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Topics - clownagent

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Open Feedback / Question on Scoring
« on: November 20, 2016, 03:47:48 pm »
I recently had a look on scoring and it is all nicely described in the wiki:

It seems that in openXcom the player gets an additional 400 points per month, starting from month 2.
(I tested this by delaying all alien missions via ruleset and just did nothing. Month 1 gives as expected "0" points and all other months "400".)

Was this also the case in the original?

If yes, we should probably add the info in the wiki.

When I switch between "full screen mode" and "windowed mode" the cursor and text color changes slightly (vanilla UFO 1, newest nightly).

This is most obvious when scrolling through the ufopedia.
In windowed mode: The cursor and text color is always the same.
In full screen mode: The cursor and text changes color between the different ufopedia sections.
(It seems windowed mode works fine and full screen mode is bugged)

Does this happen only on my PC, or does someone else observe the same effect?

XPiratez / [MOD] Relic Hunters Contacts
« on: September 29, 2016, 09:41:20 pm »
Attached is a small mod, which allows to research contacts to the 'relic hunters'. They offer a few new items to buy.

- Unpack the zip file in your mod folder and activate in the options menu.

Known issues:
- The new items may be a bit unbalanced.

Work In Progress / Question on LOS tile properties
« on: August 28, 2016, 02:11:56 pm »
Is there any possibility to make a map-tile that blocks line of sight to units, but does not blockade walking through and shooting through?
It could represent some kind of very thick fog or an 'illusion' tile.

I tried to switch the LOS mcd (no 31), but it does not block line of sight to units, only terrain. This I find strange, but is apparently the intended behavior:

If I use LOFTs, walking through is possible, but of course not shooting through.

XPiratez / Parrot mod
« on: March 28, 2016, 03:16:25 pm »
The attached mod adds buyable parrots, which can scout and peck your opponents.

Known issues:
- flying animation is only shown when the parrot flys at low altitude
- no animation, when it is not moving.

original sprite sheet is from:

XPiratez / The Ice Pirates movie
« on: March 21, 2016, 11:17:29 am »
There is a crappy space pirates B-movie "The Ice Pirates" which somehow captures the spirit of the mod, not exactly though of course ...

The trailer is worth your time, I promise:

Open Feedback / Drawing of basescape entrances
« on: October 25, 2015, 10:50:43 pm »
Lately I had a look on the basebits graphics and was a bit surprised to see that together with the tunnels also entrances should be drawn (see the two red circled parts in the basebits image).

However in the basescape in openxcom the enrances are only drawn for lift and hangars. It would be nice to have those entrances also for other facilities. Maybe it is an issue with drawing order.

Honestly, in all these years playing the game I never noticed there were entrances drawn at all, but since I know we could have the entrances drawn, I miss them somehow ;) .

Open Feedback / TFTD Chemical Flare
« on: September 01, 2015, 12:36:37 am »

The TFTD Chemical Flare looks very different in the ufopedia than in the inventory screen. Is this intended?

Suggestions / Wishlists at
« on: August 16, 2015, 12:18:47 am »
Maybe not everybody is aware that at are also two rather extensive wish lists for UFO and TFTD which might also be an inspiration for OpenXcom.



Open Feedback / Sleeping on a tire heap
« on: August 09, 2015, 08:46:06 pm »
Interesting new feature in TFTD:

One of my  Aquanauts was standing in front of the door on the screen shot.
Then a civilian jumped on is head and he became unconscious.
Since he wanted to be undisturbed and sleep on soft ground he moved automatically one tile to the north-east to the tire heap and took a nap there. 

Work In Progress / [ARMOR] League of Superheroes
« on: May 03, 2015, 12:25:35 am »

League of Superheroes


This (not so serious) mod introduces Superhero suits (Superman, Flash, Green Lantern and Batman) and some gear. The suits are researchable and manufacturable. Since you have now Superheroes, normal personnel gets red shirts.

Warning: This mod is not balanced.

- Added Green Lantern Suit
- Bat Bombs added
- small fixes
- Compatible with newest nightly

- Added Flash Suit

- Initial release (Superman + Batman)

- Fox105iwsp (Big thanks for inspiration and Batman mod,1979.msg18718.html#msg18718)
- 54x (Precoloured Battlescape Sprites)
- Ryskeliini (Weapon sprites and animations)
- XOps (Xenops sprites)
- Dioxine (PirateZ sprites)
- Arthanor (Extra Explosions)

Released Mods / [MCD] X-Com walks down the skyranger ramp
« on: April 11, 2015, 08:51:57 am »

This ruleset reduces the TU-cost of walking down the skyranger, avenger and Lightning ramp to 5 TU. So that the auto-pathfinding will not always send the X-com agents to jump off the ramp halfway.

Download at the Mod-site:

Suggestions / Healing two unconscious units on one tile
« on: March 29, 2015, 11:58:26 am »
During my last terror mission it happened that two unconscious units were lying on the same tile.
(Yeah, the first were shot down. Another wanted to help and got shot down on the same tile by reaction fire. That's evil AI  :P )

When now a third unit steps on the tile and wants to heal, it can only heal only one of the unconscious units.
It would be better if you can heal both units after each other. Best would be if one was able to choose which unit is healed.

Current workaround is a bit tedious: You have to pick one of the units and put it on another tile before you can heal it.

Probably it was discussed already somewhere...

ItemSets in the ruleset are now defined in the alienDeployment section in the ruleset for each mission.
should be defined in the "alienRaces" section.

For modding it would be easier to define the ItemSets in  the "alienRaces" section. This would allow for race specific ItemSets on the same mission.
In addition, it would save a lot of redundant typing, since the ItemSets for each mission are nearly identical (for the same alien rank).

One possibility to change the ItemSets like above and keep the possibility of mission specific ItemSets:
1. Itemsets are defined in the "alienraces" section:
2. If an itemset is defined in the alienDeployment section it overrides the previous defined Itemset. If non is defined the Set from "alienraces" is taken.

Open Feedback / Globe background and night missions
« on: October 26, 2014, 10:48:01 am »
I changed the globe background color via ruleset with the following:

Code: [Select]
  - type: geoscape
      - id: globe
        color: 145

Due to this, it seems that all missions on the globe became night missions.

Why do night missions depend on the globe background color and can this be changed somehow in the ruleset? 

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