on: August 10, 2013, 07:19:16 pm »
As per the title. You might also add a button toggle the visible radii' on or off (or only certain radii; like bases OR aircraft).

477
Suggestions / Show Weight of Selected Gear in Equip Screen
« on: August 10, 2013, 06:46:58 pm »
As per the title. Basic and helpful improvement of that interface.

478
Suggestions / Items En Route/Queued
« on: August 10, 2013, 08:24:35 am »
It would be nice to have a list of items that are en route to be delivered in the ordering area beside the quantity column.

479
Suggestions / Re: Saving Loadouts
« on: August 06, 2013, 06:42:22 pm »
Perhaps you can make some load out classes and on the equipment you can click a button and the game tries to equip that soldier with that class with stuff you have put in the Skyranger... ^^

Yeah, that would be cool too; preset 'class' loadouts you can select for a soldier.

That said though, I'd like to instantly load out my entire team from a choice of saved presets at the click of a button.

480
Troubleshooting / Re: Chryssalid Crash
« on: August 06, 2013, 06:40:08 pm »
This happened during a quick battle unfortunately.

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